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O This document contains
playtest materials.

These are mostly untested


and might be poorly balanced.

Fabula Ultima is being published by Need Games.


Find more at:
www.fabulaultima.com
www.patreon.com/roosterema
CHANGELOG
Below you can find the latest updates to the contents of this file.

Last Updated: August 14th, 2023


Important Note: the Techno Fantasy playtest materials (technospheres, Esper, Mutant, Pilot,
vehicle combat, group vehicle) will be removed with the next update. Please make sure to save
a copy of this playtest document if you wish to retain access to them.
w Floralist: Tweaked the wordings to clarify that magiseeds always leave the garden when the Clock
reaches 4 sections, and changed all magiseed effects that lasted "until the start of your next turn" to
avoid confusion and possible effect overlaps. Please review your Floralist's magiseed list to see whether
there have been changes to them. Sulphur Carnation added!

w Heroic Skills: Brambleheart now only fills the Clock when you are in Crisis. Bend Magic available to
Entropist. Wise Counsel allows for three Check options. Added Fitcast, Specialty of the House, and
Cleansing Moonlight.

Previously Updated: July 12th, 2023


w Quirks: Fugitive Experiment and Underchild now have a limit of 100 on the ignored cost.

w Floralist: Class entirely remade. It still covers a similar role, though, so adapting your builds shouldn't
be too much of a hassle.

w Invoker: Wellspring Expansion changed. Ripples clarified.

w Pilot: Compression Tech now removes the vehicle from the game world.

w Heroic Skills: Brainwave Discharge no longer requires ability to hear and its damage increases more
with levels. Make It or Break It now explicitly states which types of weapons it does not work with. Bend
Magic now available to Elementalist. Inner Wellspring now states only you can invoke it. Removed Pay
to Win. The new Floralist heroics are Brambleheart, Greater Chloromancy, and Green Thumb.
Previously Updated: June 6th, 2023
w Gourmet: Cooking and Made with Love reworded so that Made with Love works with both self and ally
delicacies; additionally, the cost increases based on targets.

w Pilot: Heart in the Engine only heals slow and weak, and Seat and Expanded Plating have been made
available to mechs. Clarified the section on rare modules. Advanced Targeting Module applies to all
Accuracy Checks, not just modules. Compression Tech now costs 2 IP.

w Heroic Skills: Auramancer's Refraction was changed slightly. Dynamic Synchronization is considerably
stronger. Nebulization boosts damage from elemental shards. Wise Counsel offers its best benefits
during conflicts, but now also allows for a spell or attack. Overload has become Overload Burst.

Previously Updated: May 9th, 2023


w Quirks: Neo-human now turns your die into a d20 only for the sake of Checks. Planet Oracle was
significantly altered.

w Esper: Changed the effects of Cognitive Focus, and raised its max SL to 5. Slightly changed the effects
of Energy Transference. Psychic Shield triggers after seeing the enemy check and allows you to use
normal scores if better.

w Mutant: Electophora's text has been rewritten to bind the status effect to a specific damage type.
Biophagy has max SL 4. Arpaktida is limited to your turn.

w Pilot: Personal Vehicle starts with 3 modules, not 2. Mounted Warrior has become Heart in the Engine.
Magistatic Module has been modified; Steed frame interacts with Heart in the Engine. Weapon Slot
Module has become Secondary Offensive Module (mech only).

w Heroic Skills: Auramancer's Mastery has become Auramancer's Refraction (the level-based scaling of
Defenses is something I prefer to add to Aura and Barrier in a future core book patch directly). Arcane
Soldier has a cap of 20 Mind Points. Psychic Field allows characters to use normal scores on the
defensive effect if better. Overload no longer requires Crisis. Steel Witch is limited to once per turn.
Make It or Break It now works with all kinds of weapons. Greater Theriomorphosis was improved. Brave
Bash was rewritten to make it easier to understand, and now allows for damage on multi-target hits.
WNATURAL FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical
options for Player Characters. The Quirks presented in these pages were written with
a Natural Fantasy assumption, but may be used in any campaign; you may also use
them as reference to create your own Quirks - but you should only use those if the
rest of your group agrees to it.

w A Player Character may only ever have one Quirk.


w If you use Quirks in your game, it is strongly suggested that each Player Character
begins play with one; additionally, no two characters in the same group should have
identical Quirks.
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.
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.

USING QUIRKS IN YOUR GAME


Quirks should be seen as a mechanical and narrative reinforcement of your characters'
unique nature. Keep the following in mind:

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 Ancient Weapon, that item will
surely have narrative implications; if you go with The Long Dream, you are inviting
the Game Master to create situations in which you'll be pressed to use your powers.
Quirks will take the already heroic Player Characters and kick them up a notch, which
can be prove a bit overwhelming. Think carefully before you use them!
w Freedom of choice. You don't need a Quirk for your character concept to be valid.
If your Identity is "Barkville's Firstborn", you shouldn't feel forced to pick Stubborn
Scion for that Identity to be relevant to the story.
w What you should use Quirks for: bringing interesting situations into play, giving your
character unique issues to confront, providing additional mechanical support to your
character's Traits.
w What you should never use Quirks for: making your character stronger than the
rest of the group, stealing the spotlight, bringing sensitive topics that make others
W uncomfortable into play.

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d ANCIENT WEAPON
You don't fear delving deep in the ancient ruins; from their cold tunnels you have
retrieved an unusual weapon, which saved your life in more than one occasion. Where
did you find it? When did you stumble upon a similar weapon, and who carried it?
Together with the rest of your group, create a rare custom weapon (page XXX) worth
1200 zenit or less.

This weapons should have an especially unusual and technological appearance; it can
be a good idea to make it a firearm weapon and determine that similar items are rare
and mysterious in your world.

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
of the weapon (such as strange machines reacting to its presence, or monsters drawn
to the special energy it emits). However, the weapon cannot be destroyed, damaged,
lost or stolen without your permission as a Player.

d ARBOREAL
You are a sentient plant creature, with humanoid intelligence. Do you belong to a
particular species, or are you one of a kind? How does your life cycle function? Do you
resemble a specific type of plant, flower, or tree?
Choose a status effect: dazed, enraged, or shaken. You are immune to the chosen
status effect. However, you also become Vulnerable to a damage type of your choice:
air, bolt, earth, fire, or ice.
You also learn one NPC spell (pages 310-311 of the Core Book; you cannot choose
Devastation; if a Magic Check is required, use【INS + WLP】): customize the spell as
needed (name, damage type, status effects etc.). When you cast this spell while in
sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).

W
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d BIG BRO
Your travel companions know they can rely on you when it's time to make camp and
catch a precious breath among the constant pressure of your adventure. Who taught
you to care for others? Is there anyone among the other Player Characters you see as
a younger brother or sister? What special promise did you make them?
If your group's campaign does not make use of the optional rule Camp Activities (see
page XXX), your character still gains access to it.
Your character gains access to three Camp Activities instead of only two.

If your character gains this Quirk during a campaign that already makes use of Camp
Activities, you simply gain access to a single new Camp Activity of your choice.

When you choose to perform Camp Activities during a Rest, choose one option: you
perform two different Camp Activities, whose effects cannot be applied to the same
creature; or you perform the same Camp Activity twice, applying its effects to two
different creatures.

d CURSED
You bear the burden of a strange curse. Through which supernatural effects does it
manifest? How did you become cursed? Did you bother a magical creature or explore
a forbidden place? Who might tell you how to break it?
When you acquire this Quirk, describe the nature of your curse and tie it to one of
the threats present in your world. Once this threat is resolved, you will finally have a
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.

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d ELEMENTAL SOUL
You are deeply infused with the power of a natural element. Who among your forebears
first received this magical spark? What troubles has it caused you?
Choose your elemental damage type: air, bolt, earth, fire, or ice. You gain Resistance
to the chosen damage type; additionally, whenever you deal damage, you may change
its type so that it matches your elemental damage type. However, you also become
Vulnerable to a different damage type chosen among those five.
You also gain the ability to perform Rituals of the Elementalism discipline, but only if
those Rituals manipulate your chosen element (respectively air, electricity, earth/rock,
fire, and ice/water).

d FLIGHT
You belong to a unique heritage of humanoids who have the ability to fly or levitate.
How does this work? Is it magical, or do you have wings? How did this particular
advantage shape the history and society of your people? How do people usually react
to seeing you?
You are able to fly. In addition to the obvious advantage in mobility, your melee attacks
can target flying creatures and you cannot be targeted by melee attacks unless the
attacker is flying or is somehow able to reach flying targets.
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
Quirk. Additionally, when you suffer air, bolt or ice damage during a conflict scene, you
lose the benefits of this Quirk until the start of your next turn.

W
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W

d MYSTERIOUS GRIMOIRE
You came into possession of an old and hefty magical tome; sometimes, scribbles and
advice appear on its pages, helping you in your adventures. Where did you find it?
What kind of personality emerges from the text's style and tone?
As long as you have this Quirk, your grimoire is an indestructible artifact that cannot
be lost or stolen unless as a consequence of Surrender.
When your group stumbles upon a danger or discovery after a travel roll, you may ask
the Game Master a single question concerning that danger or discovery (you may ask
it immediately or save it for later); the Game Master answers truthfully and describes
how the answer appears on your grimoire.
Once your grimoire has answered 10 questions, it almost shared all of its knowledge
with you: choose one of the following options.
w Awakened Consciousness: you lose this Quirk and the grimoire turns into a Non-
Player Character; create this NPC together with the rest of your group, giving them
a name and describing their appearance. They do not have an NPC profile and do not
take part in Checks or conflicts, but they learn one spell of your choice among
those in the lists for the Elementalist, Entropist and Spiritist Classes in the Core
Rulebook. The NPC may cast this spell up to twice per conflict, at the end of any
Player Character's turn if requested. Spells cast this way require no Mind Points and
use 2d10 for the Magic Check (if needed).
w Hidden magic: you lose this Quirk, but your grimoire will still share a final and most
powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells,
Hope, and Volcano (see Core Rulebook; you may choose a Skill whose requirements
you do not fulfill).

You could also use this Quirk to introduce a new Player Character (and Player) in your
group; if you do, the character who had taken this Quirk should receive the benefits
listed by hidden magic instead of those in awakened conscience. Suggested Quirks for
a Player Character brought into a campaign this way are Arboreal, Robot, The Beast
Who Spoke, and The Long Dream.

Whatever your choice, the grimoire goes back to being a completely normal book and
the Game Master chooses one option: the grimoire provides a key clue regarding a
threat that is present in your world; or the grimoire reveals the existence of a new
threat and provides a key clue about it.
W
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d OUTCAST FAIRY
Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with
the stream of souls... but it has been long since you last visited. What went wrong?
What is the state of the Realm at the moment? Who governs it?
You may verbally communicate with any creature belonging to the beast, elemental,
and plant Species.
You learn one spell of your choice among those in the lists for the Elementalist,
Entropist and Spiritist Classes in the Core Rulebook; additionally, you gain the ability
to perform Rituals of the Ritualism discipline, and you may use these Rituals to
transport creatures in and out of the Realm of Fairies.
However, you also possess a unique weakness typical of fairies: decide it together with
your group. 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 this
weakness or to have you automatically fail a Check (they must do so before the Check
is performed; the Check's Result and High Roll are both treated as being 0).

Examples: you are allergic to iron; you must count all poured grains of sand or salt; if
you see someone perform a specific gesture, you must do the same.

d ROBOT
You are an artificial body in which a mysterious life shines, lone descendant of an age
lost to time. Do you look organic or mechanical? What prevents you from perceiving or
communicating like a normal human would? What fragmented memories do you still
hold from the time you were created?
You are not considered a living creature and gain Immunity to poison damage and
Resistance to earth damage. You are also immune to the poisoned status effect.
You do not need to breathe, eat or drink, but you still follow the normal rules for
resting; you also recover Hit Points and recover from status effects as normal.
You gain a +2 bonus to all Checks you perform to examine or interact with machines,
technology and constructs (except for Accuracy Checks and Magic Checks).

W
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d STUBBORN SCION
You hail from the wealthiest, most influential family in this region. On what do they
base their fortune and reputation? Are you the only heir? What is it about your family
you really can't stand, and why did it lead you to join the other characters?
If you choose this Quirk during character creation, increase your initial savings by
1000 zenit.
Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name
and describe their appearance. They do not have an NPC profile and never take part in
Checks or conflicts, but you are inseparable and they somehow appear whenever you
need their help. They offer the following benefits:
w Be careful! When you suffer damage, you may halve it.
w Here is the information you previously requested. During a Rest, you may ask the
Game Master one question; they will answer truthfully.
w Stay down, I'll take care of this! When you create an elemental shard, you may
have it deal extra damage equal to【5 + half your level】.
Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue;
as long as they have 10 or more Fatigue, you cannot rely on them.

Fatigue is shared between bodyguards; it is not tracked individually.

At the end of each session (approximately four hours of play), your bodyguards recover
1d6 Fatigue (to a minimum of zero).

SENSITIVE TOPICS
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.

20
d SURVIVOR
You are among the few who survived a natural catastrophe or the attack of a dreadful
creature. Do you believe someone is responsible for this? Were you able to keep in
contact with any other survivors? Do you think it possible to rebuild?
Permanently increase your maximum Hit Points and maximum Mind Points by 5.
Choose one option: gain the ability to equip martial melee and ranged weapons,
martial armor, and martial shields; or learn any one spell from the Elementalist or
Spiritist lists; or permanently increase your maximum Inventory Points by 2.

d THE BEAST WHO SPOKE


You belong to a long line of magical beasts who protected human villages over the
centuries; nowadays, however, humanity has forgotten your role. Where do you make
your nest? Do you know of any of your kind who are still alive? Who, among the other
Player Characters, has shown interest or respect towards your nature?
You may not equip any items, with the exception of accessories and weapon and
armor modules (see Pilot Class, page XXX of the Techno Fantasy Atlas). However, as
long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to
Magic Defense.
You also gain two benefits of your choice among the following:
w You may also equip custom weapons (see page XXX for more).
w You learn one NPC spell (pages 310-311 of the Core Book; you cannot choose the
spell Devastation; if a Magic Check is required, use【MIG + WLP】): customize the
spell as needed (name, damage type, status effects etc.).
w Your attacks with unarmed strikes deal 6 extra damage. This amount increases to
10 extra damage if you are level 30 or higher.

W
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W

d THE LONG DREAM


Long ago, your spirit dwelled in nature; then, something brought you to take on a
human form, but it won't be forever. Was it a prayer or some kind of magic? What part
of your appearance betrays your origin? Do you fear that last goodbye?
At the end of each session (approximately four hours of play), before assigning XP, roll
2d20. If you roll equal to or lower than your current character level, the last farewell
grows closer.
When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points,
you may instead ignore that cost. If you do, the last farewell grows closer; after you
ignore a cost this way, if the last farewell has grown closer at least 10 times, the
moment has come to leave the world of humans. At the end of the current scene, you
will forever return to be a natural and inanimate object: together with your group, take
your time to roleplay one last bittersweet moment before you go.

Examples: you might turn into a great guardian tree, into a visage on the side of a cliff,
into a uniquely shaped rock, or into the brightest star there is.

The same happens if you Sacrifice yourself; in both cases, your character is considered
dead and cannot be brought back in any way. However, from now on all Player
Characters in the campaign (including your new character) will receive 1 additional
Fabula Point at the start of each session (approximately four hours of play).

d TRAVELING WORKSHOP
You own a transport that also acts as your shop and laboratory. How did you obtain it?
How does it move, and what energy fuels it? What makes it extremely recognizable?
Normally, how do people react to its passage?
You may only choose this Quirk if your character has acquired one or more Classes
among Gourmet and Tinkerer.
You obtain a land vehicle (see page 125 of the Core Rulebook). This vehicle is big
enough to accommodate you and the rest of your group, plus two or three guests, but
unfit for combat.
If a Project requires a special ingredient or material, you may spend 1 Fabula Point to
suddenly stumble upon something similar in your workshop; if you do, the invention
must have a terrible flaw (see page XXX of the Core Book).
W
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d UNDERCHILD
There isn't much you remember about your past, but upon awakening you found
yourself in the depths. Once you reached the surface, you realized you weren't exactly
like everyone else... you are spontaneously attuned to ancient technology, and boast a
strange power reserve you can draw from. Who was the first person you encountered?
What items did you have with you? Are you afraid of regaining your memories?
When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points,
or Inventory Points during a conflict, you may instead ignore that cost. If you do, you
cannot ignore a cost this way again until the end of your next Rest. Describe where
this intense but ephemeral energy stems from!

Examples: a magic gem hidden in your left eye; a power generator grafted to your
arm; an arcane circuit that resembles an intricate tattoo.

Additionally, when you encounter a contraption or creature connected to ancient


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
what can deactivate it. The Game Master answers truthfully and you describe a brief
flashback that reveals the answer.
After you receive an answer this way for the sixth time, you remember the real reason
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.

Note that you will keep all benefits from this Quirk after this revelation (both the
ability to ignore costs and to ask questions).

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23
WTECHNO FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical
options for Player Characters. The Quirks presented in these pages were written with a
Techno Fantasy assumption, but may be used in any campaign; you may also use them
as reference to create your own Quirks - but you should only use those if the rest of
your group agrees to it.

w A Player Character may only ever have one Quirk.


w If you use Quirks in your game, it is strongly suggested that each Player Character
begins play with one; additionally, no two characters in the same group should have
identical Quirks.
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.
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.

USING QUIRKS IN YOUR GAME


Quirks should be seen as a mechanical and narrative reinforcement of your characters'
unique nature. Keep the following in mind:

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
lifeform no one has ever seen before; if you pick Cognitive Specter, the Soul Network
and the creauters inhabiting it will become an important part of the game. Quirks
will take the already heroic Player Characters and kick them up a notch, which can be
prove a bit overwhelming. Think carefully before you use them!
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.

24
d AGITATOR
You have been riling up people to fight against oppressors for years, perhaps for
justice, perhaps for vengeance. Who is your current main target? Who or what did you
lose because of your insubordination? Who or what is hunting you down?
When you rest inside or near a settlement, you may choose one option: you learn what
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
what they request as payment, or why they are in trouble and need help.

Examples: Miqe the Witch, an expert ritualist willing to help in exchange for rare
materials; Two-fingers, a weapon dealer currently held prisoner by the Planetary
Security Corps.

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,
memory or emotion do you embody? How did that shape your appearance?
Choose two damage types among air, bolt, dark, earth, fire, ice, and light. You gain
Resistance to the chosen damage types. However, you also gain Vulnerability to a third
damage type chosen from the list above.
You gain the ability to perform Rituals of the Ritualism discipline, and you may use
these Rituals to transport creatures in and out of the Soul Network, as well as to gain
information and track entities while inside the Soul Network.

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d DIABOLIST
You have access to a unique talent or device that lets you shape the energies of the
Soul Network into a demonic familiar. How did you obtain this power, and what price
did you pay? What does your familiar look like, and what does this say about you?
Together with your group, create a level 5 demon NPC (see page 302 of the Core
Rulebook) that becomes your familiar: this creature has no initiative score and does
not level up, can have a maximum of two basic attacks, gains a +3 bonus to Accuracy
Checks and Magic Checks, and their maximum Hit Points are equal to【five times the
familiar's base Might die size + half your level】.
If you are level 20 or higher, your familiar gains an additional Skill. If you are level 40
or higher, your familiar gains another additional Skill. Make sure to discuss these Skill
choices together with the rest of your group.
When an NPC you can see that belongs to the demon Species falls to 0 Hit Points,
if you are present on the scene, you may spend 20 Mind Points. If you do, the Game
Master reveals that creature's entire profile, and you may replace one of your familiar's
Skills with one of that creature's Skills (the Game Master has final say on which Skills
are eligible and how they will apply to your familiar). Describe the transformation!

If you have this Quirk, you may not acquire the Faithful Companion Skill from the
Wayfarer Class (page XXX of the Core Rulebook).

Your familiar doesn't get an independent turn during conflicts, but you can use an
action to have them perform an action (once per turn). If your familiar is affected by
any turn-related effects (Core Rulebook, page 77), these are based on your turn.
Your familiar joins and leaves scenes when you do, and gains your same benefits for
rests. If reduced to 0 HP, your familiar vanishes from the scene and reforms at your
side at the start of the next scene in which you are present, with current HP equal to
their Crisis score.

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d ENIGMATIC RELIC
You possess a strange weapon capable of shaping the weave of reality, an artifact from
a forgotten past (or perhaps even a far away future). How did you obtain it, and how
did you discover the basics of its functioning? Who is trying to take the relic from you?
Together with the rest of your group, create a rare custom weapon (page XXX) worth
1200 zenit or less. This weapon is an artifact, may only be destroyed through a PC's
Sacrifice, and may only be lost or stolen from you as a consequence of Surrender.
As long as a Player Character or Villain has the relic equipped, they may perform the
Skill action to have it manifest one of the following powers:
w Ask the Game Master a single question. The Game Master answers truthfully and
describes the visions shown by the relic.
w Choose a discipline among Chimerism, Elementalism, Entropism, Ritualism, and
Spiritism. Until the end of the scene, any character who has the relic equipped may
perform Rituals of that discipline and their MP cost is halved.
w Until the end of the scene, all attacks with the relic deal 5 extra damage, and all
damage they deal ignores Absorptions, Immunities and Resistances. Additionally,
the character may immediately perform a free attack with the relic.

The second and third option are cumulative with themselves; for instance, using
the second option thrice and choosing Chimerism each time will make it so that
Chimerism Rituals cost 1/8th of the normal MP.

After the relic manifests a power while in the hands of a Player Character, it gathers
1d6 Paradox. If the relic's Paradox ever reaches 10 or higher, it immediately resets to
0 and you roll a d6:
w 1-4: the relic becomes completely inert until a specific condition is fulfilled; the
Game Master will tell you what it is.
w 5-6: the relic unleashes a terrible and unprecedented force, causing death and
destruction, a serious alteration of time and space, or even the advent of a new
threat for the world (Game Master's choice).

When a Villain uses the relic's power, it never generates Paradox. Strange...

If you die and the relic is not destroyed as part of your Sacrifice, the relic remains a
part of the campaign with all the above rules intact, but can now be lost or stolen like
any other object (it can still only be destroyed through a Sacrifice). W
27
W

d FROM A DISTANT WORLD


Your presence here is an anomaly, and sometimes you really do seem to follow your
own rules. Do you come from a far away planet, or perhaps a different timeline? How
did you get here, and when? Do you think you still have a chance to go back, and
would you do so? What terrible threat followed you?
When you participate in a conflict scene, you automatically gain 1 Fabula Point.
Additionally, you can invoke a Trait to reroll dice even if you fumbled your Check (if
you do so, you do not receive a Fabula Point for the fumble).

d FUGITIVE EXPERIMENT
Engineered within a secluded laboratory, you are a being with no precedents. The
world is not ready for you, and neither were your creators. How did you escape? What
are you searching for? Who was the first person to show you kindness?
When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or
Inventory Points, you may suffer 1d8 Instability to instead completely ignore that cost.
At the end of each session (approximately four hours of play), lose 1d6 Instability (to
a minimum of zero).
If your Instability ever reaches 10 or higher, you are immediately reduced to 0 Hit
Points and must surrender; the consequences of this surrender should be closely tied
to your loss of control over your abilities. Then, reduce your Instability to 0.

d HUNDRED FACES (inspired by Nitro's Assassin fanmade Class)


You can disguise yourself as pretty much anybody else. Does this ability come from
special gadgets, psychic powers, or a unique physiology? Who was the first person to
see through your deception? Whose trust did you lose because of it? Who tried to hire
you for an unsavory operation, and how did you respond?
If you are away from unwanted eyes, you may use an action and spend 1 Fabula Point
to disguise yourself as another creature of humanoid size and shape; if the creature
is someone you had a chance to meet, observe or research, you may also adopt their
voice and mannerism.
Your disguise will reliably fool any soldier-rank creature, while elite and champion-
rank creatures might see through it due to a failed Check or opportunity. If a Villain
is present on the scene with you, they may spend 1 Ultima Point to reveal your true
W identity through sheer coincidence or superior intuition.
28
d INVENTOR PRODIGY
You have a burning passion for technology and strange devices. What innovative yet
dangerous discovery have you made, and which shady company is trying to steal that
information from you? How do they plan on using it?
Once per conflict scene, if you need to spend Inventory Points, you can instead ignore
that cost.
You may initiate Projects. If a Project requires a special ingredient or material, you
may spend 1 Fabula Point to declare you have that item with you; if you do, the
invention must have a terrible flaw (see page XXX of the Core Book).

d NEO-HUMAN
You represent the next evolutionary stage of humanity (or at least one possibility).
What gives away your nature? Do you conceal it? Do you have a mentor or someone
you deeply respect? Which entity or organization is keeping a close eye on you?
When you acquire this Quirk, choose Dexterity, Insight, Might, or Willpower.
When you join a conflict scene, you may choose one option: you increase that Attribute
by one die size (up to a maximum of d12); or, if its base die size is d12, you treat it as
having a current die size of d20 during Checks you perform (only during Checks, and
regardless of status effects). These effects last until the end of the scene.
When you choose one of the above options, the Game Master gains an opportunity
which can be spent during the current scene or later, to showcase the unexpected
collateral effects of your abilities (such as drawing the attention of a psychic entity,
alerting the authorities to your presence, or damaging the continuum).

d PLANET ORACLE
The stream of souls itself speaks through your mouth, its suffering carved in centuries-
old scars caused by pollution and ruthless experimentation. How does that pain
manifest before your eyes? How was this connection formed?
When you cause one or more allies to recover Hit Points and/or Mind Points, each
of those allies recovers 5 additional Hit Points and/or Mind Points and you choose a
status effect among dazed, enraged, poisoned, shaken, slow, and weak: each of those
allies recovers from the chosen status effect. The additional recovery effect increases
to 10 Hit Points and/or Mind Points if you are level 30 or higher.
You also gain the ability to perform Rituals of the Spiritism discipline. W
29
W

d REPENTANT ENFORCER
You were part of a gang, armed group, police force or military unit; your hands and
heart are stained with the blood of innocents. What shocking event led to your
defection? Who do you believe will never forgive you, and why are they right?
You may acquire this Quirk only if your character's Theme is Doubt or Guilt, and your
Theme cannot be changed in any way as long as you have this Quirk.
When you acquire this Quirk, describe the organization you worked for, name the
Villain who leads it, and list their three main strategies. That organization becomes
a threat for your world.

Examples: the Galaxy Crossroad Corporation (led by Aaron Callisto; they seize
natural resources from planets, diminish worker rights and colonize outer space);
the Deluvian Security Forces (led by Natalia Caiden; they use excessive force, traffic
prototype magitech armaments and spread misinformation); the Peckerson Private
Company (led by Ezra Allen; they sabotage peaceful protests, intimidate civilians and
infiltrate unions).

You did manage to steal something from the organization: you obtain a single rare
item worth 1000 zenit or less. You may choose this item from the available lists or
design it together with the rest of your group.
At the end of each session (approximately four hours of play), if you hindered one or
more of the organization's strategies, or if you repaired some of the harm they have
done, gain 1 Subversion.

If you're ever unsure whether this happened during a given session, it is you who
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
(regardless of the amount of Fabula Points required).
Once the Villain leading the organization is defeated and surrenders, you lose this
Quirk, permanently increase your maximum Hit Points and Mind Points by 10, and
change your Theme to one of the following: Belonging, Duty, or Justice.

W
30
d ROBOT
You are a humanoid creature with partially or fully mechanical components. Do you
know who created you, and why? Are there any creatures similar to you, and if yes,
which unique trait do you possess compared to them? When did your divergent
personality first manifest, and what were the consequences?
You are not considered a living creature and gain Immunity to poison damage and
Resistance to earth damage. You are also immune to the poisoned status effect.
You do not need to breathe, eat or drink, but you still follow the normal rules for
resting; you also recover Hit Points and recover from status effects as normal.
You gain a +2 bonus to all Checks you perform to examine or interact with machines,
technology and constructs (except for Accuracy Checks and Magic Checks).

d STOLEN TRANSPORT
You own a reliable transport that's gotten you out of trouble quite a few times. Problem
is, you kinda... borrowed it. What makes it unique? What kind of fuel does it run on?
Who was the original owner, and why do they really want it back?
You obtain a transport of your choice from the Core Rulebook (page 125), such as a
land vehicle, a ship, or even an airship; or you obtain a spaceship (see page XXX). The
size of this transport can be medium or large (see Additional Notes at the end of this
document); it is enough to accommodate you and the rest of your group plus a dozen
guests, and it is fitted with armaments that allow for transport combat.
Once per session (approximately four hours of play), the Game Master can give you
2 Fabula Points to introduce a narrative complication related to the nature of the
transport or to its original owner. However, the transport can never be destroyed
without your permission.

d SURVIVOR
You are among the few who survived a catastrophic event, military attack or corporate
raid. Who was responsible for that event? Were you able to keep in touch with any
other survivors? Do you believe it possible to rebuild?
Permanently increase your maximum Hit Points and maximum Mind Points by 5.
Choose one option: gain the ability to equip martial melee and ranged weapons,
martial armor, and martial shields; or learn any one spell from the Elementalist or
Spiritist lists; or permanently increase your maximum Inventory Points by 2. W
31
W

d THE BEAST WHO SPOKE


You are the last remnant (or so it seems) of an ancient species of highly intelligent
beasts, betrayed and hunted down by humans. What do you look like, and what unique
ability do you possess? Who led you to trust others once more, and what would you do
if something bad happened to that person?
You may not equip any items, with the exception of accessories and weapon and
armor modules (see Pilot Class, page XXX). However, as long as your armor slot is
empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.
You also gain two benefits of your choice among the following:
w You may also equip custom weapons (see page XXX for more).
w You learn one NPC spell (pages 310-311 of the Core Book; you cannot choose the
spell Devastation; if a Magic Check is required, use【MIG + WLP】): customize the
spell as needed (name, damage type, status effects etc.).
w Your attacks with unarmed strikes deal 6 extra damage. This amount increases to
10 extra damage if you are level 30 or higher.

SENSITIVE TOPICS
Many Quirks bring complex themes to your table: for instance, Repentant
Enforcer and Survivor revolve around topics of exploitation and oppression;
Fugitive Experiment, Robot and The Beast Who Spoke lead to characters that
are viewed as threats or anomalies; and even the much simpler Hundred Faces
implies the character will likely face mistrust and suspicion. 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.
W Be kind to each other, and be kind to yourselves.

32
d XIPHOSYMBIOSIS
Your ability to manifest a physical body is tied to a weapon, which must be wielded
by another person. How were you created? Do many like you exist? Is this your first
wielder? Who did you refuse to join forces with? Do you crave freedom?
When you acquire this Quirk, choose another Player Character to act as your wielder.
You both immediately create a Bond towards each other; this Bond has 1 emotion
chosen among admiration, inferiority, loyalty, and mistrust.

Make sure whoever controls the wielder is okay with this relationship and looks
forward to exploring the unique nature of this Quirk with you.

Together with the rest of your group, create a rare custom weapon (page XXX) worth
1200 zenit or less; this is your weapon core and it has the following rules: "This
weapon cannot be lost, stolen or destroyed by external means, but it automatically
disintegrates if the character who uses it as their core Sacrifices themselves. It is
never considered martial (E); a character with this weapon equipped may perform
the Skill action to change its Accuracy Check's Attributes into any combination of two
different Attributes (if it is a transforming weapon, apply the change to both forms)."

As long as you have this Quirk, only your wielder may equip your weapon core.

Your current Hit Points may never go below 1; any excess loss of Hit Points is instead
suffered by your wielder (this happens regardless of distance).
When your wielder Surrenders, you immediately vanish and retreat within the weapon
core (regardless of distance), becoming dormant; the Game Master may impose the
consequences of the Surrender on you or on your wielder (GM's choice). You reform
near the weapon core as soon as the wielder regains consciousness.
When your wielder Sacrifices themselves, choose one option:
w Awakening (only if the total strength of your Bonds is 8 or higher): you lose this
Quirk and the weapon core appears in your hands; you immediately perform the
Equipment action for free and equip it.
w Legacy (only if another willing PC you can see is present on the scene): that PC
becomes your new wielder and your weapon core appears inside their backpack.
w Shatter: you Sacrifice yourself in place of the wielder, who immediately recovers HP
equal to their Crisis score and no longer needs to Surrender or Sacrifice themselves.
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).
33
WCUSTOM WEAPONS
A majority of JRPG protagonists wield unique weapons that reflect their style and
are an expression of their personality - from battle umbrellas to gun axes, nothing
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during character
creation; later on, the Game Master can create rare versions of these weapons as per
the normal rules in the Core Rulebook (page 268; you can find sample rare custom
weapons in the following pages).
Custom weapons aren't strictly better than normal basic weapons; choose what to use
based on what fits your personal vision of the character.

CREATING A CUSTOM WEAPON


A custom weapon starts with the following characteristics:

w It belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm,
flail, heavy, spear, sword or thrown).
w It is not a martial weapon (E), but might become one depending on the customizations
that are chosen for it (see below).
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).
w It is a melee weapon or a ranged weapon (your choice, and regardless of the Category
you previously chose for it).
w It has a cost of 300 zenit.
w Its Accuracy Check relies on【DEX + INS】or【DEX + MIG】(your choice).
w It deals physical damage equal to【HR + 5】.

A custom weapon also receives three customizations from the list on the right.

w Each customization can only be chosen once for the same custom weapon.
w Choosing a customization marked with E turns the weapon into a martial weapon.
w If a customization says "you", it refers to the character who has the weapon equipped.
w Some especially powerful customizations count as two customizations or increase the
W cost of the custom weapon.

34
c Custom weapons have been released officially as part of the High Fantasy book in
Italian; they are still in this playtest document to allow international users to use them.

CUSTOMIZATIONS
Accurate
Adds a +2 bonus to the weapon's Accuracy Check formula.

Defense Boost
You gain a +2 bonus to Defense, and you are treated as having a shield equipped for
the sake of your Skills (for instance, Defensive Mastery or Dodge).

Elemental
Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage
of the chosen type instead of physical, and also deals 2 extra damage.

Magic Defense Boost E


You gain a +2 bonus to Magic Defense.

Powerful E
The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
This customization is not available for arcane and dagger weapons, or for weapons
with the quick customization (see below).

Quick (counts as two customizations) E


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,
both attacks follow the rules for two-weapon fighting (no multi, HR equal to 0).

Transforming (increases the custom weapon's cost by 100 zenit)


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
doesn't cost you any additional zenit.
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
an action, and only once per turn.
If one or both the forms are martial (E), remember that you must have the appropriate
Classes to equip them. Additionally, a transforming weapon can still only have one W
Special Ability (the Special Ability applies to both forms).
35
W

COMPATIBILITY
Custom weapons allow you to create the most bizarre armaments you can imagine:
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
of steel daggers, but you lose the flexibility of combining that dagger with a different
weapon - there's pros and cons to each choice.

TRANSFORMING WEAPONS
The transforming customization is by far the most complex option provided by custom
weapons. One important note, however: if one form of your weapon is a melee weapon
and the other is a ranged weapon, or if they belong to different Categories, you only
gain the benefits of one form at the same time.

For instance, if you use a weapon with a melee form and a ranged form, you won't be
able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack
while simultaneously having Crossfire available.

A character wielding a transforming weapon is always free to decide which form they
start with at the beginning of a conflict.

SAMPLE HIGH FANTASY CUSTOM WEAPONS


The following pages showcase a few examples of High Fantasy-style custom weapons,
accompanied by possible rare evolutions.

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.
w When it comes to transforming weapons, any modification (extra damage, Special
Abilities, Accuracy bonuses...) is automatically applied to both forms.

Sometimes, a Player Character's custom weapon will also be something they hold dear
(especially if it was obtained through the Heirloom Quirk, found on page XXX). In that
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
as gems slotted inside a sword, or unique cartridges for a firearm). However, the rules
and mechanics that govern items and equipment should not be altered.
W
36
Oh, these?
How I got them
is a mighty fine tale!

d CHAIN DAGGERS
This is the iconic weapon wielded by Eryon, the Dancer. It is a transforming weapon,
and both forms are martial weapons: thus, a character must be able to equip both
martial melee weapons and martial ranged weapons to use this item.

DANCING KNIVES
The weapon's basic form, worth 400 zenit.

Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical


Two-handed w Melee w No Special Ability; this form belongs to the dagger Category
and has the quick and transforming customizations.

Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 10】physical


Two-handed w Ranged w No Special Ability; this form belongs to the flail Category
and has the accurate, powerful and transforming customizations.

BLAZING CHAINS
A possible rare evolution, worth 1200 zenit.

Form I E Accuracy:【DEX + MIG】 Damage:【HR + 9】fire


Two-handed w Melee w Deals 5 extra damage to demons and undead; this form
belongs to the dagger Category and has the quick and transforming customizations.

Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 14】fire


Two-handed w Ranged w Deals 5 extra damage to demons and undead; this form
belongs to the flail Category and has the accurate, powerful and transforming W
customizations.
37
CAMP ACTIVITIES
W

Camp Activities are an optional rule designed to give greater spotlight to resting
scenes (page 91 of the Core Rulebook) and provide more options in addition to just
increasing or modifying Bonds. While they have been created with a Natural Fantasy
tone in mind, they can be used in any campaign.

Using this rule will not make Player Characters especially more powerful than normal,
but surely offers an improvement in flexibility.

CHOOSING CAMP ACTIVITIES


If you use this optional rule, each Player Character gains access to two different Camp
Activities, chosen during character creation from the list in the following pages.

Make sure to avoid redundant Camp Activities within the same group, and to choose
Activities that fit your Player Character's concept and Identity.

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 Activities they have access to, describing it and applying its benefits to the
chosen target.

It should be noted that each character may choose how to employ the resting scene,
independently from everyone else.

Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each.
They decide to play a resting scene inside the tavern; Brandon sleeps soundly to gain
an additional action in the future, while Martha prepares a double portion for Ylua,
who is often the target of the party's healing spells. Seeing Martha's kindness, Ylua
decides to use this scene to gather a few useful ingredients for the cook... hoping not
to get into any trouble!

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).

W
42
KEEPING TRACK OF THE BENEFITS
Many Camp Activities provide a benefit that
can be used only once before the next rest; to
make sure you easily remember which characters
have access to each specific benefits, you could use
tokens, counters, or other small objects that express
the personality of whatever Player Character performed
the corresponding Camp Activity.

Example: Brandon's player keeps track of sleep soundly


using a pink plastic button; on the other hand, Martha's
player gives a little badge portraying a slice of cake to
anyone who benefits from her double portion.

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!

CAMP ACTIVITY TARGET


Camp Forge Yourself
Choose one option: you repair a damaged item owned by the group; or you create
a single basic weapon, armor, or shield of your choice (pages 130-133 of the Core
Rulebook); or you destroy a single piece of equipment owned by the group and obtain
a material whose value is equal to the cost of the destroyed item.

Cartography Yourself
Once before the next rest, after your group makes a travel roll, you may reroll the die
and keep the new result.

Combat Lesson One ally


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.

W
43
W

CAMP ACTIVITY TARGET


Daydream Yourself
Once before the next rest, when you lose Hit Points for whatever reason, you may
choose to halve that HP loss.

Double Portion One ally


Once before the next rest, if the target is about to recover Hit Points, they may double
the amount of Hit Points recovered.

Exploration Yourself or one ally


You spend your time looking for useful items; describe how, then roll 1d6.
w 1. Ouch! You do not recover Hit Points and Mind Points during this rest.
w 2. Not what I was looking for... The target regains 1 Inventory Point.
w 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
w 6. Jackpot! You find an amount of zenit equal to【your character level × 50】.

Gathering A character with the Gourmet Class


You look for ingredients in the area; describe how, then roll 1d6.
w 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict
against a threat whose level is equal to the group level.
w 2. Will these be okay... The target receives 2 ingredients with random tastes.
w 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
w 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

Magic Lesson One ally


Choose a single spell among those you know. Once before the next rest, the target may
perform the Spell action to cast the spell you chose (they must still pay its MP cost and
perform any Magic Checks as needed).

Martial Practice Yourself


Once before the next rest, when you perform an attack, you may grant that attack
multi (2) or increase its multi property by one point.
W
44
CAMP ACTIVITY TARGET
Massage One ally
Once before the next rest, if the target is about to pay a Mind Point cost, they may
halve that MP cost. This benefit cannot be applied to a Ritual's MP cost.

Midnight Oil Yourself


You generate 2 points of progress for a single Project of your choice.

Pep Talk One ally


Once before the next rest, if the target is about to recover Mind Points, they may
double the amount of Mind Points recovered.

Planning One ally


Once before the next rest, after making an Initiative Check as leader or a Check to
examine someone or something, the target may add a bonus of +4 to the Result of
the Check.

Sleep Soundly Yourself


Once before the next rest, you may perform an additional action on your turn during
a conflict scene. This action must be used to perform the Equipment, Hinder, or
Inventory action.

Training Yourself
Once before the next rest, if you are about to suffer one or more status effects from
the same source, you may instead choose not to suffer any of those status effects.

OPTIONS AND VARIANTS


You might create new Camp Activities for your characters; if you do so, try to
keep them on the same power level as these. Then again, if your group has a
passion for fantasy cooking, you might change this rule so that each Activity is
instead a special dish created by your character, and always has one ally as the
target - sharing is caring, after all! W
45
WTECHNOSPHERES
Technospheres (from Greek téchne, "ability, art, proficiency") are crystals in which
a variable quantity of energy from the worldwide stream souls has coalesced and
stabilized. If placed within specially constructed equipment, these gems react and
alter its characteristics, perhaps even granting new powers to the user.

Technospheres are actually a group of optional rules which deeply modifies many
systems present in the Core Book, with the goal of replacing part of the complexity
instead of merely adding to it. If you use this rule, all Player Characters in the group
must follow it, without exceptions.

In rules terms, Technospheres take many of the features that make up characters and
equipment and turn them into modular options: Classes, Skills, Qualities and more can
be swapped freely. While this rule fits Techno Fantasy campaigns especially well, it
can be used within any game.

In general, this rule does not make characters stronger than normal; one could say it
makes them strong in different ways.

TYPES OF TECHNOSPHERES
Technospheres are broadly divided in two groups: Mnemospheres and Hoplospheres.

w Mnemospheres (from Greek mnéme, "memory") are generated by the accumulation of


thoughts, emotions and knowledge present within the stream of souls, and respond
to the stimulus of new events and experiences.
In gameplay terms, each Mnemosphere is associated with a Class and grants its user
access to some of the corresponding Skills.
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
the casting of spells).
In gameplay terms, Hoplospheres reinforce the items in which they are placed or the
abilities of those who equip them; similar Hoplospheres may also coagulate into
more powerful effects.

The following pages include all the rules needed to apply the Technosphere system
to your campaign; they are fairly complex, so it's important for the whole group to try
and memorize them to the best of their ability.
W
50
TECHNOSPHERES CHANGE YOUR WORLD
First of all, it is important to consider how Technospheres impact the narrative.

w What do Technospheres look like? How do Mnemospheres and an Hoplospheres differ?


w How are Technospheres created? Is there a faction with monopoly over them?
w Which hypothetical or legendary Technosphere might change the world's fate?

EQUIPMENT RULES CHANGES


If you use Technospheres, equipment follows a set of special rules:

w The only available equipments in the game are: custom weapons (page XXX), armors,
and accessories, plus weapon and armor modules for the Pilot Class (page XXX).
Any other equipment cannot exist (thus, it is a good idea to make Magispheres an
advanced magitech benefit for Tinkerers, removing the Magicannon).
w Custom weapons and armors cannot have Qualities outside those detailed in the
chart below, which offer slots in which Technospheres can be placed.
On the contrary, accessories and rare modules for Pilots (page XXX) follow the
normal rules for rare items and cannot have the Qualities described below.
w To lighten the GM's workload, NPCs cannot have the Use Equipment Skill (page XXX
of the Core Rulebook); their abilities may be described as coming from weapons or
armors, but they are not treated as such in terms of rules. To compensate, NPCs of the
humanoid Species receive one additional Skill.
w Technospheres (both Mnemospheres and Hoplospheres) and the items that contain
them cannot be destroyed, lost or stolen without the owner's permission.

QUALITY COST EFFECT


Offers 1 Technosphere slot. This Quality is present on all
α slot -
weapons and armors that have no other Qualities.
β slot +600 z Offers 2 Technosphere slots (max 1 Mnemosphere).
γ slot +1500 z Offers 3 Technosphere slots (max 2 Mnemospheres).
Offers 4 Technosphere slots (max 2 Mnemospheres).
δ slot +1800 z
This Quality is only available on weapons.
W
51
W

CHARACTER CREATION CHANGES


The following rules apply to Player Character creation:

w Each Player Character is created at level 5 following the normal rules, but must
distribute those levels among exactly three Classes.
The three Classes chosen this way are considered Innate Classes for that PC.
w Upon creation, each Player Character receives a permanent increase of 5 maximum
Hit Points and 5 maximum Mind Points, and also gains the ability to equip martial
melee weapons and ranged weapons.
w Each Player Character also receives a Mnemosphere of a Class of their choice upon
creation. This Mnemosphere is at level 1.

Example: a Player Character might enter play with 1 level in Elementalist, 2 levels
in Esper and 2 levels in Spiritist as Innate Classes, plus a level 1 Loremaster
Mnemosphere.

CHARACTER ADVANCEMENT CHANGES


The following special rules apply to Player Character advancement:

w When a Player Character gains a level, they raise their character level by 1 and invest
1 level into an Innate Class or into a Mnemosphere available to the group.
w The character may invest levels in their Innate Classes as per the normal rules, but
cannot acquire new Classes, not even after mastering all three Innate Classes.

The character's maximum Hit Points and Mind Points, as well as the Attribute size
increase at levels 20 and 40 and any other effects whose power varies based on level,
are calculated using character level, which is thus separate from the total levels in
Innate Classes and equipped Mnemospheres.

Example: a Player Character might reach level 20 even though they still have a total
of 5 levels in Innate Classes, but having invested 15 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
well as any effect based on the character's level.
W
52
BEYOND LEVEL 50
A Player Character who already reached level 50 cannot further increase their
character level, but they may still receive Experience Points and invest any levels
obtained this way into Innate Classes and mnemospheres.

EQUIPPING TECHNOSPHERES
Technospheres can be freely placed within weapons and armors fitted with the proper
slots; this way, anyone who equips the item in question will receive the benefits of all
Technospheres within it.

w Placing Technospheres within an item is a task that demands calm and attention, so
it cannot be done during a conflict.
w The same piece of equipment may contain both Mnemospheres and Hoplospheres,
provided you stay within the slot limit. For instance, a β slot can contain two
Technospheres at most, only one of which can be a Mnemosphere.
w The same item cannot contain two or more Mnemospheres that have one or more
Skills or Heroic Skills in common.
w A character may never equip an item containing a Mnemosphere that grants a Skill
or Heroic Skill they already have access to (regardless if they do so by way of an
Innate Class or through a different Mnemosphere present in their equipped items).
w Some Hoplospheres require and occupy more than one slot.
w Two or more identical Hoplospheres may be placed within the same item; sometimes
this will trigger a coagulation effect (see page XXX).

W
53
W

MNEMOSPHERE RULES
Each Mnemosphere is tied to a specific Class and can increase in level and become
stronger, absorbing memories and experiences. The following rules apply:

w For the sake of simplicity and balance, Mnemospheres should be limited to the
following Classes: Chanter, Chimerist, Commander, Dancer, Elementalist, Entropist,
Esper, Fury, Guardian, Loremaster, Orator, Rogue, Sharpshooter, Spiritist, and
Weaponmaster.
w When a character invests a level in a Mnemosphere (page XXX), that Mnemosphere
develops a new Skill of the corresponding Class or increases the Skill Level of a
preexisting Skill, just like what would happen with normal Class advancement.
w A Mnemosphere may contain 5 levels at most; once it reaches level 5, that
Mnemosphere is mastered and develops a Heroic Skill of the corresponding Class,
or a generic Heroic Skill (the Players decide). The requirements of the chosen Heroic
Skill must be fully met by that specific Mnemosphere.
w As long as a Player Character has an armor or weapon containing Mnemospheres
equipped, they gain access to all Skills and Heroic Skills inside them. As soon as the
character no longer has a Mnemosphere equipped, they lose all of its benefits and
abilities (including, for instance, spells learned through a Chimerist Mnemosphere;
those spells are part of the Mnemosphere, not of the character).
w 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 must do
so through Innate Classes.

Example: if a level 5 character equips a level 5 Guardian Mnemosphere (Defensive


Mastery 3; Fortress 2; Bastion) and a level 3 Elementalist Mnemosphere (Elemental
Magic 2: Flare, Ignis; Magical Artillery), that character will have access to Skills on
par with a level 13 PC, including a Heroic Skill.
However, those Mnemospheres will not grant the character any of those Classes' free
benefits (additional HP, MP, use of martial armors and shields, Ritualism). That said, the
additional HP granted by the Fortress Skill would still apply!

It can be a good idea to use Mnemosphere sheets in order to keep track of each
Mnemosphere's advancement and let the group swap them easily between different
W characters (see page XXX).

54
HOPLOSPHERE RULES
Hoplospheres are simpler and more immediate than Mnemospheres, but definitely no
less important. They follow a few specific rules:

w Hoplospheres replace the normal Quality system of rare items, and allow Player
Characters to frequently reconfigure their equipment.
w When placed within a piece of equipment, a Hoplosfere will infuse it with its power in
a way that is unique to that specific type of Hoplosphere.
w Many Hoplospheres feature coagulation (Coag.) effects, which are added to the
Hoplosphere's normal effect if other Hoplospheres of the same type are placed within
the same item.

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
ice (thus resulting in Immunity). If you place three Gladiator Hoplospheres inside it,
however, the weapon will deal 6 extra damage to humanoids (2 from each sphere) and
also increase your Defense score by 3.

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).

TECHNOSPHERES AS REWARDS
Technospheres work best when the group has a good quantity and variety of them
available: because of this, the basic premise is that these crystal will spontaneously
appear in the game world. This makes sure that "it always makes sense" to stumble
upon one of them during a session (such as a Fury Mnemosphere generated by the
wrath of a rampaging monster, for instance).

A particularly interesting option is to have each Technosphere offer a brief vision of


what generated it upon touch: a sound, a memory, an emotion, or some kind of clue.

Each Technosphere is worth approximately 500 zenit, and each already-present level
inside a Mnemosphere increases its value by 300 zenit for the sake of determining
rewards or selling the item.
A list of ready-to-use Hoplospheres can be found starting on page XXX.
W
55
W

TROUBLESHOOTING AND ALTERNATIVES


The rules governing Technospheres are robust but, as is often the case when a rule has
such a profound impact, they can require some adjustments.

For instance, a character based on the Akromorphosis Skill (page XXX) or that often
relies on weapon and armor modules (page XXX) might find themselves partially or
completely without their Mnemospheres and Oplospheres; not only that, but some
groups will likely desire to implement Technospheres only partially.

Below you can find a list of suggestions that allow you to solve most of these issues
in simple enough ways. It should be remarked that the limitations added by these
options are due to the fact that, normally, both Hoplospheres and Mnemospheres
compete for the same slots and thus balance each other out; if you remove one or
the other from the equation, you endanger that very balance.

w Integrated Technospheres. If you use this option, which is especially appropriate


for Mutants and Pilots, the character may place a number of Mnemospheres equal
to or lower than【1 + (the PC's level, divided by 15)】inside some kind of device,
armband or other contraption that offers a narrative justification and allows them to
keep the Classes in those Mnemospheres always available; however, the character
cannot equip items with δ slots, and can only use their equipment's Technosphere
slots for Hoplospheres.
w Mnemospheres only. If the group decides to use Mnemospheres but would rather
keep the normal rules that govern equipment, they may implement a variant of the
rule described above: each PC can maintain a number of Mnemospheres equal to
or lower than【1 + (the PC's level, divided by 15)】active, and equipment simply
follows the rules provided by the Core Rulebook. In this case, Hoplospheres do not
exist, all types of equipment are once again available for PCs and NPCs, and PCs
no longer automatically gain the ability to equip all martial melee and ranged
weapons at character creation (they do increase their maximum HP and MP by 5 and
receive an initial level 1 Mnemosphere, however).
w Hoplospheres only. If the group wishes to customize equipment with Hoplospheres
but without tying advancement to Mnemospheres, you may apply all Technosphere
rules for equipment, but the δ slot Quality is no longer available. In this case,
Mnemospheres do not exist, and Player Characters do not increase maximum HP
and MP by 5 during character creation (they do gain the ability to equip martial
W melee and ranged weapons, however).

56
SAMPLE HOPLOSPHERES
To randomly generate a Hoplosphere from the list, the Game Master may roll two d6s
and use one die for the tens digit and the other for the unit digit.

w Hoplospheres marked with an asterisk (*) can only be placed within weapons, never
within armors.
w The same weapon cannot contain different Hoplospheres among those tied to a
damage type (for instance, a weapon may contain three Toxic Hoplospheres, but not
a Toxic Hoplosphere and a Voltaic Hoplosphere). This specific limitation does not
apply to armor.

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
or wishlist (page 123 of the Core Book).

HOPLOSPHERES
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
12 Agile a maximum of d12).
This Hoplosphere occupies 2 slots.
You gain Resistance to ice damage. If this item is a weapon, all
damage it deals becomes ice.
13 Arctic u Coag. 2: You gain Immunity to ice damage.
u Coag. 3: Any ice damage you deal ignores Resistances. When
you deal damage, you may change its type to ice.
This weapon deals 2 extra damage to undead.
14 Blessed*
u Coag. 2: You gain a +1 bonus to Magic Defense.

You treat your Willpower as if it were one die size higher (up to
15 Brave a maximum of d12).
This Hoplosphere occupies 2 slots.
W
57
W

HOPLOSPHERES
Roll Hoplosphere Effect (while the item is equipped)
You are immune to dazed.
16 Crystalline u Coag. 2: You gain a +2 bonus to Open Checks made to
examine creatures, items, and locations.
You gain Resistance to air damage. If this item is a weapon, all
damage it deals becomes air.
21 Cyclonic u Coag. 2: You gain Immunity to air damage.
u Coag. 3: Any air damage you deal ignores Resistances. When
you deal damage, you may change its type to ice.
You gain Resistance to dark damage. If this item is a weapon, all
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
you deal damage, you may change its type to dark.

HIGH LEVEL CHARACTERS


When you create a character with a level higher than 5 in a campaign that uses
Technospheres, the following special rules apply:

w Starting budget. The character receives initial zenit as per page 229 of the
Core Book, but may spend them on custom weapons, armor, accessories,
and Hoplospheres (500 zenit each).

w Mnemospheres. The character receives an additional level 0 Mnemosphere


for every 10 levels beyond 5 (for instance, a level 23 character will receive
one additional Mnemosphere, for a total of two initial Mnemospheres).

w Levels. The character may distribute their levels as they wish between their
Innate Classes and initial Mnemospheres, but must invest at least 5 levels
W among three Innate Classes.

58
HOPLOSPHERES
Roll Hoplosphere Effect (while the item is equipped)
Each target hit by this weapon suffers dazed.
23 Dazing*
This Hoplosphere occupies 2 slots.
This weapon deals 2 extra damage to constructs.
24 Disrupting*
u Coag. 2: You gain a +1 bonus to Defense.

When you hit one or more creatures with this weapon, you may
25 Draining*
recover 3 Hit Points and 3 Mind Points.
You are immune to weak.
26 Energizing u Coag. 2: When you recover Hit Points, you recover
2 additional Hit Points.
Attacks with this weapon gain the multi (2) property.
31 Expansive*
This Hoplosphere occupies 2 slots.
Each target hit by this weapon suffers shaken.
32 Ghastly*
This Hoplosphere occupies 2 slots.
This weapon deals 2 extra damage to humanoids.
33 Gladiator*
u Coag. 2: You gain a +1 bonus to Defense.

This weapon deals 2 extra damage to monsters.


34 Knightly*
u Coag. 2: You gain a +1 bonus to Magic Defense.

When you cause one or more creatures to recover Hit Points


and/or Mind Points with a potion, that potion causes them to
35 Medical recover 2 extra HP and/or MP, respectively.
u Coag. 2: When you cause one or more creatures to recover
Hit Points and/or Mind Points with a potion, that potion
causes them to recover 1 extra HP and/or MP, respectively.
You treat your Might as if it were one die size higher (up to a
36 Mighty maximum of d12).
This Hoplosphere occupies 2 slots.
This weapon deals 2 extra damage to elementals.
41 Occult*
u Coag. 2: You gain a +1 bonus to Magic Defense. W
59
W

HOPLOSPHERES
Roll Hoplosphere Effect (while the item is equipped)
Damage dealt by this weapon ignores Resistances.
42 Piercing* u Coag. 2: Damage dealt by this weapon ignores Resistances
and Immunities.
You gain Resistance to poison damage. If this item is a weapon,
all damage it deals becomes poison.
43 Poisonous u Coag. 2: You gain Immunity to poison damage.
u Coag. 3: Any poison damage you deal ignores Resistances.
When you deal damage, you may change its type to poison.
This weapon deals 2 extra damage to beasts.
44 Predator*
u Coag. 2: You gain a +1 bonus to Defense.

You are immune to slow.


45 Quick
u Coag. 2: You gain a +2 bonus to your Initiative Modifier.

You gain Resistance to light damage. If this item is a weapon, all


damage it deals becomes light.
46 Radiant u Coag. 2: You gain Immunity to light damage.
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 plants.
51 Reaping*
u Coag. 2: You gain a +1 bonus to Defense.

You treat your Insight as if it were one die size higher (up to a
52 Revealing maximum of d12).
This Hoplosphere occupies 2 slots.
Each target hit by this weapon suffers enraged.
53 Scornful*
This Hoplosphere occupies 2 slots.
You gain Resistance to earth damage. If this item is a weapon, all
damage it deals becomes earth.
54 Seismic u Coag. 2: You gain Immunity to earth damage.
u Coag. 3: Any earth damage you deal ignores Resistances.
W When you deal damage, you may change its type to earth.

60
HOPLOSPHERES
Roll Hoplosphere Effect (while the item is equipped)
This weapon deals 2 extra damage to demons.
55 Skeptical*
u Coag. 2: You gain a +1 bonus to Magic Defense.

Each target hit by this weapon suffers slow.


56 Snaring*
This Hoplosphere occupies 2 slots.
Attacks with this weapon target Magic Defense.
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
recover 2 extra Hit Points.
You are immune to shaken.
62 Steadfast u Coag. 2: When you recover Mind Points, you recover
2 additional Mind Points.
Each target hit by this weapon suffers weak.
63 Tiring*
This Hoplosphere occupies 2 slots.
Each target hit by this weapon suffers poisoned.
64 Toxic*
This Hoplosphere occupies 2 slots.
You gain Resistance to fire damage. If this item is a weapon, all
damage it deals becomes fire.
65 Volcanic u Coag. 2: You gain Immunity to fire damage.
u Coag. 3: Any fire damage you deal ignores Resistances.
When you deal damage, you may change its type to fire.
You gain Resistance to bolt damage. If this item is a weapon, all
damage it deals becomes bolt.
66 Voltaic u Coag. 2: You gain Immunity to bolt damage.
u Coag. 3: Any bolt damage you deal ignores Resistances.
When you deal damage, you may change its type to bolt.

W
61
MNEMOSPHERE: SCANNER
W
CLASS: LOREMASTER
LEVEL
SKILL FLASH OF INSIGHT SKILL LEVEL: 2
5
on a 13+ when examining a creature, item or location,
ask up to 2 questions

SKILL FOCUSED SKILL LEVEL: 3


+9 MAX MP
+3 TO INT+INT OPEN CHECKS

SKILL SKILL LEVEL:

SKILL SKILL LEVEL:

SKILL SKILL LEVEL:

HEROIC SKILL EXTRA MP


+10 MAX MP (+20 IF LEVEL 40+)

W
62
TECHNOSPHERE SHEETS AND CARDS
This page presents two good options for keeping track of Mnemospheres and
Hoplospheres: Mnemosphere sheets and Hoplosphere cards.
You can find blank versions of these at https://www.patreon.com/posts/46567344;
afterwards, all you need to do is print and cut them.

w When developing a Mnemosphere, it can be a good idea to give it a custom name


independent of its Class: for instance, an Entropist Mnemosphere built to provide
spells that support allies and hinder enemies might be renamed "Controller", while
a Rogue Mnemosphere containing nothing but Cheap Shot levels might be renamed
"Dirty Fighter".
w Cards are an effective way of keeping track of Hoplospheres, but you might end up
with quite a lot of them: a fun and interesting option is coloring the circle behind the
sphere's name in a way that reminds you of its general use and effects. For instance,
Hoplospheres granting offensive effects might be colored red, while those granting
some sort of healing or immunity might be colored green, and so on.

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
cards or sheets; coagulating Hoplospheres may be put in a stack, as shown below.

HOPLOSPHERE
HOPLOSPHERE
OPLOSPHERE

sorcerous medical

EFFECTS:
EFFECTS:
EFFECTS:
+2 to hp and mp
weapon only.
recovery you
target m.def.
cause
with potions.
c2: +2 to damage
and hp healing
c2: +1 to hp and
you do with
mp recovery
spells
you cause with
potions.
W
63
ESPER
W

ALSO: Empath, Psion, Soul Hacker


Esper
Peace dictated by a single
will is no peace at all: it is
merely a form of submission.

?
n
Thought, desire and emotion
are powerful forces, whose
echoes influence the stream
of souls that flows throughout
the world.
Espers have developed the
ability to connect with this
spiritual web of sensations,
which scientists have dubbed
"Soul Network" (see page XXX
for more details), and rely on
it to transmit information
and improve their physical
and mental abilities. Because
of this, each Esper will apply
their powers in remarkably

74
W
n
different ways.
O
w How did you develop your psychic abilities? Did someone train you?
w Which of your abilities can you strengthen with your psychic arts?
w Are your abilities relatively common, or are you the exception?
w Which unsettling or unusual quality do your powers possess?

ESPER FREE BENEFITS


w Permanently increase your maximum Mind Points by 5.

ESPER SKILLS
COGNITIVE FOCUS (ç5)
At the start of your turn during a conflict, you may choose one ally who is able to hear
you or one enemy you can see that is suffering from dazed, enraged, and/or shaken.
Until the start of your next turn, the chosen creature becomes your focus.
You gain a bonus equal to【SL】to Checks you perform to examine your focus, as well
as to your Accuracy Checks and Magic Checks for attacks and offensive spells (r) that
include your focus among the targets. When you cause your focus to recover Hit Points
and/or Mind Points, they recover【SL × 2】additional HP and/or MP, respectively.

HYPERCOGNITION (ç5)
The total MP cost of your spells and verses (see High Fantasy Atlas, page 138) that
include your focus among their targets is reduced by【SL】, or by【SL × 2】if your
focus is the only target (up to a minimum cost of 0 Mind Points).

NAVIGATOR
You and any non-unconscious ally within 1 travel day of you may comunicate
telepathically; you are able to hear each other for the sake of Skills and effects.
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
may use Ritualism to transport creatures in and out of the Soul Network, as well as
to gain information and track entities while inside the Soul Network.

PSYCHIC GIFTS (ç5)


Each time you take this Skill, you gain a gift. The rules for gifts and for the brainwave
clock can be found in the next page.

PSYCHOKINESIS
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 W
weapons belonging to the arcane or sword category may target flying creatures.
75
WPSYCHIC GIFTS
USING A GIFT
Each gift may be used when a specific event takes place. When this happens, you
may spend an amount of Mind Points equal to【the number of filled sections in your
Brainwave Clock, multiplied by 5】(minimum 5 Mind Points) in order to apply the
effects of that gift to that event.

w You may only use a single gift per event, and the same gift can only be used once
per event.
w If a gift causes HP or MP recovery, or if it causes MP loss, the amounts increase by 10
if you are level 20 or higher, or by 20 if you are level 40 or higher.

THE BRAINWAVE CLOCK


When you first acquire the Psychic Gifts Skill, you receive a Brainwave Clock.

w Your Brainwave Clock has 4 sections, and it begins each scene empty.
w After you resolve one of your gifts, fill 1 section of your Brainwave Clock (you do so
after the effects of the Gift have been calculated and applied).
w Your Brainwave Clock determines your gifts' cost in Mind Points, as well as their
effectiveness (see above). You can still use your gifts when the Clock is full.
w Sections of your Brainwave Clock may not be filled in any way other than described
above, and they may only be erased through a change of scene or through the
Brainwave Discharge Heroic Skill (page XXX).

GIFT EVENT
Atmokinesis When you deal damage
That damage becomes air or bolt, and its source deals extra damage equal to【2 + the
number of filled sections in your Brainwave Clock】.

When an NPC becomes your focus or


Clairvoyance
when you create a Bond towards an NPC
You ask the Game Master a single question about that NPC, and the Game Master
answers truthfully; then, you describe what sensation revealed this information to you.
W You may only use this gift once on the same NPC.
76
GIFT EVENT
Gravitokinesis When you deal damage
That damage becomes earth or physical, and its source deals extra damage equal to
【2 + the number of filled sections in your Brainwave Clock】. If the source deals
damage to one or more flying creatures, they are forced to land immediately.

Life Transference When you cause one or more creatures to lose HP


Choose yourself or an ally who is your focus: if the chosen creature is in Crisis, they
recover an amount of Hit Points equal to【5 + (the number of filled sections in your
Brainwave Clock, multiplied by 5)】.

Photokinesis When you deal damage


That damage becomes dark or light, and its source deals extra damage equal to【2 +
the number of filled sections in your Brainwave Clock】.

After an enemy succeeds on an Opposed Check


Psychic Backlash
against you or causes you to lose Hit Points
That enemy loses an amount of Mind Points equal to【5 + (the number of filled
sections in your Brainwave Clock, multiplied by 5)】. Then, choose one option: that
enemy suffers dazed; or that enemy suffers shaken.

After an enemy you can see performs an


Psychic Shield
Accuracy Check or a Magic Check
You may treat your Defense and Magic Defense scores as being equal to【your
current Willpower die size + (the number of filled sections in your Brainwave Clock,
multiplied by 2)】against that Check (you may still use your normal scores if better).

Reassuring Presence After you cover an ally with the Guard action
That ally recovers an amount of Mind Points equal to【10 + (the number of filled
sections in your Brainwave Clock, multiplied by 5)】; if they are your focus, they also
recover from a single status effect of their choice among dazed, enraged, and shaken.

Thermokinesis When you deal damage


That damage becomes fire or ice, and its source deals extra damage equal to【2 + the
number of filled sections in your Brainwave Clock】. W
77
FLORALIST
W

ALSO: Bloomblade, Herbalist, Gardener


Floralist
There is no rose
without thorns.

n
Spiritual energy flows strongly
within plants, thanks to their
direct connection to earth.
From this encounter grow
magiseeds, gifted with the
unique ability to thrive on
spiritual energy and blossm
into a majestic yet ephemeral
triumph of magic.
Floralists can identify and
cultivate these strange seeds,
which grant a large variety of
benefits and can be combined
with all sorts of disciplines,
martial and magical.

78
W
n
O
w When did you first discover a magiseed, and where?
w Who taught you how to tend to plants and flowers?
w How did you implement magiseeds in your combat style?
w Are there many practicing your art, or are you the exception?

FLORALIST FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

FLORALIST SKILLS
BATTLE GARDENING (ç4)
After you plant a magiseed, you may choose one option: you perform a free attack with
an equipped weapon; or you immediately perform the Spell action for free, casting an
offensive spell (r) with a total Mind Point cost equal to or lower than【SL × 5】(you
must still pay its MP cost).
Treat your High Roll (HR) for the Accuracy Check or Magic Check of this attack or spell
as being equal to 0 when determining damage or other effects.

CHLOROMANCY (ç10)
Each time you acquire this Skill, you discover a new type of magiseed. The rules for
discovering magiseeds can be found in the next pages.
During a conflict, if there are no magiseeds in your garden, you may use an action and
spend 10 Mind Points to plant a magiseed among those you have discovered. The rules
for the garden and for growing magiseeds can be found in the next pages.

FLOWERY AROMA
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
may use Ritualism to create smell-based illusions.

GRAFT
As long as there is a magiseed in your garden and 1 or more sections of your Growth
Clock are filled, you may use an action and spend 20 Mind Points to remove that
magiseed: if you do, you may immediately plant a different magiseed among those
you have discovered (while keeping the current filled sections of your Growth Clock).

TREE OF LIFE (ç5)


When you remove a magiseed from your garden, if you are in Crisis, you may recover
【SL × 2】Hit Points and【SL × 2】Mind Points. W
79
WMAGISEEDS
THE GARDEN
When you plant a magiseed, it takes root in your garden until removed. Your garden
can only contain one magiseed at a time, and any magiseed within it is automatically
removed at the end of the scene.

THE GROWTH CLOCK


When you acquire the Chloromancy Skill, you also receive a Growth Clock which is
present only during conflict scenes and represents the cycle of life in your garden.

w Your Growth Clock has 4 sections, and it begins each scene empty.
w At the end of your turn, if a magiseed is present in your garden, fill 1 section of your
Growth Clock.
w When you fill the fourth section of your Growth Clock, remove any magiseeds in your
garden, then erase all sections of your Growth Clock.
w Your Growth Clock determines the effects of your magiseeds (see below).
w Sections of your Growth Clock may not be filled nor erased in any way other than
described above, through Brambleheart and Green Thumb (pages XXX and XXX), or
through effects that explicitly affect Growth Clocks.

MAGISEED EFFECTS
Some magiseeds have ongoing effects, others have effects that trigger at the start of
your turn; make sure to catch the right timing!

w The effects of a magiseed apply only while it is present in your garden, and they vary
depending on the current number of filled sections in your Growth Clock (T).
w You only apply the effect corresponding to the exact number of currently filled
sections in your Growth Clock, not any effect above or below it.
w If a magiseed deals damage, it will deal 5 extra damage if you are level 20 or higher,
or 10 extra damage if you are level 40 or higher.
w If a magiseed causes Hit Point or Mind Point loss or recovery, the amount will increase
by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.
W
80
MAGISEED LIST
Below and in the next pages you will find a list of standard magiseeds that each
Floralist can discover by investing levels into the Chloromancy Skill.

The Game Master can also include custom magiseeds among play rewards; each
of these can be treated as an item worth approximately 1000 zenit, and should be
created collaboratively with the rest of the group. Make sure these new magiseeds
have a power level similar to those in the standard list.

ARCTIC NARCISSUS
It stubbornly survives in frozen territories.

T EFFECT
1 You are Resistant to earth and ice damage.
2-3 You and your allies present on the scene are Resistant to earth and ice damage.

BLAZING CHRYSANTHEMUM
Its thick petals resemble an erupting volcano.

T EFFECT
When you deal damage, choose earth or fire. All damage dealt becomes of the
1
chosen type, its type cannot change, and it ignores Resistances.
When you or an ally you can see deal damage, choose earth or fire. All damage
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
Resistances.

DESERT DAHLIA
A tenacious plant, it doesn't fear the dryness of dunes.

T EFFECT
1 You are Resistant to air and fire damage.
2-3 You and your allies present on the scene are Resistant to air and fire damage. W
81
W

GOLDEN GINKGO
Its vibrantly colored leaves represent tenacity.

T EFFECT
At the start of your turn, you and every ally you can see recover from dazed,
1
enraged, and shaken.
At the start of your turn, you and every ally you can see recover an amount of
2-3
Mind Points equal to【20 + your Skill Level in Chloromancy】.

GRAVE ASPHODEL
Solemn and elegant, it embodies death's ineluctability.

T EFFECT
At the start of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers shaken.
2 At the start of your turn, every enemy you can see suffers shaken.
At the start of your turn, you deal an amount of dark damage equal to【10 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from shaken.

HERMIT IRIS
Its leaves carry whispers of ancient knowledge.

T EFFECT
At the start of your turn, choose an enemy you can see. The Game Master reveals
1 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
Attributes, Defense, and Magic Defense.
At the start of your turn, choose an enemy you can see. The Game Master reveals
2-3 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
Attributes, Defense, Magic Defense, and Affinities.

W
82
HOOKLEAF NIGHTSHADE
Its purplish berries contain a deadly magical venom.

T EFFECT
All damage you deal becomes poison, its type cannot change, and it ignores
1
Immunities and Resistances.
All damage you deal becomes poison, its type cannot change, and it ignores
Immunities and Resistances. Additionally, when you deal poison damage for the
2-3
first time during your turn, you deal extra damage equal to【your Skill Level in
Chloromancy】.

HORNED HAWTHORN
Favored by witches and surgeons alike for its purifying properties.

T EFFECT
1 You are Resistant to dark and poison damage.
You and your allies present on the scene are Resistant to dark and poison
2-3
damage.

LUNAR MAGNOLIA
It blooms in the darkest hours of the night.

T EFFECT
When you deal damage, choose ice or light. All damage dealt becomes of the
1
chosen type, its type cannot change, and it ignores Resistances.
When you or an ally you can see deal damage, choose ice or light. All damage
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
Resistances.

W
83
W

OCEAN LOTUS
A graceful symbol of serenity and wisdom.

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

PILGRIM GAZALIA
Its flamboyant corolla is synonymous with abundance.

T EFFECT
At the start of your turn, choose yourself or another Player Character you can
1
see. The chosen character regains 1 Inventory Point.
At the start of your turn, you and every other Player Character you can see
2
regain 1 Inventory Point.
At the start of your turn, you and every other Player Character you can see
3
regain 2 Inventory Points.

PRANCING DANDELION
A symbol of energy and vivacity, it spreads seeds through stormy winds.

T EFFECT
When you deal damage, choose air or bolt. All damage dealt becomes of the
1
chosen type, its type cannot change, and it ignores Resistances.
When you or an ally you can see deal damage, choose air or bolt. All damage
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
Resistances.

W
84
REGAL PROTEA
A colorful and tenacious flower, favored by an ancient dynasty.

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

REMEDY LILY
Its elegant flowers filter and purify spiritual energy.

T EFFECT
At the start of your turn, you and every ally you can see recover from poisoned,
1
slow, and weak.
At the start of your turn, you and every ally you can see recover an amount of
2-3
Hit Points equal to【20 + your Skill Level in Chloromancy】.

SERRATED ROSE
Its thorns form a tangle equally breathtaking and dangerous.

T EFFECT
At the start of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers slow.
2 At the start of your turn, every enemy you can see suffers slow.
At the start of your turn, you deal an amount of physical damage equal to【10
3 + your Skill Level in Chloromancy】to each enemy you can see who is suffering
from slow.

W
85
W

SILVER STRELITZIA
Its silver blossoms are easily mistaken for jewels.

T EFFECT
1 You are Resistant to bolt and light damage.
2-3 You and your allies present on the scene are Resistant to bolt and light damage.

STAR PEONY
It silently gazes into celestial depths.

T EFFECT
At the start of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers dazed.
2 At the start of your turn, every enemy you can see suffers dazed.
At the start of your turn, you deal an amount of light damage equal to【10 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from dazed.

STRIPED ORCHID
Each segment of this plant is covered in toxins.

T EFFECT
At the start of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers weak.
2 At the start of your turn, every enemy you can see suffers weak.
At the start of your turn, you deal an amount of poison damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from weak.

W
86
SULPHUR CARNATION
Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

T EFFECT
When an enemy you can see performs an attack or casts an offensive spell (r),
if you are a valid target for that attack or spell, you may force it to have you as
its only target. If you do so, after that attack or spell has been resolved, remove
1-3 this magiseed from your garden.
When this magiseed is removed from your garden, if there are 3 or more filled
sections on your Growth Clock, you deal an amount of poison damage equal to
【5 + your Skill Level in Chloromancy】to each enemy you can see.

WARDWATTLE
A tangle of robust branches, whose thorns spread powerful poison.

T EFFECT
1 You are Resistant to physical damage.
You are Resistant to physical damage. Additionally, after a creature hits you with
2 a melee attack, you deal an amount of physical damage to that creature equal
to【5 + your Skill Level in Chloromancy】(after their attack was resolved).
You are Resistant to physical damage. Additionally, after a creature hits you with
a melee attack, you deal an amount of physical damage to that creature equal
3 to【5 + your Skill Level in Chloromancy】, and then deal an amount of poison
damage to that creature equal to【5 + your Skill Level in Chloromancy】(after
their attack was resolved).

W
87
GOURMET
W

ALSO: Brewer, Chef, Patissier


Gourmet

? A true chef respects


the nature of that
which they transform.

n
Cooking may be considered a
common skill, but Gourmets
refine their knowledge of
foodstuffs to a level that is
nothing short of supernatural:
they refine the art of extracting
spiritual energies from every
ingredient, infusing meals
with powerful magical effects!
While most Gourmets are
content with simply settling
down in a town or village
and making a living off their
skills, some wander the world
in a lifelong search for new
ingredients.

88
W
n
O
w Who taught you how to cook? What is your relationship with your teacher?
w Is your craft something revolutionary, or is it an established field of work?
w What does your cooking look like? Which tools do you use?
w What legendary recipe or ingredient are you looking for?

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

KNIFE AND FORK


When you perform the free attack granted by the Cooking Skill, you may have the
attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when
calculating damage dealt by this attack.

MADE WITH LOVE (ç3)


When you use the Cooking Skill and choose to apply the effects of the delicacy to
yourself or an ally you can see, you may spend up to【SL × 10】MP. For every 10 MP
you spend this way, you also apply the delicacy's effects to another ally you can see.

SALT AND PEPPER


When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the
taste of one ingredient to a different taste of your choice.

TRAVELING COOK (ç3)


After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
89
WINGREDIENTS & DELICACIES
GAINING INGREDIENTS
When you gain an ingredient, you're not sure what you'll get - roll a d6 to determine
the ingredient's taste (see below), then describe what it looks like and give it a name.
Always record the name and taste of each ingredient you find.

INGREDIENT TASTE
1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice

Example: you gain two ingredients after traveling through the Petrified Forest. You
roll a 1 and 5 for taste, which means one is bitter and the other is umami.
You decide to call the first ingredient "Fossil Honey" and the second ingredient
"Stonebark Slime". You record both ingredients and their tastes.

You may also purchase ingredients from shops: the price is 10 zenit for an ingredient
with a random taste, or 20 zenit for an ingredient with a taste of your choice.

DELICACIES AND COOKBOOKS


When you use the Cooking Skill, you create a delicacy with powerful effects.

w Every different combination of two tastes (even if it's the same taste twice!) will add
an effect to the delicacy.
w When you combine two tastes you never combined before, determine the effect of
that combination by rolling a d10 and consulting the chart on the right.
Then, record the result you rolled in your Cookbook - from now on, that specific
combination of tastes will always produce that specific effect.
w When completed, your Cookbook will have a total of 15 combinations.

Example: you combine three ingredients, one of them salty and two of them bitter.
The resulting delicacy has two combinations (bitter + bitter and salty + bitter), which
means it will have two different effects.
You previously combined bitter + bitter and rolled a 4, choosing MP recovery for the
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 the target to recover from the dazed status effect and also recover 30 Mind Points.

90
The Temple of Five Spices is rumored to hold the recipe
for a dish that can summon the soul of the deceased.

DELICACY EFFECT
1. The target recovers from (choose one: dazed; enraged; poisoned; shaken; slow; weak).

2. The target suffers (choose one: dazed; shaken; slow; weak).

The target recovers 40 (choose one: Hit Points; Mind Points). This amount increases to 50
3-4.
if you are level 30 or higher.

The target suffers 15 (choose one: air; bolt; earth; fire; ice; poison) damage. This amount
5.
increases to 20 if you are level 30 or higher.

Until the end of your next turn, the target suffers 5 extra damage from all sources that deal
6.
(choose one: air; bolt; earth; fire; ice; poison) damage.

7. The target cannot perform the (choose one: Guard; Spell; Skill) action on their next turn.

The target gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until
8.
the end of your next turn.

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.

During the target's next turn, all damage they deal becomes (choose one: air; bolt; earth;
10.
fire; ice; poison) and its type cannot change.

w When creating a delicacy you obtain 2 or 3 effects, depending on which ingredient


combinations you use (the effects may also be 4 or 6 when using the All You Can Eat
Heroic Skill, on page XXX); you decide in which order to apply these effects, and may
choose to forgo any number of them.
w Effects 5 to 10 can only be applied during conflict scenes.
w Record your choice for each particular combination of tastes in your Cookbook. If you
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
uses of the sour + sweet combination will always grant Resistance to earth damage).
No two combinations of tastes in your Cookbook may have the same effect: when
you determine the effect of a combination you never tried before, make your choice
in such a way as to create an effect with no precedents; if you can't, reroll the d10.
w Delicacies are created, used and destroyed within the same action.
W
91
INVOKER
W

ALSO: Channeler, Five-Soul Master, Onmyōji


Invoker
Do not wish for control;
wish for understanding.

n
Invokers research the innate
energy of souls and the way
it spontaneously flows and
manifests throughout their
surroundings. Even if their
art relies on calling upon the
power of the elements, they
adapt to the existing power
sources rather than force an
unnatural outcome and upset
the flow of spirits.
That said, Invokers remain
formidable adventurers: they
boast great flexibility and a
unique affinity for elemental
creatures.

92
W
n
O
w How did you develop the art of invocation?
w Is there a spirit or elemental creature you have a special bond towards?
w How do your invocations manifest?
w Are your abilities relatively common, or are you the exception?

INVOKER FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

INVOKER SKILLS
ELEMENTAL HARMONY (ç2)
You may verbally communicate with creatures of the elemental Species.
When you restore a creature's Hit Points with an invocation or spell, if an elemental is
present on the scene, the restored amount is increased by【SL × 5】.

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

LINKED INVOCATION (ç3)


When you perform an invocation, you may spend up to【SL × 10】additional Mind
Points. For every 10 Mind Points you spend this way, the invocation may target an
additional creature you can see.

RIPPLES (ç5)
After an enemy loses Hit Points due to damage dealt by one of your allies, if that
damage was increased by one or more of your "hex" invocations, you may perform a
free attack with a weapon you have equipped; this attack may only target that enemy.
If this attack is successful, all damage dealt by it becomes of the same type that was
dealt by your ally, you recover【SL × 2】Mind Points, and all "hex" invocations present
on its target end immediately after the attack has been resolved.
If two or more enemies trigger this Skill at the same time, you can perform a free
attack against each of them, in whatever order you prefer.

WELLSPRING EXPANSION (ç5)


As long as you have at least one weapon belonging to the arcane, bow, or sword
Category equipped, your "blast" invocations deal【SL】extra damage, and the extra W
damage granted by your "hex" invocations is increased by【SL】.
93
INVOCATIONS
W

DETERMINING AVAILABLE WELLSPRINGS


During each scene, your surroundings grant you two different wellsprings: the Game
Master tells you what they are. Remember to describe how wellsprings manifest in the
scene; they may be natural features, objects, or even creatures.

Example: during a battle taking place on a steam-powered airship amidst stormy


clouds, any two of air, fire, lightning and water would make sense.

PERFORMING AN INVOCATION
When you perform an invocation, choose one option you have access to among those
in the table below (provided the corresponding wellspring is available in the scene);
then, apply its effects to one creature you can see.

Your Skill Level in the Invocation Skill determines which invocations you have access
to:【SL 1】enables "blast" invocations,【SL 2】enables "blast" and "hex" invocations,
and【SL 3】gives you access to all invocations.

Example: if air and earth wellsprings are available and your Skill Level is 2, you have
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

If an invocation deals damage, it will deal 5 extra damage if you are level 20 or
higher, or 10 extra damage if you are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points,
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level
40 or higher.

WELLSPRINGS AND INVOCATIONS


Air wellspring (damage type: air)
Aero Blast The target suffers 20 air damage.
Until the start of your next turn, the target suffers 5 extra damage
Aero Hex
from all sources that deal bolt and fire damage.
Breeze The target recovers 30 Hit Points.

W Twister The target suffers 10 air damage and also suffers dazed.

94
WELLSPRINGS AND INVOCATIONS
Earth wellspring (damage type: earth)
Geo Blast The target suffers 20 earth damage.
Until the start of your next turn, the target suffers 5 extra damage
Geo Hex
from all sources that deal air and ice damage.
Growth The target recovers 30 Hit Points.
Quicksand The target suffers 10 earth damage and also suffers slow.

Fire wellspring (damage type: fire)


Pyro Blast The target suffers 20 fire damage.
Until the start of your next turn, the target suffers 5 extra damage
Pyro Hex
from all sources that deal earth and ice damage.
Burst The target suffers 10 fire damage and also suffers shaken.
Smoke The target loses 20 Mind Points and also suffers weak.

Lightning wellspring (damage type: bolt)


Electro Blast The target suffers 20 bolt damage.
Until the start of your next turn, the target suffers 5 extra damage
Electro Hex
from all sources that deal earth and fire damage.
Static The target suffers 10 bolt damage and also suffers slow.
Thunder The target loses 20 Mind Points and also suffers dazed.

Water wellspring (damage type: ice)


Hydro Blast The target suffers 20 ice damage.
Until the start of your next turn, the target suffers 5 extra damage
Hydro Hex
from all sources that deal air and bolt damage.
Chill The target loses 20 Mind Points and also suffers shaken.
Frostbite The target suffers 10 ice damage and also suffers weak.
W
95
MERCHANT
W

ALSO: Artisan, Collector, Pharmacist


Merchant
Wealth's the mean,
certainly not the end!

n
Even in worlds rife with great
magic, wealth and money are
very influential. Trade and
commerce are one key aspect
to the development of nations
and kingdoms, and Merchants
are quite aware of this power.
It might seem strange for a
Merchant to be treated on par
with a hero: and yet, those
who resist the temptation of
greed and rely on commerce
to foster exchanges of ideas
and dialogue between distant
people truly are fighting their
very own revolution.

96
W
n
O
w Who introduced you to the art of commerce? Is it a family business?
w Would this world be better without money? If so, why are you still a merchant?
w 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?

MERCHANT FREE BENEFITS


w Permanently increase your maximum Inventory Points by 2.

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

I'VE HEARD OF IT! (ç3)


When you or an ally who is able to hear and understand you perform a Check to
examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus
equal to【SL × 2】to the Result of that Check.

PRIVATE STOCK (ç3)


At the start of your turn during a conflict scene, you may spend 1 Trade Point. If you
do, choose yourself or another Player Character present on the scene: the chosen
character regains【SL × 2】Inventory Points.

REAL TREASURE
Once per session, when you help an NPC or community defeat greed and corruption,
improve their quality of life, or coexist with other creatures, if you have acquired the
Winds of Trade Skill, gain 2 Trade Points.

WINDS OF TRADE (ç3)


After you rest in an area where commerce is possible, you gain【SL × 200】zenit and
【SL + 1】Trade Points. You may never have more than【SL + 3】Trade Points; if you
acquire this Skill during character creation, begin play with 2 Trade Points.
During a non-conflict scene, you may spend 2 Trade Points to create an NPC that lives
and operates in the nearby area, giving them a name and occupation; you describe how W
you met them, and the GM tells you what they require in exchange for their services.
97
MUTANT
W

ALSO: Abomination, Experiment, Lycanthrope


Mutant

?
Look at me, coward!
Behold what your
silence allowed
them to create.

n
Some say no progress can be
achieved without sacrifice;
conveniently enough, these
sacrifices are rarely made
by those in power. Mutants
are living testaments to this
ruthless arrogance: people
whose souls and bodies bear
the signs of technological or
magical pollution.
Each Mutant is a unique being
capable of altering their body
in strange and unprecedented
ways; however, their powers
come at a painful price and
can prove a dreadful sight to

98
W
n
behold.
O
w Were your mutations caused by a scientific experiment or by some kind of magic?
w Who is responsible for your mutations? What are your feelings towards them?
w 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?

MUTANT FREE BENEFITS


w Permanently increase your maximum Hit Points by 5.

MUTANT SKILLS
AKROMORPHOSIS (ç3)
Your unarmed strikes deal【6 + (SL × 2)】extra damage, and you gain a bonus equal
to【SL】to your Accuracy Checks with them.
At the start of your turn during a conflict, you may choose a weapon Category other
than brawling. If you do, your unarmed strikes now belong to the chosen Category; if
you choose bow, firearm or thrown, they become ranged weapons instead of melee;
if you choose dagger or sword, they cannot be used with Triple Slash (High Fantasy
Atlas, page XXX). These changes last until the start of your next turn.

BIOPHAGY (ç4)
After one of your attacks or offensive spells (r) causes one or more enemies to lose
Hit Points, if you are in Crisis, you may recover【SL × 5】Hit Points.

ECDYSIS
After you lose Hit Points due to damage, if that damage had a type other than physical,
you may spend 10 Hit Points to gain Resistance to that damage type until you use this
Skill again. You cannot use this Skill if doing so would reduce you to 0 HP.

GENOCLEPSIS (ç2)
When you deal damage to one or more NPCs, you learn their Species and the GM
chooses【SL】therioforms they find thematic to those NPCs (see next page): you may
immediately use the Theriomorphosis Skill (if you have acquired it, and paying its HP
cost) to manifest those therioforms (even if they are not among those you learned).

THERIOMORPHOSIS (ç6)
Each time you acquire this Skill, you learn a therioform (see next page).
You may use an action and spend one third of your current Hit Points (rounded down)
to manifest the effects of up to two therioforms you have learned: the details of this W
transformation are explained on the next page.
99
WTHERIOFORMS
Therioforms are mutations that grant powerful abilities; the way they manifest on
your character is completely up to you - pterotheria, for instance, might turn you
into a person-sized bat or simply give you feathered wings.

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
perform the Guard action, or if you use the Theriomorphosis Skill again (this includes
using it through Genoclepsis).
w You may end the effects of your Theriomorphosis at any time, but during a conflict
you can only do so on your turn, before or after an action.
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
be a part of.

THERIOFORM GENOCLEPSIS ADVICE


Amphibia Frogs, salamanders, regenerating creatures, aquatic monsters.
You may breathe underwater and your eyes can see perfectly in dim light.
When you recover Hit Points, you recover 5 additional Hit Points and you may
immediately recover from a single status effect of your choice.

Arpaktida Wolves, birds of prey, creatures with sharp hunting senses.


You treat your Insight as if it were one die size higher (to a maximum of d12).
When you deal damage to one or more creatures for the first time during your turn, if
at least one of them is in Crisis, you deal 5 extra damage to each of those creatures.

Dynamotheria Bears, dinosaurs, creatures of massive size and strength.


You treat your Might as if it were one die size higher (to a maximum of d12).
When you succeed on a Check to advance or turn back a Clock, if that Check includes
Might, you may fill or erase 1 additional section of that Clock.

Electrophora Electric creatures, lightning elementals, robots.


When you deal damage with an attack or spell, you may have all that damage become
bolt. While your unarmed strikes deal bolt damage, any enemy who loses 20 or more
W Hit Points due to one of your unarmed strikes also suffers slow.

100
"This is gonna hurt you a lot more than it hurts me.
And trust me, I'm hurting A WHOLE LOT."

THERIOFORM GENOCLEPSIS ADVICE


Neurophagoida Parasites, undead, creatures who feed on souls.
When you use the Biophagy Skill, you also recover an amount of Mind Points equal to
【4 + (your Skill Level in Theriomorphosis)】.

Placophora Crustaceans, turtles, armored creatures and vehicles.


You may treat your Defense score as being equal to【13 + (half your Skill Level in
Theriomorphosis)】(you may still use your normal scores if better).

Pneumophora Jet-propulsion mollusks, great winged beasts, rockets.


As the Electophora therioform, but the damage is air and the status effect is weak.

Polypoda Squids, octopi, creatures with tendrils or vines.


Your attacks with unarmed strikes gain multi (3).

Pterotheria Bats, birds, winged insects, flying creatures.


You are able to fly. In addition to the obvious advantages in mobility, your melee
attacks can target flying creatures and you cannot be targeted by melee attacks
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
vehicle designed for human-sized creatures, or inside a narrow corridor). Additionally,
when you suffer air, bolt or ice damage during a conflict scene, you lose these benefits
until the start of your next turn.

Pyrophora Bombardier beetles, pistol shrimps, fire elementals.


As the Electophora therioform, but the damage is fire and the status effect is dazed.

Tachytheria Cats, gazelles, hares, creatures that are agile and quick.
You treat your Dexterity as if it were one die size higher (to a maximum of d12).
When you succeed on a Check to advance or turn back a Clock, if that Check includes
Dexterity, you may fill or erase 1 additional section of that Clock.

Toxicophora Spiders, snakes, toxic slimes and other venomous creatures.


As the Electophora therioform, but the damage is poison and the status effect is W
poisoned.
101
PILOT
W

ALSO: Biker, Mech Pilot, Sky Pirate


Pilot
Within this steel beat the
hearts and hopes of all of
Minerva IV. The Empire
has already lost, they just

?
don't know it yet.

n
Be they boastful racers, trained
soldiers or elegant chaffeurs,
Pilots develop a special bond
with a vehicle - in a way, it
becomes an extension of their
body, which they can rely on
for battle and travel.
While transports of all sorts
are frequently seen in every
Fabula Ultima world, a Pilot's
vehicle is something unique
and irreplaceable: it could be
the very mech their mother
piloted in battle, a jury-rigged
aviobike that shouln't even
be able to fly, or some sort of

102
W
n
technological marvel.
O
w Where did you learn to pilot? Is your teacher still alive?
w How did you obtain your vehicle? Did you build it yourself? Did you inherit it?
w What personal touch makes your vehicle stand out from the rest?
w Who or what would you never allow aboard your vehicle?

PILOT FREE BENEFITS


w Permanently increase your maximum Hit Points by 5.
w Gain the ability to equip martial melee weapons and martial ranged weapons.

PILOT SKILLS
COMPRESSION TECH
As long as there is no one aboard your personal vehicle, you may have it safely
disappear from the game world at any time. What magic or technology allows it?
If your personal vehicle is not present in the game world and you are in a space big
enough to contain it, you may perform the Inventory action and spend 2 Inventory
Points to have the vehicle appear near you and enter it for free.

FLEXIBLE CONFIGURATION (ç4)


When you perform the Equipment or Guard action while driving your personal vehicle,
you may choose up to【SL】of its active modules and make them inactive; if you do,
choose an equal amount of its inactive modules and make them active.

HEART IN THE ENGINE (ç3)


At the start of your turn during a conflict, if you are driving your personal vehicle, you
may spend 10 Mind Points. If you do, choose one option: the next time you deal damage
during this turn, deal【SL × 2】extra damage; or, the next time you suffer damage before
the start of your next turn, that damage is reduced by【SL × 2】(applied before damage
Affinities); or, you recover from a status effect of your choice among slow and weak.

PERSONAL VEHICLE (ç5)


When you acquire this Skill, you gain a personal vehicle with a frame of your choice
and three different modules of your choice (see next page).
Whenever you acquire this Skill again, you acquire two modules of your choice.

STRONG GRIP
When you perform an Accuracy Check with a weapon module, you may replace one of
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.

w Entering the vehicle during a conflict requires the Objective action; normally there
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).
w Leaving the vehicle doesn't require an action, but during a conflict it can only be done
on your turn, before or after an action.
w The vehicle can hold a variable number of human-sized creatures depending on its
frame and modules, but only its Pilot may drive it. Additionally, the other passengers
cannot cover creatures when they perform the Guard action.
w The maximum number of modules active at the same time on the vehicle is equal to
【3 + its Pilot's Skill Level in Personal Vehicle】. The Pilot may freely reassign their
vehicle's active and inactive modules outside conflicts.

The standard frames and modules are listed in the upcoming pages. Note that
whenever a module's text mentions "you", it is referring to the Pilot that the module's
vehicle belongs to.

Example: you might create an armored motorbike by combining the Steed frame with
the Heavy Plating and Turbo modules; or create a flying combat armor by combining
an Exoskeleton frame with the Aerial, Runic Plating, Rifle and Sword modules.

ARMOR MODULES
While driving a vehicle with an active armor module, a Pilot does not have access to
the normal contents of their armor slot. Instead, that slot is considered occupied by
the vehicle's armor module. If the vehicle has no active armor modules, the Pilot can
keep using their equipped armor as normal.

w As soon as the Pilot is no longer driving a vehicle with an active armor module, they
immediately regain access to their normal equipped armor.
w Armor modules marked with E are considered martial armors for the sake of Skills
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 these modules even if they normally lack the ability to equip martial armors.

104
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
time, that Pilot would not be able to benefit from the Rogue's Dodge Skill.

WEAPON MODULES
While driving a vehicle with one or more active weapon modules, a Pilot does
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
weapon modules, the Pilot can keep using their equipped items as normal.

w As soon as the Pilot is no longer driving a vehicle with active weapon modules, they
immediately regain access to their normal equipped weapons and shields.
w Each weapon module counts as a one-handed weapon for the sake of character Skills
and effects (with the exception of the Shield module, which is treated as a shield).
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.
w Some weapon modules are complex or cumbersome and prevent you from having
other weapon modules (including Shield modules!) active on the same vehicle.

For instance, an Axe module can be used to Counterattack, and a Rifle module can be
used for Crossfire (pages XXX and XXX of the Core Rulebook).

Because each weapon module is treated as a one-handed weapon, a Pilot driving a


vehicle with two active weapon modules that share the same Category benefits from
the rules for two-weapon fighting - and if they have the Ambidexterous Heroic Skill,
this can be done with any two weapon modules!

SUPPORT MODULES
Support modules provide a variety of miscellaneous benefits; these benefits often
apply to the vehicle's passengers in addition to the Pilot themselves.

w A vehicle cannot have two or more active support modules with the same name.
w Some support modules are particularly complex or cumbersome and count as two
modules towards the limit on total active modules.
W
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W

DAMAGE AND REPAIRS


A Pilot's vehicle doesn't have its own separate stats and is treated as an extension
of the Pilot themselves. It can be damaged or rendered temporarily unusable as a
narrative consequence of the Pilot's surrender, but cannot be destroyed unless the
Player agrees to it.
Repairing a narratively damaged vehicle requires an amount of zenit equal to the
Pilot's Skill Level in Personal Vehicle, multiplied by 100; on the other hand, rebuilding
a destroyed vehicle should be achieved as part of the Pilot's narrative arc (which is
why it should only be done if the Player is okay with it).

RARE MODULES AS REWARDS


The Game Master should include new modules (or upgraded versions of existing
modules) among rewards for the Pilot over the course of the campaign.

w Each weapon and armor module presented in the following pages should be treated
as having a base cost of 500 zenit, and their rare versions can be created using
the rules for rare items in the Core Rulebook (starting on page 266). There is one
exception: you may not increase a weapon module's damage by 4 points by making
it a two-handed weapon (but you may do so by increasing its cost by 200 zenit).
w Each support module presented in the following pages should be treated as having a
cost of roughly 1000 zenit. If you create custom support modules, compare them with
the existing ones in order to establish their cost in zenit. They are rare items.

As a general rule, a Pilot should never have access to two or more support modules
with different names whose effects are similar and/or cumulative.

TINKERER INTERACTIONS
A character with the Tinkerer Class might wish to use the Upgrade Heroic Skill and
the rules for Projects (pages XXX and 134 of the Core Rulebook) to improve modules
or invent new and unique customizations for a Pilot's vehicle; for instance, they might
install a reactor to enable space flight, or an antenna emitting anti-magic waves.
When it comes to special modules created through Projects, the group as a whole
should make sure these do not impede on other characters' strengths and roles. It can
be a good idea to give such modules a limited number of uses, or have them include
W interesting flaws that can lead to difficult choices and memorable scenes.

106
LIST OF FRAMES
FRAME PASSENGERS DISTANCE
Exoskeleton None No modifier
This vehicle may have up to 2 active weapon modules, up to 1 active armor module,
and any number of active support modules.
If you use the Compression Tech Skill with this vehicle, ignore the IP cost.

Mech None ×2
This vehicle may have up to 2 active weapon modules, up to 1 active armor module,
and any number of active support modules.

Steed Up to one ×2
This vehicle may have up to 1 active weapon module, up to 1 active armor module,
and any number of active support modules.
If you use the Heart in the Engine Skill with this vehicle, ignore the MP cost.

Important: "passengers" indicates human-sized creatures transported in addition to


the Pilot; "distance" refers to the distance traveled during a travel day; remember that
the maximum number of total active modules on your vehicle is based on your Skill
Level in Personal Vehicle.

LIST OF ARMOR MODULES


ARMOR MODULE DEFENSE MAGIC DEFENSE
Flexible Plating Module DEX die +2 INS die +1
Heavy Plating Module E 12 8
Runic Plating Module E 10 11
Standard Plating Module E 11 10

Important: these benefits only apply to the Pilot who is driving the vehicle; the
scores granted by the Heavy, Runic, and Standard Plating modules can be extended
to passengers through the Expanded Plating module (page XXX). W
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W

LIST OF WEAPON MODULES


WEAPON MODULE ACCURACY DAMAGE
Arcane Module 【DEX + WLP】 【HR + 8】physical
Melee w This weapon belongs to the arcane Category.
Axe Module 【DEX + INS】 【HR + 12】physical
Melee w This weapon belongs to the heavy Category.
Blade Module 【DEX + INS】+1 【HR + 6】physical
Melee w This weapon belongs to the dagger Category.
Bow Module 【DEX + INS】+1 【HR + 12】physical
Ranged w This weapon belongs to the bow Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Cannon Module 【DEX + INS】 【HR + 14】physical
Ranged w This weapon belongs to the firearm Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Claw Module 【DEX + INS】 【HR + 8】physical
Melee w This weapon belongs to the brawling Category and can be used to
interact with the scene as if it were an empty hand.
Claymore Module 【DEX + INS】+1 【HR + 14】physical
Melee w This weapon belongs to the sword Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Esoteric Module 【DEX + WLP】 【HR + 12】physical
Melee w This weapon belongs to the arcane Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Flail Module 【DEX + INS】 【HR + 10】physical
Melee w This weapon belongs to the flail Category.
Flamer Module 【DEX + INS】 【HR + 8】fire
Ranged w This weapon belongs to the firearm Category.
W
108
WEAPON MODULE ACCURACY DAMAGE
Machine Gun Module 【DEX + INS】 【HR + 10】physical
Ranged w This weapon belongs to the firearm Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
When you perform the Attack action and attack with this weapon module, you
may perform two separate attacks instead of one (against the same target
or against different targets). If you do, both attacks follow the rules for two-
weapon fighting: each attack loses the multi property and cannot gain it,
and you treat the High Roll of each Accuracy Check as being equal to 0 when
determining damage.
Rifle Module 【DEX + INS】 【HR + 10】physical
Ranged w This weapon belongs to the firearm Category.
Scythe Module 【DEX + INS】 【HR + 16】physical
Melee w This weapon belongs to the heavy Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Shield Module (Exoskeleton and Mech Only)
While driving this vehicle, you gain a +2 bonus to Defense and a +2 bonus to
Magic Defense.
This weapon module does not count as a "weapon": instead, it counts as an
equipped shield for the sake of Skills and effects. It cannot be equipped in your
main hand slot, unless you have acquired the Dual Shieldbearer Skill (Core
Rulebook, page XXX); if you have acquired that Skill, your Twin Shields deal
2 extra damage (this is cumulative if you have two active Shield modules).
Spear Module 【DEX + INS】 【HR + 10】physical
Melee w This weapon belongs to the spear Category.
Sword Module 【DEX + INS】+1 【HR + 8】physical
Melee w This weapon belongs to the sword Category.
Trident Module 【DEX + INS】+1 【HR + 14】physical
Melee w This weapon belongs to the spear Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules. W
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W

LIST OF SUPPORT MODULES


SUPPORT MODULE
Aerial Module (counts as two active modules)
This vehicle can fly, and its "distance" becomes ×3.
While you are driving this vehicle, your melee attacks can target flying creatures,
and all creatures inside the vehicle cannot be targeted by melee attacks (unless the
attacker is flying or is somehow able to reach flying targets).
These benefits do not apply while the vehicle is inactive or grounded, while you are in
Crisis, or while you are covering another creature with the Guard action. Additionally,
if a creature aboard this vehicle suffers air, bolt or ice damage during a conflict scene,
the benefits of this module cease until the start of your next turn.

Anti-Element Module
Each time you make this module active on your vehicle, choose a damage type: air,
bolt, earth, fire or ice. Creatures aboard this vehicle are treated as being Resistant to
the chosen damage type until this module remains active.

Advanced Targeting Module


While driving this vehicle, you gain a +2 bonus to your Accuracy Checks and to Magic
Checks for offensive spells (r) you cast.

Counterstrike Module
After a creature aboard this vehicle is hit by a ranged attack, if you are driving this
vehicle, you may spend 1 Inventory Point. If you do, the attacker suffers 10 physical
damage (after their attack has been resolved). This amount increases by 5 damage if
you are level 20 or higher, or by 10 damage if you are level 40 or higher.

Excavation Module
This vehicle can burrow through the ground and is equipped with powerful lights.

Expanded Plating Module (Mech and Steed only)


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
W being equal to those provided by the armor module in question (they may still use
their normal scores if those would be better).
110
SUPPORT MODULE
Magistatic Module
After you pay the MP cost of an Arcanum, spell, or verse (see High Fantasy Atlas, page
138), if you are driving this vehicle and have an arcane weapon equipped, you recover
5 Mind Points; you instead recover 10 Mind Points if that cost was equal to or higher
than 30 MP.

Power Module (Exoskeleton and Mech only)


While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
brute force or physical resistance.

Rapid Interface Module


When you enter your vehicle on your turn during a conflict, you may immediately
perform an additional action.

Seafarer Module
This vehicle can travel on water and underwater.

Seat Module (Mech and Steed only)


This vehicle can transport an additional human-sized passenger.

Secondary Offensive Module (Mech only)


Each time you make this module active on your vehicle, choose one inactive weapon
module. As long as the chosen module remains inactive and this module remains
active, you may use an action to perform a free attack with that weapon module.

Sensor Module
While driving this vehicle, you gain a +2 bonus to Open Checks made to examine
nearby creatures, items and locations.

Turbo Module
While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
speed and rapid maneuvers. 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
require mastery of a Class in order to be acquired.

LIST OF NEW HEROIC SKILLS


Heroic Skills with a Class mastery requirement
Combine four ingredients into
All you can Eat Gourmet
a delicacy.
Improves Aura and Barrier, and
Auramancer's
Refraction Arcanist, Spiritist triggers special effects when
the targets are damaged.
Elementalist, Entropist, React to enemy spells with
Bend Magic
Invoker, Symbolist your invocations.
Your brambles protect you and
Brambleheart Darkblade, Floralist
react to enemy attacks.
Commander, Fury, Strenghtens Bone Crusher
Brave Bash
Weaponmaster when used with shields.
Cheer Up! Chanter, Esper, Orator Improves My Trust in You.
Casting Chimerist spells grant
Chimeric Soul Chimerist, Mutant
benefits based on the Species.
Your spells can remove status
Cleansing Moonlight Entropist, Spiritist
effects and spells from targets.

Dancer, Rogue, Improves Hallucination and


Ephemeral Tranquility Spiritist Torpor, and cleanses status
effects to cause HP loss.
Chimerist, Darkblade, Use Might for Magic Checks,
Fitcast Esper, Fury, Guardian, and treat weapons relying on
Wayfarer Might as being arcane.
Use Trade Points instead of
For a Better
Future Merchant Fabula Points and improve
settlements with donations.
W
128
LIST OF NEW HEROIC SKILLS
Heroic Skills with a Class mastery requirement
Double magiseed effects and
Greater Chloromancy Floralist
manipulate vegetation.
Quicken or slow down
Green Thumb Floralist
magiseed growth.
Carry an elemental wellspring of
Inner Wellspring Invoker
your choice within yourself.
Guardian, Merchant, Take a little nap during a
Power Nap
Wayfarer conflict to regain your energies.
Improve your synergy with your
Side by Side Wayfarer
Faithful Companion.
Improve High Speed with bows
Silent Hunter Rogue, Sharpshooter and thrown weapons, and avoid
triggering reactions with them.
Gourmet, Loremaster, Delicacies, potions and spells
Skillful Dosage
Merchant, Tinkerer heal above maximum HP and MP.
Prepare a unique delicacy with
Specialty of the House Gourmet
alternative effects.
Strength of
Invoker Invocations improve Attributes.
Five Wellsprings
Your Support Checks grant
Wise Counsel Loremaster, Orator
extra benefits to the leader.

ALL YOU CAN EAT


Requirements: you must have mastered the Gourmet Class.
When you use the Cooking Skill, you may spend 1 Fabula Point to combine four
ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other
than that, the delicacy follows the normal rules.
W
129
W

AURAMANCER'S REFRACTION
Requirements: you must have mastered one or more Classes among Arcanist and
Spiritist, and must have learned the Aura spell and/or the Barrier spell.
When an enemy you can see deals damage to one or more of your allies who are
affected by an Aura and/or Barrier spell you cast, you may choose one option: you deal
light damage to that enemy equal to【half your level】; or the damage suffered by
each of those allies is reduced by 5 (applied before damage Affinities); or you regain 5
Mind Points for each ally damaged this way.
After you resolve an option from the list above, you gain 1 Refraction Point; then, if
you have 3 or more Refraction Points, you lose all Refraction Points and all Aura and/
or Barrier spells you have cast end immediately.

BEND MAGIC
Requirements: you must have mastered one or more Classes among Elementalist,
Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page XXX), and must have
acquired the Invocation Skill.
After an enemy you can see hits or misses you with an offensive spell (r), if the Result
of their Magic Check was an even number, you may immediately use the Invocation
Skill for free (after the spell has been fully resolved) to perform an invocation you
have access to against that enemy; this invocation must not be a "hex". You must still
pay the MP cost for this invocation, and it may target only that enemy (you cannot use
Linked Invocation with it).

BRAMBLEHEART
Requirements: you must have mastered one or more classes among Darkblade and
Floralist, and must have acquired the Chloromancy Skill.
You are Resistant to light damage and poison damage.
After an enemy causes you to lose Hit Points, if you are in Crisis and a magiseed is
present in your garden, you may fill 1 section of your Growth Clock.
Additionally, when you use the Shadow Strike Skill, you may have it deal poison
damage instead of dark damage (the damage type still cannot be changed). If you do,
your Shadow Strike deals extra damage equal to【twice the number of filled sections
in your Growth Clock】.
W
130
BRAVE BASH
Requirements: you must have mastered one or more Classes among Commander (see
High Fantasy Atlas, page XXX), Fury, and Weaponmaster, and must have acquired the
Bone Crusher Skill.
When you hit one or more creatures with a melee attack and choose to deal no damage
in order to gain the benefits of the Bone Crusher Skill, if you have a shield equipped,
you may choose two options instead of one (for instance, you could inflict both dazed
and weak on each creature, or inflict a status effect on each creature while also
lowering their Mind Points). If you only choose one option and have a shield equipped,
the attack deals damage as normal (this damage does not trigger another use of Bone
Crusher); if the attack targets a single creature and relies on a one-handed weapon
belonging to the dagger, spear, or sword Category, it deals 5 extra damage.

CHEER UP!
Requirements: you must have mastered one or more Classes among Chanter (see High
Fantasy Atlas, page XXX), Esper (see Techno Fantasy Atlas, page XXX) and Orator, and
must have acquired the My Trust in You Skill.
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
increased by one die size (up to a maximum of d12) until the end of the scene or until
you use My Trust in You on them again.

CHIMERIC SOUL
Requirements: you must have mastered one or more Classes among Chimerist and
Mutant (see Techno Fantasy Atlas, page XXX), and must have acquired the Spell Mimic
Skill.
When you cast one of your Chimerist spells, you gain a benefit based on the Species
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
damage of a type associated with that Species, you deal 5 extra damage. The chosen
benefit lasts until the end of the scene, or until you cast a Chimerist spell again.
The damage types associated to each Species are beast (air, ice), construct (earth,
poison), demon (fire, ice), elemental (air, bolt), monster (bolt, fire), plant (earth,
light), and undead (dark, poison). W
131
W

CLEANSING MOONLIGHT
Requirements: you must have mastered one or more Classes among Entropist and
Spiritist.
When you hit one or more creatures with an offensive spell (r), if you have an arcane
weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have
each of those creature no longer be affected by all spells with a duration of "Scene"
that are currently affecting them.
When you cast a spell targeting one or more allies, if you have an arcane weapon
equipped, you may choose one status effect among dazed, enraged, poisoned, shaken,
slow, and weak: if you do, each of the spell's targets recovers from the chosen status
effect.

EPHEMERAL TRANQUILITY
Requirements: you must have mastered one or more Classes among Dancer, Rogue,
and Spiritist, and must have learned the Hallucination and/or Torpor spells.
When you cast the Hallucination spell or the Torpor spell, you may apply both status
effects to each target hit by the spell instead of having to choose one.
If you have an arcane, dagger, flail, spear, or sword weapon equipped, you may use
an action to choose one enemy you can see who is in Crisis and is suffering from
three or more status effects. If you do, that enemy recovers from all status effects,
then loses an amount of Hit Points equal to【half your level + (the number of status
effects recovered from this way, multiplied by 10)】. If this reduces that enemy to
0 Hit Points, you recover an amount of Mind Points equal to【the number of status
effects recovered from this way, multiplied by 10】.

FITCAST
Requirements: you must have mastered one or more Classes among Chimerist,
Darkblade, Esper (see Techno Fantasy Atlas, page XXX), Fury, Guardian, and Wayfarer.
When you perform a Magic Check for a spell or Ritual, you may replace one of the
Attributes with Might (such as【MIG + MIG】for a Chimerism Ritual).
As long as you have only one weapon equipped, if that weapon's Accuracy Check relies
on Might, you are treated as having an arcane weapon equipped for the sake of Skills
that require it.
W
132
FOR A BETTER FUTURE
Requirements: you must have mastered the Merchant Class, and must have acquired
the Real Treasure and Winds of Trade Skills.
When you need to spend one or more Fabula Points, you may spend twice as many
Trade Points instead. When you do so, describe which memories of your trades and
journeys give you renewed strength.
When you gain zenit through the Winds of Trade Skill after resting inside a settlement,
you may choose not to gain those zenit and instead donate them to that settlement;
this donation triggers Real Treasure (thus granting you 2 Trade Points), but does not
count towards that Skill's limit of once per session.
The chart below indicates the effects of your donations on the settlement and on
anything within 1 travel day of it.

Total donated Effects within 1 travel day of the settlement


People gladly accommodate you and up to five allies: you can
500 or more
rest without spending zenit.
When you or an ally need to pay a cost in zenit, whatever the
1000 or more
reason, that cost is reduced by 25%.
Travel rolls made by your group in this area may never use a die
1500 or more
greater than d8.
When a Villain in this area spends Ultima Points, they must spend
2000 or more
1 additional Ultima Point.

GREATER CHLOROMANCY
Requirements: you must have mastered the Floralist Class.
Once per turn, if your garden contains a magiseed whose current effect triggers "At
the start of your turn", you may use an action and spend 20 Mind Points to produce
that effect.
Additionally, if you have acquired the Flowery Aroma Skill, you may perform Rituals of
the Ritualism discipline to animate and control vegetation present on the scene. These
Rituals can also influence soldier-Rank creatures belonging to the plant Species.
W
133
W

GREEN THUMB
Requirements: you must have mastered the Floralist Class.
At the end of your turn, if a magiseed is present in your garden, you may spend 10
Mind Points to influence its growth. If you do, choose one option: you fill 1 additional
section of your Growth Clock; or, you fill 1 fewer section of your Growth Clock (to a
minimum of 0 sections filled). You cannot choose the same option twice in a row during
the same conflict.
Additionally, you gain a bonus to your Magic Defense score equal to【the number of
filled sections in your Growth Clock】.

INNER WELLSPRING
Requirements: you must have mastered the Invoker Class.
After you rest, you may choose one wellspring: air, earth, fire, lightning, or water. Until
you rest again, you gain the following benefits:
w You will always treat the chosen wellspring as being available during each scene,
in addition to whatever wellsprings are already available.
w You may perform Rituals of the Elementalism discipline, but only if those Rituals
manipulate the element of the chosen wellspring.
w You gain resistance to the damage type corresponding to the chosen wellspring.
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.

POWER NAP
Requirements: you must have mastered one or more Classes among Guardian,
Merchant, and Wayfarer.
On your turn during a conflict, you may use an action to recover an amount of Hit Points
and Mind Points equal to【10 + half your level】and recover from all status effects;
if you do, your turn ends immediately, you lose the ability to see and hear, and your
Defense and Magic Defense scores become equal to 5 and cannot be modified in any
way. These effects last until the start of your next turn, until after you lose Hit Points,
or until after you are hit by an attack or offensive spell (r).
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134
SIDE BY SIDE
Requirements: you must have mastered the Wayfarer Class.
After you use the Faithful Companion Skill to have your companion perform an action
during your turn, choose one option: you gain a bonus equal to【your Skill Level in
Faithful Companion】to the next Check you perform during this scene; 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 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).

SILENT HUNTER
Requirements: you must have mastered one or more Classes among Rogue,
Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.
When you use High Speed to perform a free attack with a weapon belonging to the
bow, spear or thrown Category, the attack deals extra damage equal to【your Skill
Level in the High Speed Skill, multiplied by 5】.
Additionally, when you hit one or more creatures with an attack using a weapon that
belongs to the bow, spear or thrown Category, you do not trigger any Reaction Skills
(see page XXX of the Core Rulebook) or other special rule (see page 323 of the Core
Rulebook) that would normally be triggered by your attack. The Game Master has
final say on which reactions and special rules this benefit applies to, but should be as
generous as possible.

SKILLFUL DOSAGE
Requirements: you must have mastered one or more Classes among Gourmet,
Loremaster, and Tinkerer.
Potions and delicacies you create, as well as spells you cast, can now cause creatures
to recover Hit Points and Mind Points beyond their Maximum HP and MP scores, up to
150% of the respective scores. At the end of each scene, if the Current Hit Points and/
or Mind Points of the creatures in question are still above the Maximum scores, they
become equal to the Maximum score. W
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W

SPECIALTY OF THE HOUSE


Requirements: you must have mastered the Gourmet Class.
When you acquire this Heroic Skill, choose three different tastes among bitter, salty,
sour, sweet, and umami. Then, choose three different effects among the following:
w You deal 20 (choose one: dark, light) damage to the target. Choose the type of this
effect when you acquire this Heroic Skill.
w During the target's next turn, all damage they deal becomes (choose one: dark,
light) and its type cannot change. Choose the type of this effect when you acquire
this Heroic Skill.
w If the target is affected by one or more spells with a duration of "Scene", instead
they are no longer affected by any of those spells.
w Choose yourself or an ally you can see. The next time the target performs an attack
or casts an offensive spell (r), they must include the chosen creature among the
targets of that attack or spell (if able).
w The target suffers enraged.
w The target suffers poisoned.
w The target recovers 30 Hit Points and 30 Mind Points.
w The target recovers from dazed, enraged, and shaken.
w The target recovers from poisoned, slow, and weak.
When you create a delicacy using exactly 3 ingredients during a conflict, if each
ingredient matches one of the tastes you chose when you acquired this Heroic Skill,
you may ignore all the normal effects of that delicacy. If you do, you may instead apply
one, two, or all the effects you chose when you acquired this Heroic Skill.

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STRENGTH OF FIVE WELLSPRINGS
Requirements: you must have mastered the Invoker Class.
After you perform an invocation during a conflict, you and up to one ally you can
see increase one of your Attributes' die sizes by one (up to a maximum of d12). This
increase lasts until the end of the scene or until you use this Skill again, and the
Attribute is based on the wellspring you invoked: air (Insight), earth (one Attribute of
your choice), fire (Dexterity), lightning (Might), or water (Willpower).

WISE COUNSEL
Requirements: you must have mastered one or more Classes among Loremaster and
Orator.
When you perform a Support Check, if the leader can hear and understand you, you
may use【INS + INS】 【INS
, + WLP】, or【WLP + WLP】instead of the normal Attributes
based on the Check that the leader will perform.
Describe how you offer your advice!
Additionally, when you use teamwork (see Core Rulebook, page 76) to support another
Player Character's Check during their turn in a conflict scene, you may choose up to two
of the following beSPnefits:
w That character recovers 20 Mind Points.
w That character recovers from dazed, enraged and shaken.
w At the end of that character's turn, choose one option: perform a free attack with a
weapon you have equipped; or immediately perform the Spell action for free,
casting a spell whose total MP cost is equal to or lower than 20.
w If that character succeeds on their Check and the Check allows them to fill or erase
one or more sections of a Clock, they may fill or erase 1 additional section of it.

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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
require mastery of a Class in order to be acquired.

LIST OF NEW HEROIC SKILLS


Heroic Skills with a Class mastery requirement
Sharpshooter, Attack a target, then cast an
Arcane Soldier
Weaponmaster offensive spell against them.
Erase your Brainwave Clock
Brainwave Discharge Esper
and deal damage.
Gain several benefits from
Bullet Time Entropist, Rogue
Dodge and Stolen Time.
Hawkeye creates a decoy and
Decoy Bait Sharpshooter
grants a punishing attack.
Shadow Strike reduces MP and
Dreamslice Darkblade, Esper
causes action loss with swords.
Dynamic Synchronize with another pilot
Pilot
Synchronization or passenger to join forces.
Gain different benefits based on
Greater Akromorphosis Mutant
your unarmed strikes' Category.
Ecdysis allows you to end
Greater Ecdysis Mutant
status effects and spells.
Greater Theriomorphosis Mutant Act after Theriomorphosis.
Use Condemn to inflict enraged
Hit the Nerve Chanter, Orator and gain benefits against
enraged creatures.
Double the HR of an attack but
Make it or Break it Darkblade, Fury
risk damaging the weapon.
Learn spells through the
Mimeoclepsis Chimerist
Mutant's Genoclepsis.

W Nebulization Tinkerer
Your potions are strengthened
by repeated use.
138
LIST OF NEW HEROIC SKILLS
Heroic Skills with a Class mastery requirement
Perform an additional action,
Overload Pilot
then leave the vehicle.
Extend some of your psychic
Psychic Field Esper
gifts to your allies.
Improve your magicannon and
Quantum Magicannon Tinkerer
use it for an explosive attack.
Quick Scan Loremaster Examine multiple creatures.
Gain benefits when you cast
Steel Witch Pilot
spells aboard your vehicle.

ARCANE SOLDIER
Requirements: you must have mastered one or more Classes among Sharpshooter
and Weaponmaster, and must know at least two offensive (r) spells.
You may use an action to perform a free attack with a weapon you have equipped;
this attack must target a single enemy. If the attack is successful, treat your High Roll
(HR) as 0 when determining damage dealt by it. After the attack has been resolved, if
it was successful, you may immediately perform the Spell action for free: the spell you
cast this way must be an offensive (r) spell with a total MP cost equal to or lower
than 20, and it may only target the enemy you attacked (you must still spend the
appropriate Mind Points and perform the Magic Check). Treat your Magic Check's High
Roll (HR) as 0 when determing damage or other effects caused by this spell.

BRAINWAVE DISCHARGE
Requirements: you must have mastered the Esper Class.
While your Brainwave Clock is full, you may use an action to erase all of its sections.
If you do, you may choose one option: you deal 20 physical damage to every enemy
that is present on the scene; or you deal 30 physical damage to a single enemy you
can see. This amount increases by 10 if you are level 20 or higher, or by 20 if you are
level 40 or higher.
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W

BULLET TIME
Requirements: you must have mastered one or more Classes among Entropist and
Rogue, and must have acquired one or more Skills among Dodge and Stolen Time.
You gain a bonus to your Initiative modifier equal to【your Skill Level in Dodge + your
Skill Level in Stolen Time】.
As long as you have no shields and no martial armor equipped, all damage you suffer
is reduced by an amount equal to【your Skill Level in Dodge】(applied before damage
Affinities) and you deal extra damage equal to【your Skill Level in Stolen Time】.

DECOY BAIT
Requirements: you must have mastered the Sharpshooter Class, and must have
acquired the Hawkeye Skill.
When you use your Hawkeye Skill and choose the first option, if no decoy bait is
present on the scene, you may spend 10 Mind Points. If you do, you create a decoy bait
with Hit Points equal to【half your level + (your Skill Level in Hawkeye, multiplied
by 5)】.
When an enemy who can see your decoy bait deals damage to one or more creatures,
your decoy bait automatically suffers damage in place of one of those creatures,
chosen randomly (your decoy bait is always treated as having neutral Affinity towards
all damage types, and cannot gain any other Affinity).
When an enemy reduces your decoy bait to 0 Hit Points, your decoy bait is automatically
destroyed and you roll 1d10: if the number rolled is equal to or lower than【3 + your
Skill Level in Hawkeye】, you may immediately perform a free attack with a bow or
firearm weapon you have equipped . This attack may only target that enemy, gains a
bonus equal to【your Skill Level in Hawkeye】to its Accuracy Check, and its damage
ignores Immunities and Resistances.
Your decoy bait cannot recover Hit Points, and is automatically destroyed at the end of
the scene. Make sure to describe what it looks like!

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DREAMSLICE
Requirements: you must have mastered one or more Classes among Darkblade and
Esper.
When you hit one or more creatures with an attack from your Shadow Strike Skill using
a weapon that belongs to the sword Category, each of those creatures loses an amount
of Mind Points equal to【the number you rolled on your Might die for Shadow
Strike】. Then, if【the number you rolled on your Might die for Shadow Strike】was 8
or higher, you may choose one creature hit by the attack: if that creature is your focus
or you have a Bond towards them, that creature will perform one fewer action during
their next turn (to a minimum of zero actions).

DYNAMIC SYNCHRONIZATION
Requirements: you must have mastered the Pilot Class.
At the start of your turn during a conflict, if you are driving your personal vehicle, you
may choose one option: you synchronize with another Player Character who is present
on the scene and driving their personal vehicle; or you synchronize with another
Player Character among your personal vehicle's passengers. Describe how you join
forces! While this synchronization is active, you and the chosen character both receive
the following benefits in relation to each other:
w When you perform a Check, you may use the current Attribute die sizes of the other
Player Character in place of yours (for one or both dice).
w When you deal damage, deal extra damage equal to【the strength of your Bond
towards the other Player Character, plus the strength of their Bond towards you】.
w You may use an action to perform a free attack with one active or inactive weapon
module present on the personal vehicle the other Player Character is currently on.
w When your turn ends, if the other Player Character has yet to take their turn during
this round, they may take their turn immediately after yours.
This synchronization lasts until the end of the scene, or until you or the other Player
Character die, fall unconscious, leave the scene, synchronize with someone else, or are
no longer aboard a personal vehicle.

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W

GREATER AKROMORPHOSIS
Requirements: you must have mastered the Mutant Class, and must have acquired the
Akromorphosis Skill.
You gain the following benefits based on the current Category of your unarmed strikes.
w Arcane, brawling, dagger, thrown: your attacks with unarmed strikes treat the
Defense of each target as being equal to their current Insight die size.
w Bow, sword: your attacks with unarmed strikes that target two or more creatures
deal 5 extra damage.
w Firearm, heavy: your unarmed strikes deal 5 extra damage to constructs, and deal
5 extra damage to non-construct creatures who have at least one shield and/or
martial armor equipped.
w Flail, spear: you gain a +2 bonus to Defense, and your attacks with unarmed strikes
may target flying creatures.
If your unarmed strikes are treated as belonging to more than one Category (for
instance due to the Blade Adept Heroic Skill, on page XXX of the High Fantasy Atlas),
you gain all the benefits of the corresponding Categories.

GREATER ECDYSIS
Requirements: you must have mastered the Mutant Class.
When you use the Ecdysis Skill, you may also choose one or both options: you recover
from all status effects; and/or if you are affected by one or more spells with a duration
of "Scene", instead you are no longer affected by any of those spells.

GREATER THERIOMORPHOSIS
Requirements: you must have mastered the Mutant Class.
When you use the Theriomorphosis Skill on your turn during a conflict, if this did
not happen through the Genoclepsis Skill, you may manifest the effects of up to
three Therioforms among those you have learned (instead of two); then, you may
immediately perform an additional action. This additional action cannot be used for
the Theriomorphosis Skill.

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"Each generation that chooses to give up on this planet
only nurtures the despair of those who will follow. But they
were wrong, every time. The world... it was never truly doomed."

HIT THE NERVE


Requirements: you must have mastered one or more Classes among Chanter (see High
Fantasy Atlas, page XXX) and Orator, and must have acquired the Condemn Skill.
When you successfully use the Condemn Skill against an enemy you know one or more
Traits of, you recover an amount of Mind Points equal to half the amount of MP lost by
the target, and you may have them suffer enraged instead of the normal status effects.
Additionally, when you perform an Opposed Check against an enraged creature, or an
Accuracy Check or Magic Check for an attack or offensive spell (r) that includes one
or more enraged creatures among its targets, you trigger a critical success when both
dice show the same number (as long as the Check is not a fumble).

MAKE IT OR BREAK IT
Requirements: you must have mastered one or more Classes among Darkblade and
Fury.
When you attack with a weapon, you may declare Make it or Break it before the
Accuracy Check. If you do, the Check's High Roll (HR) is doubled when determining
damage, and you apply the following penalties if the Result is an even number:
w If the weapon you used is a transforming custom weapon (page XXX), it immedia-
tely changes form and it cannot change form again until the end of the scene.
w If it is not a transforming custom weapon, or if it is a transforming custom weapon
that cannot change form (see above), it is placed inside your backpack and cannot
be equipped until the end of the scene; however, you may immediately perform the
Equipment action for free.
This Heroic Skill does not apply to attacks with unarmed strikes, improvised weapons,
weapon modules (page XXX) and twin shields (see Core Rulebook, page XXX).

MIMEOCLEPSIS
Requirements: you must have mastered the Chimerist Class, and must have acquired
the Genoclepsis Skill from the Mutant Class.
When you use the Genoclepsis Skill on an NPC, if that NPC's Species is among the ones
you can learn spells from with the Spell Mimic Skill (page XXX of the Core Rulebook),
the Game Master must reveal all spells known by that NPC. Then, if that NPC knows
one or more spell, you may learn one of those spells as a Chimerist spell of your own. W
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NEBULIZATION
Requirements: you must have mastered the Tinkerer Class, and must have acquired
the advanced Alchemy benefit from the Gadget Skill.
When you create a potion, you gain 1 Nebulization Point, or 2 Nebulization Points if
that potion was created via the Gadget: Alchemy Skill.
Potions and elemental shards you create deal extra damage equal to twice your
current Nebulization Points.
Potions you create that restore Hit Points and/or Mind Points restore additional HP
and/or MP equal to【your current Nebulization Points, multiplied by 5】.
You may never have more than 5 Nebulization Points, and you lose all of them at the
end of each scene.

OVERLOAD BURST
Requirements: you must have mastered the Pilot Class, and must have acquired the
Compression Tech Skill.
Choose a damage type among bolt, dark, fire, ice, and light.
When you are reduced to 0 Hit Points for the first time during a scene, if you are driving
your personal vehicle, you may choose to be reduced to exactly 1 Hit Point instead. If
you do, you and any passengers leave your personal vehicle, which disappears from
the game world. Then, you may deal an amount of damage equal to your Crisis score to
a single creature you can see; this damage is of the type you have chosen from the list
above. If your personal vehicle disappears from the game world this way, the next use
of your Compression Tech Skill will have an additional cost of 1 Fabula Point.

PSYCHIC FIELD
Requirements: you must have mastered the Esper Class.
Your gifts with event "When you deal damage" can also be used "When an ally who is
able to hear you deals damage".
Your psychic shield gift, if you have acquired it, has its effect changed to "You and
every ally who is able to hear you may treat your Defense and Magic Defense scores
as being equal to【your current Willpower die size + (the number of filled sections
in your Brainwave Clock, multiplied by 2)】against that Check (you may still use your
W normal scores if better)."

144
QUANTUM MAGICANNON
Requirements: you must have mastered the Tinkerer Class, and must have acquired
the advanced Magitech benefit from the Gadget Skill.
Your attacks with the magicannon deal 5 extra damage.
When you perform the Attack action with your magicannon, you may choose one
option: destroy the magicannon and immediately create and equip a new one for
free (ignore the IP cost), using this newly equipped magicannon for your attack; or the
attack gains multi (3); or you perform two separate attacks instead of one, following
the rules for two-weapon fighting (see Core Rulebook, page 69).

QUICK SCAN
Requirements: you must have mastered the Loremaster Class.
When you perform the Study action during a conflict, you may examine the profiles
of all enemies you can see. If you do, you perform a single【INS + INS】Open Check
and apply the Result separately to each enemy (see page 319 of the Core Rulebook).
However, this Check cannot trigger your Flash of Insight Skill (if you have it).

STEEL WITCH
Requirements: you must have mastered the Pilot Class.
After you cast the first spell of your turn during a conflict, if you are driving your
personal vehicle, you may choose one option (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 the end of this scene that deals
damage will deal 5 extra damage; or the next spell you cast before the end of this
scene that restores Hit Points to one or more creatures will restore 10 additional Hit
Points to each of those creatures.

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WADDITIONAL NOTES
OPTIONAL RULE: VEHICLE-SCALE BATTLES
The following optional rules provide greater mechanical depth to battles involving
transports and/or creatures whose size is close to that of a vehicle.

d THE THREE SIZES


Creatures and transports are divided into three broad sizes:

w Small size includes individual characters and the majority of creatures, as well as
Pilots (page XXX) driving vehicles with an exoskeleton frame (page XXX).
w Medium size includes the majority of land vehicles, boats, armored tanks, military jets
and starfighters, as well as Pilots driving steeds or mechs (page XXX; note that the
vehicle's other passengers are still treated as being small size). This size category
also includes imposing creatures such as dragons and giants.
w Large size includes galleons, aircraft carries, airships, spaceships, moving fortresses
and also rare colossal beings such as space whales or titans; these are entities that
wouldn't be fought directly by the PCs in most normal campaigns.

Entities above large size (such as a planet-sized starship) are to be treated as


environments and do not participate in conflicts (but the group might fight a portion
of them, such as a large-sized antimatter cannon).

d INTERACTIONS
During combat, the three sizes interact in the following ways:

w Small entities interact normally with small and medium entities; however, they can
only affect large entities through dedicated Clocks, Projects, or Rituals.
w Medium entities interact normally with any size.
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, that small entity is
automatically reduced to 0 Hit Points.

The expectation is that small and large entities will almost never interact directly,
since one would quickly annihilate the other.
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d VEHICLES AS NPCS
If you need to create a full profile for an enemy vehicle, you may simply design it as a
creature belonging to the construct Species.

w If the vehicle is operated by a Villain, it must be treated as a form of that Villain and
it gains access to their pool of Ultima Points, as well as to all special rules that define
Villains (see page 100 of the Core Rulebook).
w If the passengers of the enemy vehicle can keep fighting after the transport has been
destroyed, they must be treated as a second phase of the battle and given a separate
combat profile.
w In a battle where PCs are aboard vehicles and face off against human-sized troops,
describing those troops as swarms (Core Rulebook, page 297) is a simple but
effective way to express the scale of the battle; the same method works well for
conflicts where the heroes fight aboard their group vehicle (see below) against flocks
of adversaries or enemy fighters.

Like always, the goal of these tricks is to avoid unnecessary complications, taking
advantage of classic JRPG-style conventions to handle a great variety of scenarios and
situations without changing a single rule.

OPTIONAL RULE: THE GROUP VEHICLE


This last optional rule is more complex, and it is available to those PC groups who
have obtained a medium- or large-size transport fit for combat situations. By using
this option, our heroes can enter conflicts against enemy vehicles and foes of similar
size aboard their very own group vehicle.

Examples: a fierce chase through an asteroid field, with swarms of federal fighters
in pursuit; a battle against a flying military fortress; the last clash with the Supreme
Villain, who has fused their soul with a gargantuan alien lifeform.

All the rules described in the following pages apply only during conflicts; outside of
them, the group vehicle only possesses its travel-related abilities (see page 125 of
the Core Rulebook and page XXX of this book).

This rule should only be used if you expect at least one third of the campaign's battles
to take place aboard the group vehicle; additionally, it is particularly fitting for games W
where a Player Character has acquired the Stolen Transport Quirk (page XXX).
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W

d CREATING A GROUP VEHICLE


The group vehicle's profile must be created collaboratively between Players and Game
Master, following a set of specific rules:

w It is created as a soldier-Rank construct whose level is equal to the highest level


among Player Characters present in the group when it is obtained.
w Whenever the group rests in a port, shipyard or any other location where some
maintenance is possible, the vehicle's level is updated (thus becoming equal to the
highest level among PCs in the group) and its profile can be freely modified and
rewritten by the Players and Game Master, once again collaboratively. Make sure to
describe the new customizations!
w It can have up to 3 basic attacks, and has 3 more Skills compared to a normal
construct of its level. However, it cannot gain any Class Skills and it cannot acquire
the Extra Initiative and Use Equipment NPC Skills.
w It deals 5 extra damage with attacks and spells. Additionally, as its level increases,
the vehicle receives all Attribute increases and bonuses to Checks and damage listed
under steps 4 and 8 on pages 302 and 303 of the Core Rulebook.
w It should have access to at least 3 different damage types between attacks, spells,
and other abilities. This is a fundamental aspect, because the Game Master must have
enough creative freedom when designing adversaries.
w It does not have an Initiative score.

Remember to give the vehicle a memorable name: from now on, it has very much
become a member of the main cast!

d THE GROUP VEHICLE DURING CONFLICTS


When a conflict is heavily focused on vehicles and transports, and/or involves
adversaries of medium or large size, the Game Master may declare that the group
vehicle is available for that specific battle (provided it is accessible story-wise).
If the group agrees to this option, all the rules described in the next page will apply
to the scene. In order of the game to go smoothly, the conflict should only include the
PCs and their enemies; any allied NPCs should be limited to the scenic role of extras,
or join the battle aboard their own vehicle, which takes its turns independently of the
W group vehicle.

148
w When determining participants, each PC must declare whether they will join as a
crewmember of the group vehicle, or if they will join as an individual PC located
outside the group vehicle (this second option is designed for Pilots whose Personal
Vehicle is of appropriate size).
w The vehicle cannot participate in the Initiative Check, but the crewmembers can.
w When a crewmember would take their turn, instead the group vehicle obtains a turn,
during which its actions and decisions are chosen by the Player controlling that
crewmember. If the vehicle is affected by turn-related effects (Core Rulebook, page
77), those effects are based on the vehicle's turns (they do not depend on a specific
crewmember's turn).
w The group vehicle begins each conflict with maximum Hit Points equal to【the
maximum Hit Points indicated by its profile, multiplied by the number of
crewmembers】, a Crisis score equal to half its maximum HP, current Hit Points and
Mind Points equal to its maximum scores, and with no status effects.
w If the group vehicle falls to 0 Hit Points, it automatically surrenders and becomes
inactive until the end of the conflict; the Game Master can apply Surrender
consequences to the vehicle itself or to its crew, however they prefer.

Each PC who takes the role of crewmember must not be treated as being "present on
the scene" and only gains access to their own abilities as described below:

w When the vehicle performs a Check, any crewmember can spend Fabula Points to
invoke Bonds and/or Traits (this includes the vehicle's own Traits).
w The vehicle has access to all Rituals available to its crewmembers; additionally, when
the vehicle casts a spell during its turn, it also has access to all spells known by the
crewmember who is controlling it.
w During its turn, the vehicle may spend Mind Points from the crewmember who is
controlling it instead of its own MP.
w The vehicle may perform the Inventory action during its turn, spending Inventory
Points from the crewmember who is controlling it. The vehicle only has access to the
following items: remedy, elixir, tonic, and elemental shard.
w When the vehicle performs the Study action during its turn, the crewmember who is
controlling it may apply any abilities and effects that grant benefits to Open Checks
and to Checks performed to examine creatures, locations, or items. W
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W

d WARNINGS
These rules rely on the fundamental premise that the entire battle will be handled
as a form of self-contained minigame, and that both crewmembers and independent
Player Characters will remain such for the entire conflict (no one enters nor leaves
the group vehicle). If the group boards an enemy vehicle or the second phase of the
conflict features personal scale combat, switch to the normal rules.

d EXAMPLE: THE GLADSHEIMR


And now, here's a sample group vehicle: the Gladsheimr is Ardelia's starship (page
XXX). It is an interstellar ship (page XXX) of large size, obtained through the Stolen
Transport Quirk (page XXX).

GLADSHEIMR Lv 5 w CONSTRUCT

Traits: experimental, nimble, regal, streamlined.

DEX d10 INS d8 MIG d8 WLP d6 HP 50 MP 45 Init. -

DEF +0 M.DEF +0 ' a b VU a VU E RS f i l b IM

BASIC ATTACKS
$ Front Pulse w【DEX + MIG】+3 w【HR + 10】physical damage, and the target suffers
dazed.
a Lasgun Batteries w【DEX + INS】+3 w【HR + 10】fire damage. This attack has multi (2).
a Soul Cannon w【DEX + INS】+3 w【HR + 15】light damage.
SPELLS
h Pulse Ordnance w 10 MP w One creature w Instantaneous.
The target suffers【HR + 20】bolt damage, and also suffers slow.
SPECIAL RULES
Fast-aim Batteries w After an enemy the Gladsheimr can see hits or misses it with an attack, if
the Result of the Accuracy Check was an even number, the Gladsheimr may immediately perform
a free attack with Lasgun Batteries against that enemy (after their attack has been resolved),
but without the multi (2) property. If it does, treat the High Roll (HR) of the Accuracy Check as
0 when calculating damage dealt by this attack.
Construct w The Gladsheimr is immune to the poisoned status effect.
W Flying w See page 307 of the Core Rulebook.

150
THE "REMOTE" ESPER
An Esper who acquired Navigator and relies on support Skills from Classes such
as Chanter and Orator can essentially take part in conflict scenes from a long
distance - while it's true that they can only contribute through support effects
based on hearing, they are also protected from most of the danger posed by the
scene. This might seem unfair, but you need to keep in mind that if the Esper's
allies are defeated, the Esper will also lose the ability to influence the conflict
(since they were doing so through those very same allies); similarly, a Player
Character's safety is actually always guaranteed in Fabula Ultima: the true
consequence of defeat lies in losing what you hold dear or watching helplessly
as your allies get captured.
With all of this said, if the idea of a character being frequently "away" from the
rest of the group rubs your group the wrong way, avoid creating this particular
type of Esper.

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