Fabula Ultima Chanter (ENG) (Google Translate)

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CHANTER

AKA: Bard, Idol, Troubadour


The show has just begun, and the curtain is already falling on you!

Whether they delicately place their fingers on a harp, shock unprepared audiences
with the sheer strength of their vocal cords or happily throw themselves into
crowds of wild fans, even the most solitary Chanters can count as an entire,
magical orchestra! The Chanters' abilities go far beyond the normal limits of music
and singing: they rely on the strength of their spirit and weave its magical energy
into powerful melodies, helping their allies in the most tense situations.

· Who taught you to combine magic and music? Is it a natural talent?


· Are you a celebrity or more of a traveling musician?
· Who is your biggest rival in music? Who inspires you to be who you are?
· What do your instruments and performance style look like?

FREE BENEFITS OF THE CHANTER


· Permanently increases your maximum Mind Points by 5.

CHANTER SKILLS
SONG OF THE MERMAID (Siren Song)
You can perform Rituals whose effects fall within the discipline of Ritualism;
Additionally, you can use Ritualism to create auditory-based illusions.

CHANTING (*10)
On your turn during a conflict, you can use an action and spend a variable amount
of Mind Points to combine music and voice into a magical effect, called a verse.
You can only sing one verse per turn, even if you have access to more than one
action (see the next page for complete verse rules).
When you first acquire this Skill, you learn all types of volume, a key, and a
pitch (see next page). Each time you relearn this Skill, you learn a key or tone
(your choice).

WALL OF SOUND (Sound Barrier) (*5)


After you sing a verse at medium or high volume, all physical damage you take until
the start of your next turn is reduced by [X] (before applying Affinity).

REVERB (*3)
After one or more enemies are affected by your verse, if you have an Arcane
Category weapon equipped, you can choose one option: until the start of your next
turn, your allies deal [X] extra damage to those enemies; or until the start of
your very turn, you recover [X] Mind Points each time one of those enemies takes
damage (if the same source damages two or more of those enemies at the same time,
you recover [X] Mind Points for each damaged enemy).

VIBRATO
After you sing a verse at low or medium volume, you can make a free attack with an
equipped weapon; treat your Major Roll as 0 when calculating the damage dealt by
this attack.

VERSES
SING A VERSE
When you sing a verse, you combine a type of volume, a key and a pitch from those
you have learned. These aspects determine the MP cost, targets, and the effect of
the verse.

Volume determines the loudness of your cry (and the creatures you can reach).
Each tone determines the overall effect of your verse.
Each key has a damage type, a status, a Characteristic and a form of recovery
associated with it, thus modifying the effect determined by the tone of the verse.

Example: You could combine a low volume with the Flame key and an eerie tone to
spend 10 MP and inflict the shaken status on a single creature; or combine a medium
volume with the Iron key and an energetic tone to spend 20 MP and allow allies to
make more progress on Clocks when using Willpower.

VOLUME MP TARGETS
· Low 10 Yourself or another creature visible to you that can hear you.
· Medium 20 Each ally can hear you.
· High 30 Each enemy can hear you.

KEY TYPE STATUS FEATURE RECOVERY


Flame fire shaken Vigor Life Points
Slow physical iron Willpower Points Mind
Frost ice Weak Will Points Mind
Confused earth Stone Vigor Life Points
Star light confused Intuition Life Points
Darkness weak shadow Dexterity Points Mind
Thunder lightning shaken Dexterity Life Points
Wind slow air Intuition Points Mind

It is said that the songs of the Barbaviticcio Dwarves are so thunderous that they
shatter stones!

TONE
Calm
Each target recovers 【key recovery】 equal to 【10 + double your current Willpower
die size】. This amount increases by 10 if you are level 20 or higher, or by 20 if
you are level 40 or higher.
If this tone causes MP recovery, it has no effect on the character who sings it.

Energetic
Until the start of your next turn, when a target succeeds on a Test to fill or
empty a Watch, if that Test included 【Key Feature】, that ally can fill or empty
an additional section of that Watch.

Frantic
Each target takes 【key type】 damage equal to double your current Willpower die
size. This tone deals 10 extra damage if you are level 20 or higher, or 20 extra
damage if you are level 40 or higher.

Unsettling
Each target suffers the 【key status】 status. Additionally, each target loses
Damage Resistance from 【key type】 (if they had it) until the start of your next
turn.

Threatening
The first time each target takes damage before the start of your next turn, that
damage becomes 【key type】. This effect triggers separately only once for each
target in the verse.

Solemn
Each target heals from the 【key status】 status. Additionally, each target gains
Damage Resistance from 【key type】 until the start of your next turn.
Lively
Each target treats its 【Key Characteristics】 die size as increased by one size
(to a maximum of d12) until the start of your next turn.

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