Sample Goal Clocks: Bring It Down

You might also like

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 3

SAMPLE GOAL CLOCKS

While the explanation for the Objective action on page 72 should give a pretty good
idea of how it should be used, below are examples of creative strategies that can be
used during conflicts.
When adjudicating whether the active character is performing an Attribute Check
against a set Diffculty Level or an Opposed Check against another character that is
present on the scene, remember that there is no limit to how many times a character
may oppose a Objective action within the same round.
A single defender with high Attributes can still prove challenging even when severely
outnumbered.
d BRING IT DOWN
While fghting against a winged dragon, the heroes decide to work together to keep it
permanently on the ground and within reach of melee weapons.
This is a major goal since it will make the battle much easier but will not end it by
itself. The Clock should probably have 6 sections. Possible actions would be...
w Use【DEX + WLP】 to bravely taunt and lure the dragon near the ground, striking
when it's nearby. You will surely gain a +2 bonus if you are carrying something the
dragon desires!
w If armed with a ranged weapon, use【DEX + INS】 to aim at a wing and wound the
muscles governing its movements.
w Use【INS + WLP】 to help your group retreat towards a narrow canyon where the
dragon will have trouble maneuvering.
w If the dragon is temporarily within reach, such as after someone attempted the frst
approach on this list, use【MIG + MIG】 to wrestle it and pin it down!
Most of these Checks will be performed against the dragon's own Checks, but the
Game Master might also decide that the second approach must be made against the
dragon's Defense score.

2 GAME RULES
79
W
CHAPTER

d CATCH THE THIEF


Heading towards their rooms in Caralon Castle, the heroes spot a suspicious fgure at
the end of a corridor — and in their hands is the powerful artifact known as the Skyglass,
the most precious treasure of Caralon's royal bloodline! The group immediately jumps
into action, and a chase scene begins!
The Player Characters want to reach and stop the thief, which is a resolutive goal; the
Game Master sets this Clock at 10 sections. Possible actions would be...
w Use【DEX + INS】 to anticipate the thief's movements and cut them off.
w Use【DEX + MIG】 to bolt forward and grab the thief before they get too far.
w Use【INS + INS】 to recall the layout of the palace corridors and tell the nearby guards
where you think the thief might be heading.
w If capable of casting spells, use【INS +
WLP】 to summon a glowing orb that
will follow the fleeing thief.
w Use【MIG + WLP】 to intimidate the
thief and cause them to stumble or
hesitate.
These Checks will be performed against
the thief; once the Clock reaches 10, the
group will have cornered the mysterious
fgure — but this might lead to a battle!
Similarly, the thief has a Clock of their
own: thanks to a signifcant head start
on the heroes, the thief's Clock has 8
sections only. If the thief manages
to fll this Clock, they will flee the
scene with the SkygIn Fabula Ultima, a character’s general well-being is represented by two parameters:
Hit Points and Mind Points. If you are familiar with video games, you will no doubt
have encountered similar terms — but in this game, they work a bit differently than
what you might be used to.
HIT POINTS
Abbreviated as HP, this number indicates a character’s vital energy, fghting spirit, and
general body health, as well as their ability to take a beating and withstand physical
pain and fatigue. You should not see Hit Points as a measure of a character's physical
integrity, however — losing them does not directly translate into wounds or severe
physical harm.
One could describe Hit Points as a “shield” that protects characters from suffering that
fnal blow that would knock them out of a fght. Bruises, cuts, and burns are all ways to
portray this in the game fction — the moment HP gets to 0, however, is when we see
the antagonist's blade fnd an opening and tear through the hero's armor.
w Current HP. This is how many Hit Points a character has at the moment. This number
can never go below 0, nor can it go above the character’s maximum HP.
w Maximum HP. A character’s current Hit Points can never be brought above this value.
If a character’s maximum HP value is 50 and they currently have 40 HP, an item
restoring 60 HP will still leave them at 50 HP, not 100.
w Crisis. This number is equal to half of a character's maximum HP, rounded down.
If your current HP is at or below this number, your are considered "in Crisis", which
means you're not looking good — you're having a bad day and it shows.
For instance, a character with 65 maximum HP will be in Crisis if they have 32 Hit
Points or less.
Some game effects activate when you enter Crisis, and others remain active as long
as you are in Crisis.
w 0 HP. If a character’s current Hit Points reach 0, their fghting spirit has broken. They
will face different consequences depending on their role in the story — a Player
Character, a Villain, or a normal Non-Player Character.
For detailed information on what happens when a character reaches 0 Hit Points, take
a look at page 86.

HIT POINTS AND MIND POINTS


2 GAME RULES
85
W
CHAPTER
MIND POINTS
Abbreviated as MP, this number measures a character’s inner force, magical potential,
and ability to focus. In the game, Mind Points are often spent to fuel magic or to
perform heroic feats that verge on the superhuman.
w Current MP. This is how many Mind Points a character has at the moment. This
number can never go below 0, nor can it go above the character’s maximum MP.
w Maximum MP. A character’s current Mind Points can never be brought above this
value.
w Spending MP. Spells require you to spend Mind Points to cast them, as do several
other abilities. You can only do so if you have enough MP to pay for the full cost;
for instance, you cannot cast a spell with a cost of 10 MP if you only have 9 MP left.
w 0 MP. If a character’s current Mind Points reach 0, they are mentally exhausted but
suffer no other consequence — aside from being unable to use spells and abilities
that consume MP.
86
W
When a character’s Hit Points fall to 0, the dangers and harm they endured have
become unbearable. Will they break? Will they run?
Depending on their role within the story, defeated characters will have different
options available to them.
NON-PLAYER CHARACTERS
When a Non-Player Character’s Hit Points reach 0, that character loses all will to fght.
Whoever defeated them gets the right to determine their fate: they may be captured,
forced to flee, knocked unconscious, or even slain.
Example: Yezma lands her fnal blow against a magically tainted boar, reducing its
Hit Points to 0. Now that the creature is defeated, Yezma must decide its fate — she
knows, however, that the great beast had turned aggressive only because of the arcane
corruption plaguing its mind and body. Because of this, Yezma decides to spare the
creature and simply scare it off, in the hope of fnding a way to restore its mind later on.
This being said, some creatures might simply be destroyed when reduced to 0 Hit
Points — constructs such as golems and robots will cease to function, elemental
beings will vanish or dissipate, and undead often crumble to dust.

0 HIT POINTS
2 GAME RULES
87
W
CHAPTER
VILLAINS
Some Non-Player Characters are a bit more important than others — these are
Villains, the main antagonists in the story. You will fnd more information about them
starting on page 100, but what you need to know right now is that they enjoy several
privileges when compared to normal NPCs.
When reduced to 0 Hit Points, a Villain must choose one of two options: escaping or
surrendering.
d ESCAPING
Villains have a pool of special points, mirroring the Player Characters' Fabula Points:
these are called Ultima Points (see page 101). When reduced to 0 Hit Points, a Villain
may spend 1 Ultima Point and safely disappear from the scene; the Game Master
describes how this happens.
Example: Held at gunpoint by the sky pirate Morgan, Commander Duna grins and
leaps from the airship's deck, plummeting towards the ocean below. But when Morgan
leans over the railing to see where the armored warrior fell, he's clinging to a large
winged salamander. "You win this battle, pirate!" he shouts, before the powerful beast
carries him away towards the capital.
If a Villain has no Ultima Points left, they may still escape by escalating into a more
dangerous version of themselves (see page 102).
d SURRENDERING
The Villain surrenders and is treated as any other Non-Player Character; their fate
rests in the hands of those who defeated them. In general, a Villain will only choose
this option if it's the only choice they have left; if the Player Characters show mercy
to a Villain, they might even earn a new ally — this would also be a spectacular way to
introduce a new Player Character in the group.
88
W
PLAYER CHARACTERS
Like Villains, Player Characters follow their own special rules. When reduced to 0 Hit
Points, a Player Character must either Sacrifce themselves or Surrender.
d SACRIFICE
When reduced to 0 Hit Points, a Player Character may give their life in order to
accomplish a seemingly impossible deed, such as putting an end to a centuries-old
curse, temporarily taking away a demigod's powers, or single-handedly holding off a
small army to make sure their allies can flee.
You may only sacrifce yourself if at least two of the following are true:
w A Villain (see page 100) is present on the scene.
w Your sacrifce would beneft a character you have a Bond towards.
w You believe your sacrifce would make the world a better place.
The details of the sacrifce are negotiated between you and the Game Master — you

You might also like