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IN SEARCH OF THE CRYSTAL

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A demo scenario for thefor
launch of the BRAVELY DEFAULT video game II
with the system Game of Role from Table FABULA LATEST
4-6 participants For
Machine Translated by Google

© SQUARE ENIX CO., LTD, All Rights Reserved.

Fabula Ultima © Need Games! & Rooster Games

This work was created without profit and may be


reproduced for personal use only.
Machine Translated by Google

j 4j

INTRODUCTION
4

We welcome you to the “Search for the Crystal” demo scenario, WHAT IS BRAVELY DEFAULT II
where you and 3-5 other people will role-play in the fantastic world of
the BRAVELY DEFAULT II video game, coming exclusively to The third chapter (despite the name) of the BRAVELY
Nintendo SwitchTM!
DEFAULT series puts the player at the helm of four heroes
and at the center of an unforgettable adventure that revolves
around four crystals.
CONTENTS
The Heroes of Light, in their extraordinary mission, will fight to

restore the balance of the world, exclusively on Nintendo


l A streamlined and simplified version of the regulation
SwitchTM!
FABULA ULTIMA role-playing game ;
All the features that made the series a cult return, such as the
l A game scenario lasting approximately three hours and five
Asterisks or the Brave/Default system , in addition to brand
characters ready to play, which will transport you to the world of
new features such as an exclusive in-game card game !
BRAVELY DEFAULT II!

FOR PLAYING
WHAT IS FABULA ULTIMA
You will need a few sheets of paper, erasers, pencils, the five
character sheets, and one or more sets of polyhedral dice. Published by NEED GAMES! and written and designed by
Emanuele Galletto, FABULA ULTIMA is a tabletop role-
Don't have dice handy? Don't worry: there are many free dice roller
playing game that recreates the atmosphere and gameplay of
apps for mobile phones. JRPG video games, with formidable antagonists and tense
conflicts that will test the strategy and creativity of the gaming
group.
GAME ROLES The release of the FABULA ULTIMA Basic Manual is

scheduled for November 2021: it will contain the complete


l One person plays the role of Game Master (GM), who describes the
regulation, fifteen main classes to combine as you wish, more
game world, plays adversaries and secondary characters, and
than two hundred enemies and rare objects, and many
reacts to the decisions and choices of the Playable Characters
options and tips for playing at your best!
(PCs) (see below).

If you choose this role, read Basic Rules and Conflicts


(pages 4 to 9), and if you have time before the session, check out
the scenario starting on page 16.
THE RIGHT SPIRIT

l The other people (two to five) each take control of a Playable


The FABULA ULTIMA manual does not propose predetermined
Character (PC) chosen from the five available in this demo. The
worlds or characters: your group will create a unique setting
PCs are the heroes of the story, whose actions will decide the and a cast of memorable heroines and heroes, with the help of
outcome of the scenario!
the rules.
If you choose this role and have time before the game session,
In this scenario, however, you will explore the magical universe
read the Basic Rules and Conflicts (pages 4 to 9) and take a
of BRAVELY DEFAULT II and put yourself in the shoes of its
look at the Characters starting on page 10.
protagonists: it is a special opportunity to experience a world
you love from the inside, or a wonderful opportunity to fall in
For a more balanced gaming experience, we recommend using
love with it!
Adelle only if there are four or more PCs, and Anihal
only if there are five or more PCs.

OR
OR
3
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BASIC RULES
4

THE TESTS CHARACTERISTICS

In FABULA ULTIMA, when a character undertakes an action with The four features of the game are as follows:
relevant implications for the evolution of the current scene, the
Game Master can request a Test. DEXTERITY (DEX)

A Test always involves exactly two dice, based on the Coordination, precision, manual skill, speed.

characteristics involved in the described action (see opposite


INTUITION (INT)
column).
Observation, analysis, understanding, deduction.
The characteristics involved in a Test can be established by the
VIGOR (VIG)
rules (as in the case of attacks), or left to the free choice of the
Game Master.
Strength, endurance, pain tolerance.

A Test obtaining
be basedinformation by conversing with a character could a WILL (VOL)
about
Intuition
e Will, While
Tenacity, discipline, authority, persuasion.
Test the information through the same information a threat might rely on

Force And Will.


Each characteristic is expressed in the form of a size
of nut. The die sizes are, in ascending order: d6, d8, d10, d12.
Sometimes, a Test may be based on the same characteristic used
twice.

For example, Glory Dexterity uses + Dexterity, indicated


DIFFICULTY
as ÿDES + DESÿ , when theattack
bow. with

For the sake of simplicity, this demo only includes two Difficulty
In any case, there are always two dice to roll in a Test .
Levels for use in Tests: 10 for a standard Test, or 13 for a
particularly difficult Test.
Gloria's Dexterity is equal to hers and to 1d8, then attack for
she
with the will roll 2d8 and add them, adding the +2 bonus granted by the weapon
bow.
Obviously, there will be cases where an effect or rule will determine
the Difficulty Level to be used.

The result of the Test, i.e. the total of the roll of the two dice and
A Test is successful if the total result is equal to or greater than
any bonuses, must be compared with a Difficulty Level the Difficulty Level.
provided by the rules or established by the Game Master (see
opposite column).

MAJOR SHOT (TM)


l The Game Master must always declare the Difficulty Level of
the Test and the general consequences of success or failure Some game effects, generally damage caused by attacks and
before the die roll. spells, are calculated based on the Major Roll (TM) of a Test.
l The Game Master should request a Test only if success and
failure would both cause a change in the situation, and only if The TM of a Test is the higher of the two dice rolled in the Test.
the outcome of the action is not obvious, keeping in mind that
Returning to the previous example, he Gloria rolls 2d8+2 if for
the characters are formidable heroes of a JRPG fantasy
is an a rolls 4 and his bow 7, the result of the roll will be equal to
world.
13 (4+7+2) a TM will be even and to 7.

OR
l Rolls must always be visible to the entire table.

OR
4
Machine Translated by Google

CIRCUMSTANCES

The Game Master may assign a +2 bonus or a -2 penalty to a


Test to represent advantageous or disadvantageous
circumstances by communicating this before the roll.

DOUBLE ONE

If both dice on a Test show a 1, then it is a double one, an


automatic failure due to bad luck.
THE CLOCKS

When a PC rolls a double one, he immediately gains a Fabula


When one or more characters collaborate in a complex operation,
Point (see next page).
or when a danger gradually approaches, the Game Master
should establish a Clock, i.e. a "clock" that acts as a countdown
or tally of progress made.
CRITICAL SUCCESS

If both dice on a Test show the same number and that number
For example, in self the heroes infiltrating after are step the
is 6 or higher , then it is a critical success, which is an an enemy fortress, I open a Clock Game Master could be
titled “Alarm”.
automatic , extraordinary success . a If filled, the
to them!
guards would start hunting
Basically, critical success occurs on a roll of 6+6, 7+7, 8+8,
9+9, 10+10, 11+11 or 12+12.
Clocks have from 4 to 12 sections, designed like this:

OPPORTUNITY

When a character achieves a critical success, they can use it


for an opportunity. The same goes for opponents of a character
who rolls a double one.

There are many ways to spend opportunities in the game; in this l Clocks are always visible to the entire table.
demo we propose the simplified list below.
l When a Test increases or decreases the ticks on a Clock, the
number of ticks is equal to 1, + 1 for every 3 points by which
The goblin archers attack a 7 and 7, critical. with a Fist gets and
the Clock has exceeded the Difficulty Level (or for every 3
a success goes to The attack signs, then Adelle
points by which the character He has failed).
the goblin backwards, the slow negative
inflicting
status
pushes
(see next page).
l The Game Master can increase or decrease the ticks on a
Clock based on the narrative, but must warn the group if
certain actions will have this consequence.
OPPORTUNITY

Affliction A creature suffers a negative status (see a of 4 in the Level Test


Returning to the previous example, a character with a result

next page). obtained a Difficulty


increase of 10 during
by notches ; threethe exploration
notches of thetwo
one failure "alarm"
moreClock would

because he failed by six points. fortress


Information Ask a question related to the scene; the Game
Master responds by telling the truth.
for and Later, the
Progress Increase or decrease two notches
characters consider
being noticed:
stoppingthe
to investigate,
Game Master thiswould
wouldthen
increase
have to
thewarn
risk of
them that
a Clock involved in the current scene (see
room a the Clock would advance another notch.
opposite column).

Advantage The next Test you or your ally takes


receives a +4 bonus.

OR
OR
5
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STATUS FABULA POINTS

During the game, characters can suffer negative statuses due In FABULA ULTIMA, Fabula Points represent the heroic
to attacks or other effects. destiny of the protagonists.

POISONING Each PC starts the game with 3 Fabula Points.

Lowers your Stamina and Willpower by one die size. In this demo there are two ways to spend Fabula Points:

CONFUSED
l After rolling the dice for a Test, if the result is not a double
one, you can spend 1 Fabula Point to reroll one or both
Lowers Intuition by one die size.
dice. You must keep the new results, but if you want you
WEAK can continue spending Fabula Points to continue rerolling
one or both dice.
Lowers Stamina by one die size.
When you do, narrate how your character's identity or
FURENT theme helps you defy fate.

Lowers Dexterity and Intuition by one die size. l A player can spend 1 Fabula Point to introduce a narrative
element into the scene, as long as the rest of the table
SLOW agrees with the proposal. The mechanical impact of this
narrative element is at the sole discretion of the Game
Lowers Dexterity by one die size.
Master; the power level should be around that of an
SHAKEN opportunity or slightly higher.

Lowers Willpower by one die size.

If it makes sense for the narrative element to deal damage to


Statuses involving the same characteristics are cumulative,
one or more opponents, it should deal 20 damage of an
but no characteristic can drop below size d6.
appropriate element (physical for a rock collapse, fire for a
scorching puff, etc.).

For example, Adelle has a Dexterity one with d10. equal base size
PCs can earn Fabula Points in the following ways:
and If he was furious at slow, Dexterity would have its d6.

a even nut size to


l After rolling a double one in a Test, the character gains 1
Seth, on the contrary, already a Dexterity of d6, which Fabula Point.
means that his (however, has die size would gosuffer
lower than Seth would still
l After being reduced to zero HP, the character gains 2 Fabula
the status, could of another type, bring consequences
allowingsuch as
Points.
enemies to obtain secondary effects when they attack him). as to
l When a Villain- type opponent (i.e. a main antagonist) enters
the scene, each character gains 1 Fabula Point (when this
happens, it is indicated by the demo scenario).
Two of the character statistics, Defense and Magic Defense,
are based on the current die size of Dexterity and Intuition,
These rules are present on the character sheets, in the form
respectively, and are therefore affected by negative statuses.
of reminders.

Gloria's Defense score is equal and is therefore 9, a Dexterity +1; of a


MONEY (PG)
of 7. normal value she was slow would go down but if to a

The currency in the world of BRAVELY DEFAULT II is the PC (not


to be confused with Playable Characters, PCs!).
The character of Seth is partially an exception, whose heavy
In the demo, characters will have the opportunity to spend
armor gives a fixed Defense value which is not affected by
money on a couple of occasions.
negative statuses.

OR
OR
6
Machine Translated by Google

HIT POINTS (HP) INVENTORY POINTS (PI)

This value represents the character's combativeness and This value is an abstraction of the “bag of consumable items”
resistance to pain and fatigue. This is an abstract value; only that the character carries with him.
when zero is reached is the character actually seriously injured
and put out of action. l A character's current IP can never be higher than the maximum
score, noted on the card
as max.

l A character's current HP can never be higher than the maximum


l A character who reaches zero IP suffers no particular
score, noted on the card
consequences.
as max.
l IP can be spent to craft consumable items of various types and
l A character who reaches zero HP loses consciousness and is
use them immediately; in this demo, the list is simplified into
defeated. Throughout this demo, the consequences of defeat
the following three options:
vary depending on the scenes and are explained in the
Scenario section.
Potion (3 IP): Heals 50 HP.
In any case, a PC who reaches zero VP immediately gains
Ether (3 IP): Heals 50 MP.
2 Fabula Points.

Remedy (2 IP): Removes one status of your choice.

MIND POINTS (PM)


l Characters cannot redistribute IP among themselves, and
This value represents the character's concentration and ability cannot “combine” IP from their respective pools.

to use magic and special abilities.


Elvis spends 3 PI per with a vial of Ether, then after a while only

l A character's current MP can never be higher than the maximum spends 2 IP for any Remedy. Now, point
score, noted on the card Notrefill
remaining, can create
object will be better.

as max. the Inventory Points possible! as soon as

l A character who reaches zero MP suffers no particular


l Inventory Points can be topped up in the city, at a cost of 10pg
consequences.
per point.

OR
OR
7
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CONFLICTS
4

WHAT ARE? ACTIONS

In FABULA ULTIMA, conflicts are the most complex, tense During his turn, a character can take a single action from
and exciting part of the game. the following:

In this demo there are two conflict scenes, both classic ATTACK
JRPG style battles; however, conflicts are also used in the
game for chase scenes, infiltration, debates, and hearings. The character attacks with a weapon at his disposal.
To do this, perform an Accuracy Test based on the
characteristics indicated by the weapon: the Difficulty
A conflict is always considered a scene in itself. Level is equal to the target's Defense . If the hit hits, the
damage dealt is based on the Major Roll (TM) and is
l As with any scene, it is the responsibility of the Game Master subtracted from the target's HP.
state when it begins or ends.
The accuracy of Seth's Greataxe is Seth has Strength ÿVIG + VIGÿ +1;
l Conflicts require medium to long times and should only be
d10, so attack for 2d10+1 with it . will pull
used for situations of great narrative importance.

In case of the damage; of the Grandascia is indicated success,


therefore,
ROUNDS AND SHIFTS as ÿTM + 10ÿ self Seth had pulled a 5 e a
9, the
weapon would deal 19 physical element damage .
A conflict consists of a series of consecutive rounds ; During
each round, each participant gets a single turn in which to Some attacks can target more than one creature at
act. once; in these cases, take a single Accuracy Test and
compare it with the Defense scores of each target to
Powerful opponents take multiple turns per round.
determine who gets hit and who doesn't; the damage
suffered and any secondary effects are identical for each
During each round, the PCs and their opponents take turns
target hit.
taking turns. In this demo, the text always specifies whether
the first turn goes to a PC or an enemy (this applies to all
rounds of that conflict). ELEMENTAL AFFINITIES

If during a round the characters of a faction have more turns


In this demo, creatures can have or receive two types
than their opponents, we alternate as long as possible, then
of elemental damage affinities.
the majority faction takes the remaining turns.

l Vulnerable: The creature takes double damage from


this element.
Turns are not tied to a specific character; From round to
round, you can alternate as you like. l Resistant: The creature halves this element's damage
(round down).
In a conflict that involves PCs
four threes to and enemies, self
The two affinities cancel each other out: if a creature
the first round goes will enemies, the turn order of each
PC PC. be: Enemy round c PG c Enemy c PG c Enemy Vulnerable to Fire takes the Guard action, for example,

c c it will take normal damage from fire until the start of its
next turn.

OR
OR
8
Machine Translated by Google

OBJECTIVE

The character carries out a secondary goal or strategy; this


takes place in the form of a Clock established together with
the Game Master.

l 4 sections for a minor goal, such as giving your party


Resistance to a certain type of damage for two rounds.

l 6-8 sections for a larger goal, such as preventing an opponent


from using a certain ability or attack until the end of the
current scene.

l 10 sections for a resolution objective, i.e. which leads to


winning the conflict if the Clock fills.

Once the Clock is in play, any creature involved in the


conflict can take the Objective action
GUARD to advance the Clock or bring it back, always following the
rules described on page 5.
The character gains Resistance to damage from any
element until the start of his next turn (see elemental
USE SKILLS
affinities, on the previous page).

The character uses one of his abilities listed in the “You can
MAGIC SPELL use an action to” text, such as Examine, Firebird or Vitamin.

The character casts a spell from those available to him,


Some skills have a MP cost.
spending the appropriate MP.

Spells always specify the maximum number of creatures


that can be targeted with a single spell casting; the cost in DISTANCES
PM varies proportionally.

During a conflict, all the characters can reach each other, attack
each other and interact freely, in line with the heroic and "video
Elvis' Thunder spell can target up to three to 10 MP creatures at once, cost but
game" tone of the gaming experience.
targeted creature.

TEAMWORK
Offensive spells work similarly

to attacks, with a Test of ÿINT + VOLÿ whose Difficulty Level After a character takes a Test during a conflict, any number of
is equal to the target's Magic Defense . Damage is based his allies who have not yet taken their turn during the current
on Major Roll (TM). round can help: to help, a character sacrifices his turn during

If the spell has more than one target, take a single Test and the round but grants a bonus of +2

compare it to each target's Magic Defense scores to


to his ally's Test.
determine who gets hit and who doesn't; the damage
suffered and any secondary effects are identical for each
target hit.
LEAK!

INVENTORY If the party decides to flee a conflict, then this becomes their
new resolution objective for the current conflict, and that
The character spends Inventory Points to use a potion, ether ,
means having to work together to fill a 10-section clock.
or remedy on himself or another creature.

OR
OR
9
Machine Translated by Google

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PLAYABLE CHARACTERS
4

In the next pages you will find the complete sheets of the five characters available for this scenario.
We recommend printing or photocopying them so you can easily write on them.

OR
OR
1010
+
JOB:

a
Hit
SLOW
K
OR
DEXTERITY DEFENSES

FEATURES
+1):
(DEXTERITY
DEFENSE

11

d10
FURIOUS
K

A
CONFUSED
K
O
INTUITION

Adelle
6
d
+1):
(INTUITION
MAGIC
DEF.

skilled
WEAK
K
O
VIGOR

8
d

his
POISONED
K
Your

SHOCK
K
OR
WILL

8
d
Machine Translated by Google

Remember:
Defense

400
Initials:

HP,
MAX CURRENTS
BODYGUARD
PRAGMATIC

IDENTITY
HP

50
PM

50

THEME
duty

(to
PI

6
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OR
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turn.
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© SQUARE ENIX CO., LTD, All Rights Reserved; Fabula Ultima © Need Games! & Rooster Games. This work was created without profit and may be reproduced for personal use only.

USE
action.
requires
that
ability
an
Activate
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of
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a
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WEAK
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Machine Translated by Google

8
d
Remember:
Defense

200
Initials:

HP,
PG

MAX CURRENTS
TAMER
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IDENTITY
HP

60
PM

50

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© SQUARE ENIX CO., LTD, All Rights Reserved; Fabula Ultima © Need Games! & Rooster Games. This work was created without profit and may be reproduced for personal use only.

USE
action.
requires
that
ability
an
Activate
Slash:

Test.
a
in
rolled
dice
two
the
of
higher
The

a
lTM
GLOSSARY
Roll):
(Major
Vulnerabilities ,
creature's
chosen
the
reveals
Master
Game
The
creature.
a
analyze
to
action
an
use
can
You
and
Traits,
Examine:
maximum
+
JOB:

Exploit
SLOW
K
O
DEXTERITY DEFENSES

FEATURES

6
+3):
(DEXTERITY
DEFENSE

d
9
FURIOUS
K

a
Elvis
CONFUSED
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and
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d10
12

eccentric
WEAK
K
O
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6
d
POISONED
K
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SHAKEN
K
OR
WILL
Machine Translated by Google

mentor.
d10
Remember:
Defense

300
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© SQUARE ENIX CO., LTD, All Rights Reserved; Fabula Ultima © Need Games! & Rooster Games. This work was created without profit and may be reproduced for personal use only.

USE
action.
requires
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an
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Machine Translated by Google

d10
Remember:
Defense

200
Initials:

HP,
PG

MAX CURRENTS
MUSA
OF
PRINCESS
SOLEMN

IDENTITY
HP

40
PM

65

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HOPE
PI

(bring
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© SQUARE ENIX CO., LTD, All Rights Reserved; Fabula Ultima © Need Games! & Rooster Games. This work was created without profit and may be reproduced for personal use only.

USE
action.
requires
that
ability
an
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Machine Translated by Google

Defense
Magic

100
Initials:

HP,
MAX CURRENTS
LAND
FAR
A
FROM
SAILOR

IDENTITY
HP

65
PM

45

THEME
pity
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+
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© SQUARE ENIX CO., LTD, All Rights Reserved; Fabula Ultima © Need Games! & Rooster Games. This work was created without profit and may be reproduced for personal use only.

USE
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an
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battle.
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Tip:
Machine Translated by Google

j 4j

IN SEARCH OF THE CRYSTAL


4

ATTENTION: FOR GAME MASTER ONLY

1. INTRODUCTION 2. MEETING
AMONG THE SANDS
First, read or paraphrase:

In this first scene, the party meets up with Anihal in the shadow of the
The story of BRAVELY DEFAULT II takes place on the continentof Excillant, in a ruins outside the city of Savalon.
grave land danger
risingout of control: the
nature's
temperatures andtheft of of floods, due
Read or paraphrase:
elemental
putting all living beings crystals, which balance in the four world brought,
at risk.

When our heroes are Savalon, they arrived in the desert land
However, it is the last
certainly expected to find the oasis not by the water.
to die: the legend hope that the Heroes of Light will succeed in the
elements. narrates which half submerged

restore balance between Gloria immediately suspected


groupWater Crystal; Castor, the the hand of the
investigated Savalon's with help of Prince of Savalon,
Gaming Hall, and commissioned the city. on Bernard, the owner has
At this point, each other player must choose which Playable Character
on the excavations that man
they will play during the demo. under

Inside the group they faced


nature
an Bernard
underground
tamer whose
saved
excavation
her life. passed
and a young
to monster
l If there are three players, the available characters are
beaten Anihal, one
Elvis, Gloria and Seth.
Kind
l If there are four players, the available characters
After revealed
meet the that a near
ruins outside Bernard is really in possession of the snoopers, I
they are Adelle, Elvis, Gloria and Seth.
Crystal that he ordered her to eliminate and had

l If there are five players, the available characters are Adelle, Anihal, Anihal has organized city,

Elvis, Gloria and Seth. away from prying eyes.

Note: In the BRAVELY DEFAULT II video game, the playable This scene should be structured slightly differently depending on
characters are Adelle, Elvis, Gloria and Seth. In this demo we have whether or not Anihal is present as a PC (see opposite page).
included Anihal as a playable character to allow groups of 5 participants
to play. First, read or paraphrase:

The meeting place is an old disused camp


shadow
with worn
of the
tents, in the
ruins.
BUT WHEN IS IT SET? worn And There

I am remnants of broken vases submerged in sand, remains of dusty


crates barrels.
If among the participants there are those who have played one
or both of the demos dedicated to BRAVELY DEFAULT II on and you
Environment to seem to get up weakly as the wind shakes the of
puffs edges
sandofbetween
the tents,

Nintendo SwitchTM, they may want to know how this scenario them and causes rocks.

is positioned chronologically.
l If someone examines the vases and chests in the camp, they will find
The answer is that this scenario is not canon
and is set to coincide with the end of the game's second demo, a bag with 200pg and a small yellowish gem: it is a Wrath of Zeus,
an item that can be consumed to inflict 10 lightning element
when the group convinces Anihal to reveal where Bernard hid
the Water Crystal. damage to all enemies present on scene.

For the rest, there are no other valuables.

OR
OR
16
Machine Translated by Google

SAVALON OASIS

2A. IF ANIHAL IS NOT A PG 2B. IF ANIHAL IS A PG

When the group reaches the camp, Anihal is already there When the rest of the group reaches the camp, Anihal is already
waiting, wrapped in a heavy brown tunic from which locks of there waiting for them.
white hair peek out. First, communicate the following information to whoever is
Seeing the PCs, his blue eyes light up. playing the character of Anihal:

The girl's tone is still slightly uncertain, but after a moment's


l In all likelihood, Bernard keeps the Water Crystal inside a
hesitation she gathers courage and reveals some important
hidden room in his villa in Savalon, which can be accessed
information:
from the bookcase inside his study.

l In all likelihood, Bernard keeps the Water Crystal inside a


hidden room in his villa in Savalon, which can be accessed l To enter the hidden room you need a key, e
from the bookcase inside his study. Anihal has a copy.

l The beasts and monsters of the desert are in agitation; a strong


l To enter the hidden room you need a key; Anihal has a copy,
sandstorm is probably approaching. It would be best to return
and gives it to the PCs. to the city as soon as possible.

l The beasts and monsters of the desert are in agitation; a strong


sandstorm is probably approaching. It would be best to return
Then, read or paraphrase the following, always addressing the
to the city as soon as possible.
person playing the character of Anihal:

In the past, when your caravan disaster, hasbybeen


a decimated
Following the conversation, Anihal takes leave of the group (if
Bernard took your life and saved your life self.
they ask to accompany her, she says it's better not to be seen
together so as not to arouse suspicion; Bernard has eyes and You have
Always thought it might Not
That be bad, have to be Really

ears everywhere). a youyou


set his goals; but
metwill
the people
Bernard
probably whohas
knowmade
simply
you doubt that
Now used for truth by facing it.

uu At this point, move on to the next scene.


only it

uu At this point, move on to the next scene.

OR
OR
17
Machine Translated by Google

ENEMIES
3. CONFLICT SCENE:
THE WORM 3 PCs 1 Sand Worm (2 turns per round)

4 PCs 1 Sand Worm (2 turns per round)


The group is returning to the city of Savalon, when the
1 Diatryma (1 turn per round)
sandstorm arises and a fearsome monster attacks!
Read or paraphrase: 5 PCs 1 Sand Worm (2 turns per round)
2 Diatryma (1 turn per round each)
Mindful of Anihal's words, you quickly move the wall that the city of Savalon protects

towards rocks from the desert.

All around rises howling; wind down


and crash
real
from
waves
everyofdirection.
sand ROUND TURN STRUCTURE

3 PCs 4 PCs 5 PG
Just when you manage to glimpse the doors of Savalon in the distance, the colossal

earth trembles monstrously


in and
a whirlpool,
from underground,
a worm emerges
dragging
of stones
you and sand! 1 PC 1 PC 1 PC
q q q
And 1 Enemy 1 Enemy 1 Enemy
q q q
If there are four or more PCs, add: 1 PC 1 PC 1 PC
q q q
It is like Not if that were enough,
thethe
flapping of theis heard towards And the
shrill noise 1 Enemy 1 Enemy 1 Enemy
wings of the Diatryma, scavenger-eating birds ready for what remains of the to q q q
feast on worm's meals. 1 PC 1 PC 1 PC
q q
This is a conflict scene, involving the PCs plus a varying 1 Enemy 1 Enemy
number of enemies. The sandworm is a rather formidable q q
opponent and can take two turns per round, instead of just 1 PC 1 PC
one. q
1 Enemy
Consult the column alongside to find out the number and type q

of enemies to use depending on how many PCs are present, 1 PC

and to find out how the turns of each round should be structured.

In this conflict, the PCs have the first turn of each round. l If both the sand worm and one or more diatryma are
present in the scene, we recommend always having
the diatryma act before the worm during each round.
The following rules apply to this scene:
l Obviously, as some PCs or enemies are defeated, some
turns will automatically be skipped because there is no
l If a PC ends up with zero HP, there are no particular
one to exploit them.
consequences: the character falls unconscious and
receives 2 Fabula Points, and will automatically recover
at the end of the conflict, with HP equal to half of his maximum.
CATCH THEM ALL!
l If all the PCs end up at zero HP, the party falls unconscious,
but is saved by a group of soldiers from Savalon (see 4b
If Anihal is present in the party, he can use his
on page 20).
Capture ability on both the worm and the diatryma.
l If the group wants to escape towards the gates of The special abilities obtained if successful are indicated
Savalon, they must overcome the whirlpool of sand under the profiles of each enemy (see opposite page);
caused by the worm and move away: it is a ten-section
since each creature is “single use”, capturing both
Clock (Difficulty Level 10), which any PC can intervene diatryma will allow you to exploit Scavenger twice.
on. The worm (and any diatryma birds) will not affect the
Clock, instead limiting themselves to their normal attacks.

OR
OR
18
Machine Translated by Google

SAND WORM DIATRYMA

A gigantic monster that prowls the ruins near Savalon. A large feathered bird that feeds on corpses, with enormous hooked

It has a swollen and soft central body, and its mouth is a rose of teeth claws.

from which poison flows.


Traits: Winged, Ferocious, Opportunistic, Swift.

Traits: Blind, Colossal, Slow, Senses Vibrations.


DEXTERITY INTUITIVE VIGOR WILL PV MAX PM MAX
DEXTERITY INTUITIVE VIGOR WILL PV MAX PM MAX d12 d6 d8 d6 60 35
d6 d6 d10 d10 140 60
DEFENSE (DES): 12 MAGICAL DEFENSE (INT): 6

DEFENSE (DES): 6 MAGICAL DEFENSE (INT): 6


RESISTANCES: None VULNERABILITY: Lightning,
RESISTANCES: Lightning VULNERABILITY: Water Physique caused by arcs

ATTACKS ATTACKS

$ Wormmaw w Accuracy ÿVIG + VIGÿ +4 $ Claw w Accuracy ÿDES + VIGÿ

Effect: target takes ÿTM + 10ÿ fi- element damage Effect: the target takes ÿTM + 5ÿ physical element damage .
yes.
$ Carrion Eater w Accuracy ÿDES + VIGÿ
$ Slime of the Worm w Accuracy ÿDEX + VIGÿ +4
Effect: the target takes ÿTM + 5ÿ physical element damage
Effect: the target takes ÿTM + 5ÿ earth elemental damage and and the Diatryma recovers 5 HP.
suffers the poisoned status.
$ Supersonic Gust w Accuracy ÿDEX + INTÿ
$ Sandstorm (20 MP) w Accuracy ÿINT + VOLÿ +1
Effect: the target takes ÿTM + 5ÿ air elemental damage .
Effect: each target takes 10 earth elemental damage and suffers the
This attack targets Magic Defense instead of Defense.
slow status. This attack targets Magic Defense rather than Defense,

and targets all PCs at once (you make a single Accuracy Test and CATCHING SKILLS

compare it to each target's Magic Defense to determine who was hit Carrion Eater w A creature of your choice loses 10 HP; then, you
by the attack and who wasn't). gain 10 VP.

Special: The Worm must spend 20 MP to perform this


attack.
TRANSPARENCY AND CLARITY

CATCHING SKILLS
During battle, remember to always inform the party when:
Sandstorm w Any number of creatures of your choice take 20
earth damage each and
suffer from slow status . l An enemy spends MP on an attack;

l An attack hits a Vulnerability or Resistance;

l An enemy is down to half or less of its HP e


it therefore shows signs of weakening.

TIC TOC! END EARLY!

This conflict scene should conclude at the end of the first hour of the demo.
If the scene is still in progress and there are a few minutes left, we recommend having the soldiers arrive from Savalon, who
they ward off monsters using arrows and spears. The group is then escorted into the city (4th on the next page).

uu When the conflict ends, for better or worse, move on to the next scene.

OR
OR
19
Machine Translated by Google

4B. IF THE WHOLE GROUP HAS BEEN DEFEATED

If all the PCs dropped to zero HP and fell unconscious during the

previous battle, read or paraphrase:

The first What that you see, after have regained consciousness,it's the face

worried “Wow, the owner of the Savalon inn.

that worm he really spoiled the holidays But


for you!
I am taken charge of your recovery, but I have to ask you

to free the room now. Thethe


sand out there is stormy that even
prince

worsened, for Castor came out just

make sure to save those who live outside the city."


bring

Characters recover all HP and MP and heal from all negative statuses .

4. SAVALON
Once they leave the inn, the PCs see that there is a lot of movement in

At this point, the group has returned to the city; depending on what the street:

happened in the previous scene, the situation can be different.


Everywhere there are people
the open
dragging carts, rolling up people's tents for shelter;
air is almost
andofmore
the market and they seek
everything
desert only the blacksmith shop has

4A. IF AT LEAST ONE PC HAS NOT BEEN DEFEATED


the hangingsign.
If the party made it through the previous battle successfully, read or You hear two young women swearingloudly while shouting next to you.
paraphrase: One says: “Of course, given the current situation, not

I understand why those soldiers are at Bernard'svilla!


You finally reach the interior of Savalon; the door you
soldiers
to quickly order
Surely they could help us, instead of staying up there for
clear the way for any other refugees to pass.
cover!”
allow to
To which, he replies: "I told you that your partner is bad news, and in the end!"
“Bad story,” one mutters young guard, “the storm come
gettingout
worse,
the arrival of that scoundrel was one How much
sand out there is to be sure of And
even the prince Castor is
It are
misfortunes seems
not our
yet
those who live outside the city.”
bring save for

Another sentry, older, empties the hat from the At this point, you must inform the party that a Clock has started, called
sand that the e “Sure view mutters: gravity I the situation, of “Bernard's Suspicion”.
Not understand why soldiers were part Bernard! messi to

Not
guarding the villa should not even be particularly exposed to the storm! l This Clock has ten sections, and once filled will cause Bernard to take

direct action against the group (see 6a on page 22).

If one or more characters were down to zero HP during the conflict, they
l Since the party has spent some time at the inn, Bernard has already
regain consciousness with a number of HP equal to half their
gathered some information, so make a number of notches on the
maximum HP.
Clock equal to the number of PCs.
At this point, you must inform the party that a Clock has started, called
“Bernard's Suspicion”. Remember that the Clocks and their progress are always visible to the

whole group.
l This Clock has ten sections, and once filled will cause Bernard to take

direct action against the group (see 6a on page 22).

l Currently the Clock is still at zero, but the PCs have to do


pay attention to how they move.

Remember that the Clocks and their progress are always visible to the

whole group.

OR
OR
20
Machine Translated by Google

REST
5. RUNNING
AGAINST TIME A character can decide to spend 30pg and rest at the
Savalon inn, thus recovering all HP, all MP, and healing
Now that the party is in town, the PCs have four different from all negative statuses.
activities available, described on this page.

UPGRADE YOUR EQUIPMENT


l Whenever a PC carries out one of the activities indicated
on this page, the “Bernard Suspicion” Clock advances A character may decide to visit the blacksmith to improve
by 1 notch. their equipment. Each time you choose this activity, you can
If multiple PCs carry out the same activity, even at the select one of the following options (by paying the
same time, the Clock still advances by 1 notch for each corresponding amount):
character involved.
l 100pg to increase the damage dealt by by two points
l If the “Bernard Suspicion” Clock reaches 10, finish the weapon.
current activity and then move on to 6a, on the next page.
l 100pg to give a weapon the ability to increase the damage
dealt by spells cast by the wielder by five points .
TO INVESTIGATE

A character can try to find a way to enter Bernard's mansion


l 100pg to increase the Defense bonus by one point
without arousing suspicion. This objective is a four-notch awarded by a shield or armor.
Clock, with a Difficulty Level of 10.
l 50pg to increase the bonus to Magical Defense granted by
a shield or armor by one point .
In addition to the standard notch on the “Bernard l 50pg to give a weapon or armor the ability to increase the
Suspicion” Clock, if you fail this activity generates an extra amount of HP restored by five points
notch for every 3 points by which you failed the Test.
by the wielder (whether with spells, abilities or objects:
this applies both to effects used on oneself and on others).
If this Investigation Clock is filled, the party identifies an
infiltration route to the mansion (have the person who The same item can only be upgraded once. Note that
completed the Clock describe it). Adelle's Fists are not upgradeable.

l If someone at the table asks to spend a Story Point to


introduce a story element that reveals a way to sneak into The transition to the next scene can occur in different ways,
the mansion, congratulate them and immediately fill the based on the behavior of the group.
Investigation Clock. Fabula Points should be used like
this: well done! l If the “Bernard Suspicion” Clock reaches 10, go to 6a.

l If the PCs decide to simply show up at Bernard's villa, the


REFILL YOUR INVENTORY POINTS
guards let them pass and inform them that Bernard is

A character can decide to visit the shops to top up their waiting for them in his study. Go to 6b.

Inventory Points. Each point costs 10pg, and you cannot l If the PCs complete the investigation, they manage to
go beyond your maximum. sneak into Bernard's villa without being noticed. Go to 6c.

TIC TOC! END OF SECOND HOUR!

The second hour should end with the start of one of the possible final scenarios: 6a, 6b, 6c (see next page).
If there are only a few minutes left, advise a party member to spend a Fabula Point to come across a lucky coincidence that
indicates a secret access to Bernard's villa (let the person spending the Fabula Point tell what it is); this
way you can go directly to scenario 6c.

uu At this point, move on to the next scene.

OR
21OR
Machine Translated by Google

6A. SUSPICIOUS AT 10
6. CONFLICT SCENE:
BERNARD If the “Bernard Suspicion” Clock has reached 10, Bernard uses his
contacts at the Savalon court and a group of soldiers intercepts the
This conflict essentially occupies the third hour of the demo. The PCs in the street.

group faces the Villain Bernard Alphard, a thief and swindler who
has taken over the Savalon Games Room and is exploiting the Water l If the PCs agree to follow the guards, they are escorted directly to

Crystal for his personal purposes, still unknown to our heroes. Bernard's mansion (which they clearly are
unusual). Once they reach the villa, the guards lead the group
directly into Bernard's study, where the man is waiting for them (go
Depending on what happened previously, the group might come to
to 6b, in the opposite column).
this conflict in quite different ways, referred to in these pages as 6a,
6b , and 6c. l If at any time the PCs try to dissuade the guards, counter that it is not

Each of these situations also specifies how to handle the scenario's normal for Savalon's soldiers to respond to Bernard's orders, or

epilogue: attempt to flee or resist, Bernard enters the scene accompanied by


his ferocious wolves guard (two wolves if there are three or four
l Victory occurs if Bernard reaches zero VP, even if one or more of PCs, three wolves if there are five PCs).
the guard wolves accompanying him have not yet been defeated.
Bernard saves his fifth Ultima Point (see below) to flee the scene,
Read or paraphrase:
and the wolves scatter, flee with him, or are captured (we suggest
letting the PCs decide). Laughter comes from the alley behind. your raucous Flanked
wolves trained by massive

and makes his entrance on the scene. growling, Bernard

l Defeat occurs if all PCs reach zero VP.


Since Bernard is revealed as a Villain, each PC immediately gains a
Fabula Point.

LAST POINTS “I see that you have finally shown yourselves


for what you are... nothing
the streets of my And
criminals. I will clear it out personally
Ultima Points are a powerful special resource available to loved
scum Savalon are more thanthis
agitators.”
one
FABULA ULTIMA Villains , a sort of dark reflection of the
Fabula Points used by the PCs.
At this point the battle begins, which involves the PCs plus Bernard
In this demo, Bernard has 5 Points available and a variable number of guard wolves; the number of actions per
Last and can use them in the following ways: round and Bernard's maximum HP vary based on the number of PCs
(see page 24 for details on the conflict).
l He may spend 1 Ultima Point to reroll one or both dice from
There are two possible conclusions:
a Test, as long as that Test is not a double one.

l Victory: Cornered, Bernard spends 1 Ultima Point and runs away,

l Can spend an action and 1 Ultima Point to recover 50 MP and blending into the crowd, attracted by the noise. The group is

immediately heal all negative statuses. surrounded by the population and the guards, who seem to be
intent on arresting the PCs; suddenly, Prince Castor of Savalon
arrives on the scene, returning from the desert, his armor covered
l He can spend 1 Ultima Point at any time to escape the scene
in sand. The prince stops the guards and explains the situation,
in complete safety.
declaring that Bernard's plans are on their last legs.
Bernard, having no intention of letting himself be captured,

will always keep his fifth Ultima Point aside to choose this But will it really be like this?
last option.
l Defeat: The last thing the group sees before falling unconscious is

We recommend making the amount of Ultima Points available Bernard's obnoxiously grinning face, hissing "Your performance

to Bernard known to the group, so that the PCs can consciously was disappointing to say the least... I hope you'll give me a better

manage their resources. performance next time." step of my plan. I will personally make
sure this city hates you.”

OR
OR
22
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6B. IN THE PRESENCE OF BERNARD 6C. INFILTRATION

If the PCs show up at the mansion or are escorted there by guards, they are If the PCs have found a way to sneak into the mansion, let them describe

led to Bernard's study. how they get past the guards and into the building.

Initially, Bernard is polite and dismisses the guards. For a few minutes he

answers any accusations or questions, albeit evasively, then he grins and When they head to Bernard's study and use the key to unlock the secret

rubs his hands. door leading to the room behind the bookcase, the ferocious guard wolves

leap out of it.

trained by the thief (two wolves if there are three or four PCs, three wolves if
“Let's finish this with betray farce. I knew this one would or Then Anihal
there are five PCs).
me first: ha one weak spirit I And
naive. It is me
The battle then begins: since the group managed to sneak in, Bernard will
useful for
wasa bit, but already have in some valid mind
only join the fight at the beginning of the second round, attracted by the
substitute. Concerningcuriosity, I will show you yours in the What there is
hype caused by the fight:
room
dungeon..."

At this point, Bernard approaches the bookcase and uses his key to open “I just needed someone to hold responsible for the Savalon, as
the secret door. From inside his guard wolves emerge, and the battle you have given me thechaos to opportunity. And
perfect
begins; since Bernard has revealed himself as a Villain, each PC immediately I will say that here, definitively...
in you attacked those
me, silence me
gains a Fabula Point. home yokels will drink everything as

as usual, especially some at self I'll add to it

the Games discount


Room!”
“I just needed someone to hold responsible for the Savalon, the as

perfect opportunity. chaos to And you gave me you have


With the arrival of Bernard, who turned out to be a Villain, each PC
I will say that here, definitively...
in you attacked those
me, silence me
immediately gains a Fabula Point.
home yokels yes but I will add to it if
The battle involves the PCs plus Bernard and a variable number of guard
they will drinkthe
as Games
usual, especially everything like some at
wolves; the number of actions per round and Bernard's maximum HP vary
Room!” discount
based on the number of PCs (see page 24 for details on the conflict).

This battle involves the PCs plus Bernard and a variable number of guard

wolves; the number of actions per round and Bernard's maximum HP vary
Remember that Bernard will only be present from the start of the
based on the number of PCs (see page 24 for details on the conflict). second round.

There are two possible conclusions: There are two possible conclusions:

l Victory: Cornered, Bernard spends 1 Ultima Point and escapes into the
l Victory: Cornered, Bernard spends 1 Ultima Point and escapes into the
secret room, then pulls a lever and a heavy grate descends to cover his
secret room, then pulls a lever and a heavy grate descends to cover his
escape.
escape.
Attracted by the commotion, the guards burst into the room, but shortly
Attracted by the commotion, the guards burst into the room, but shortly
afterwards Prince Castor of Savalon arrives on the scene, returning from
afterwards Prince Castor of Savalon arrives on the scene, returning from
the desert, his armor covered in sand. The prince stops the guards and
the desert, his armor covered in sand. The prince stops the guards and
explains the situation, declaring that Bernard's plans are on their last legs.
explains the situation, declaring that Bernard's plans are on their last legs.

But will it really be like this?


But will it really be like this?

l Defeat: The last thing the group sees before losing consciousness is
l Defeat: The last thing the group sees before losing consciousness is
Bernard's obnoxiously grinning face, hissing “Your performance was
Bernard's obnoxiously grinning face, hissing “Your performance was
disappointing to say the least... I hope you'll give me a better performance
disappointing to say the least... I hope you'll give me a better performance
during the next one step of my plan. I will personally make sure this city
during the next one step of my plan. I will personally make sure this city
hates you.”
hates you.”

OR
OR
23
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ENEMIES
Bernard
3 PC Bernard (2 turns per round; 100 HP MAX)
2 Wolves (1 turn per round each)

4 PC Bernard (3 turns per round; 150 HP MAX)


2 Wolves (1 turn per round each)

5 PC Bernard (3 turns per round; 150 HP MAX)


3 Wolves (1 turn per round each)

ROUND TURN STRUCTURE


3 PCs 4 PCs 5 PG

1 Enemy 1 Enemy 1 Enemy


q q q
1 PC 1 PC 1 PC
q q q
CHARACTERS WITH ZERO PV 1 Enemy 1 Enemy 1 Enemy
q q q
Since this battle is the climax of the scenario, 1 PC 1 PC 1 PC
we recommend using the following special q q q
rule for PCs who reach zero HP. 1 Enemy 1 Enemy 1 Enemy
q q q
l PCs with zero HP can spend Fabula Points in 1 PC 1 PC 1 PC
place of their allies still in battle (remember that q q q
when a PC goes to zero HP, he immediately 1 Enemy 1 Enemy 1 Enemy
receives two Fabula Points!) q q
1 PC 1 PC
q q
1 Enemy 1 Enemy
SPECIAL CASES q
1 PC
The PCs might try some of these tactics: q
1 Enemy
Disarming Bernard requires a 6-section Clock
(Difficulty Level 10); if completed, Bernard will
l In this conflict scene, the enemies have at their disposal
switch to unarmed combat and deal 5 less damage
the first turn of each round.
with all attacks until the end of the fight.
l We recommend always having Bernard act before the
wolves during each round. This also helps to more easily
l Entering the secret room is literally the
keep track of which enemies have already acted and
stakes in the conflict; to do this you must
which have not, simplifying the role of the Game Master.
first defeat Bernard, or complete a Clock
resolution, therefore from ten sections. Bernard tends to use Wind Slash on his first turn
of the round, then follow up with Supersonic
Running is not an option the heroes of a JRPG
Strike against slow targets or Stealing Breath
story would consider. Make it clear to the
if he's low on HP.
group: escaping essentially means giving
away to Bernard, something that neither l Obviously, as some PCs or enemies are defeated,
Adelle, nor Elvis, nor Gloria, nor Seth or Anihal could accept. some turns will automatically be skipped
Persevere together until the end! because there is no one to exploit them.

OR
OR
24
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BERNARD (VILLAIN) WATCHWOLF

Owner of the Savalon Entertainment Hall and a scoundrel of the first One of the guard wolves trained by Bernard, who makes sure they
order, Bernard exploits the Water Crystal for his own purposes, are well fed and strong.

regardless of the consequences for the rest of the city.


Traits: Attentive, Fierce, Loyal, Massive.
Traits: Greedy, Master Thief, Conceited, Incorrect.
DEXTERITY INTUITIVE VIGOR WILL PV MAX PM MAX
DEXTERITY INTUITIVE VIGOR WILL PV MAX PM MAX 60 35
d8 d8 d10 d6
d10 d6 d8 d8 varies 100
DEFENSE (DES): 8 MAGICAL DEFENSE (INT): 8

DEFENSE (DEX +1): 11 MAGICAL DEFENSE (INT +1): 7 RESISTANCES: None VULNERABILITY: Fire

RESISTANCES: Earth VULNERABILITY: Lightning ATTACKS

$ Bite w Accuracy ÿDES + VIGÿ +3


ATTACKS
Effect: target takes ÿTM + 10ÿ fi- element damage
$ Windslash w Accuracy ÿDEX + VIGÿ +4 target
yes.
Effect: takes ÿTM + 5ÿ physical element damage
and suffers slow status . SPECIAL RULES

Counterattack w After a creature makes a melee attack


$ Stolen Breath (10 MP) w Accuracy ÿDEX + VIGÿ +4
against the Watchwolf, the Watchwolf deals 5 physical
Effect: the target takes ÿTM + 5ÿ air element damage and
element damage to the creature that attacked it.
Bernard recovers 5 VP. This attack targets Magic Defense instead
This reaction occurs whether the attack hit the Wolf or missed.
of Defense.

Special: Bernard must spend 10 MP to perform this


Loyalty w The Watch Wolf is immune to Anihal's Capture ability
attack.
(communicate this to whoever controls Anihal, so that he doesn't
$ Supersonic Strike w Accuracy ÿDEX + VIGÿ +4 target waste his actions needlessly).
Effect: takes ÿTM + 5ÿ physical element damage .

This attack deals 5 extra damage to creatures afflicted with the


slow status. TRANSPARENCY AND CLARITY

SPECIAL RULES
During battle, remember to always inform the party when:
Second Phase w When Bernard reaches half or less of his HP
for the first time (50 or 75), the second phase of the battle begins.
He shrugs off his heavy cloak and pulls out a second dagger. l An enemy spends MP on an attack;

l An attack hits a Vulnerability or Resistance;


“You you
never had
a long to interfere in my affairs.
one!” I'll give
l An enemy is down to half or less of its HP and is
lesson you will remember

therefore showing signs of weakening.


From this point on, Bernard becomes Vulnerable to physical
element damage, but his attack is Supersonic Strike l Bernard spends Ultima Point;
can target up to two creatures at once (you make a single Accuracy
l Bernard reached the second stage after being
Test and compare it to each target's Defense to determine who
reached half or less of his HP.
was hit by the attack and who wasn't).

TIC TOC! TIME OUT!


It would be a real shame to “cut short” during this conflict scene, but things can happen
for the long haul (especially if there are five PCs in the party). If it is really not possible to conclude the
conflict normally, we recommend having Prince Castor burst onto the scene, returning from
expedition into the desert, whose arrival will force Bernard to spend an Ultima Point and flee.

OR
OR
25
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The Heroes of Light will succeed foil the plans

of the diabolical Bernard?

Find out BRAVELY DEFAULT II above Nintendo SwitchTM!

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