Fabula Ultima - Game Masters Toolkit - Booklet
Fabula Ultima - Game Masters Toolkit - Booklet
Fabula Ultima - Game Masters Toolkit - Booklet
ISBN: 979-12-5598-035-3
Printed in Europe. First Printing June 2024
Fabula Ultima © 2023-2024 Need Games and Rooster Games. Any unauthorized reproduction of copyrighted
material is prohibited. This is a product of fiction. Any reference to people and events existing in the past or future
is purecoincidence and not intended. All rights reserved. Version 1.0. For Errata & FAQ: www.fabulaultima.com
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We would sincerely like to thank everyone who gave us feedback, expressed doubts,
and participated in active discussions. Fabula Ultima continues to grow and become
better, thanks to your enthusiasm and questions!
SUPER-SECRET INFO?
The tips and tools included in this booklet are mainly for the Game Master, but there’s
no reason to keep them hidden from Players. Quite the opposite: reading these pages
may help Players see the game from the Game Master’s perspective, leading to better
collaboration and communication between participants.
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You don’t need to be unwavering and efficient, and the same goes for everyone
else you are playing with. Failure, running into unexpected obstacles, and regretting
previous decisions are integral parts of gameplay and a path towards improvement.
This is why it’s crucial that you express your doubts, concerns, and needs to the group.
For example, the rules let Players spend Fabula Points to add narrative elements (Core
Rulebook, page 96). However, it’s perfectly reasonable to ask the Players to contribute
additional information to help integrate the new elements with the other “pieces of
the puzzle”. Likewise, if you have trouble creating compelling adversaries for conflicts,
ask your group for a list of their abilities to build on. Or if you don’t know the group’s
next objective, just ask.
INFINITE RESOURCES
As the Game Master, you have no reason to skimp on adversaries or rewards. Whereas
Players must manage characters with limited resources (Hit Points, Mind Points,
equipment, and much more), you have endless resources and complete information
at your disposal: you can always bring a new adversary into the spotlight or introduce
a new complication.
This is the real difference between the roles of Game Master and Player.
So, don’t ever concern yourself about the PCs’ victories, whether large or small: defeat is
much harsher on them than on your NPCs, which is also true for events such as losing
a crucial ally or the destruction of a rare piece of equipment. An excellent way to get
better at balancing the difficulty of the challenges you create is to become a Player in a
different campaign, which will give you a much more well-rounded perspective.
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If you notice that the group has misinterpreted the clues you put into a dialogue or
description, don’t worry. Just tell them openly: the flow of the scene is less important
than the Players’ ability to make informed choices.
When you have doubts about how much information to give, refrain from thinking,
“Nope, there is no logical way for any of them to know this”. Instead, give the Players
a chance. The situation will likely become tense and exciting precisely because the
group is now truly aware of what’s at stake and can plan a proper strategy.
This tip is also important when you create a conflict scene: hints and descriptions
indicating each enemy’s special abilities should always be clear, otherwise, the
situation can quickly become frustrating.
In essence, it’s crucial that the protagonists fail only because of their choices or due
to unlucky dice rolls, never because there was no option for them but to proceed by
trial and error, fumbling in the dark.
A mystery is useful when it develops the story, not if it forms a roadblock. There is no
need to drag things out: if the protagonists seek answers, they should get them, for
better or worse. We play to find out what the heroes will sacrifice in pursuit of these
answers and how uncovering the truth will change their worldviews.
In JRPG video games, the narrative design team unveils the plot’s secrets step by step.
But in this game any participant can create – entirely or in part – the answer to a
mystery. As the GM, you are free to place clues and reveal information, but be ready
to embrace creative inputs from the Players. This will often help you see the world in
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“NEBULOUS” PREPARATION
The best way to deal with preparing challenges, conflicts, and situations, both during
a campaign or between sessions, is to keep things as vague and nebulous as possible
– these are definitely both positive qualities in Fabula Ultima!
Don’t fall into the common trap of fixating on a single perspective of the events. Instead,
try to make your prepared content adaptable to different situations, and doubly so when
it comes to the NPC profiles you design.
You have complete freedom to build on the setting elements established during
World Creation (Core Rulebook, page 148). However, when you introduce new
elements or plot twists that connect to a PC’s Origin, part of their Identity, or just
their “field of expertise”, you should ask their Player for feedback. For example, when
revealing truths about life after death, ask whoever is playing a Spiritist.
You always have the right to determine any mechanical consequences of using
Fabula Points to alter the story (Core Rulebook, page 96) – damage, status effects,
destruction of equipment, loss of Mind Points, removal of a specific Skill, etc.
You may oppose the use of Fabula Points to alter the story, but only if it would modify
an already-defined character, place, or object. In other words, something that has
already come into play or that was defined through the conversation at the table. You
cannot veto something based on your private notes or because you had imagined
something different happening. Once again, it’s totally legitimate to ask Players not
to completely overturn the plot when they insert new elements, and to help you make
their inputs coherent with the established narrative.
Below you can find some tips on managing specific aspects of preparation between
sessions.
d INSPIRATION GALLERIES
Use online image-research tools to build a gallery of inspiring locations, characters,
objects, or creatures, and then scroll through them regularly. It can be helpful to
organize the images in different folders, each connected to a region and/or faction
from the game world. If you want, you can even show these images during sessions to
aid with your descriptions.
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Try connecting plot twists to the Identity, Theme, or Origin of one or more PCs – the
revelations should lead to moments of narrative growth.
If you introduce a plot twist affecting a Player Character or
a story element introduced by a Player, ask that Player
if you are going too far or if they are enjoying the
direction the story is taking.
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Your preparation should be a palette of images, scenes, and characters you can draw
upon when needed, as the Players chart the story’s course. Don’t grow too enamored
with your ideas, or you might start forcing the game toward your own point of view.
It’s worth noting that the Players should have a similar attitude at the table: sometimes
things go exactly the way they expected, sometimes not. Playing is, after all, a form of
creative “back and forth”.
The ability to accept the unexpected and adapt to what happens in the scene is
probably the most crucial skill to “train” for playing Fabula Ultima.
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If you thought the group would face the enemy army head-on, but the Players opted
for a stealthy approach, let them do so. If they decide to stay and fight an enemy
decidedly above their abilities, let them fight and possibly fail – though, even then,
things might not go as you expect!
Your responsibility is to ensure that the Players understand how challenging the
situation is, and let them have the final word on what to do.
Never try to rush through the story, stopping the group from playing out a scene they
have actively set up, so you can return to the “part you prepared”. If the Players have
expressed an intent and given themselves a goal – which means they have embraced
their role and responsibilities in Fabula Ultima – just follow along, creating obstacles
that fit with the unfolding situation.
That said, it’s entirely possible to find yourself unprepared when the Players spring an
unforeseen plan on you. In these cases:
Communicate clearly. There’s no shame in saying: “I hadn’t thought about that. I need
a second to figure out how to handle this”.
Use your resources. The “Nebulous Preparation” described on page 6 – especially
the section on NPCs with multiple potential roles – and the Dungeon Archive (Core
Rulebook, page 261) can be of great help.
Ask the Players. They may have some ideas about the dangers lurking in the area or
the riskier implications of their plans.
Postpone. If the session is winding down, end it a bit earlier and use the time to
talk with the Players about their characters’ intentions. Take notes and use this
information when you prepare for the next session.
In essence, the greatest mistake that you could make is not letting the Players fully
play out the scenes they care about.
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These moments are precious not just because they let the characters – and their
Players! – catch their breath, but also because they give the group chances for
growth, dialogue, and reflection.
Alternating between tension and calm undoubtedly helps prevent the loss of intensity
during critical moments: if every scene is extreme, your group will get used to that
level of pressure and end up desensitized to it.
The same logic applies to building obstacles and conflicts: if you continuously throw
challenging situations at the group, the gameplay experience will soon become
exhausting, and the face-offs with Villains will lose their bite.
DECOMPRESSING
Everyone at the table is responsible for creating a space that is as safe and relaxed
as possible. However, since the GM is tasked with managing the rhythm of play, it may
be helpful for you to propose a moment of dialogue and decompression at the end
of each session.
In essence, decompression is used to:
Step away from the characters. After acting as a different person for hours, and
experiencing their emotions, it’s good to ease back into an “external” and less
involved perspective.
Talk about what happened. Outside of the game, you can talk constructively about
the session, figuring out what worked well and what didn’t.
Preparing the ground for the future. Decompression is a great time to discuss the
group’s possible objectives for the next session and to consider briefly how the
characters would change if they were to level up.
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ACTION DISPARITY
If a faction has more available actions than their enemies, they have a clear advantage.
The calculation of available actions includes elements that grant extra actions, like
the Acceleration spell (Core Rulebook, page 192), and also reactive abilities like
counterattacks or effects that can target multiple foes simultaneously.
Action disparity becomes even more crucial with smaller group sizes. A clash between
2 PCs and 3 NPCs is more challenging than one between 4 PCs and 5 NPCs. Likewise,
the multi (3) property can be devastating against a group of 3 PCs.
Don’t forget that the number of actions is to be carefully adjusted regardless of the
type of conflict: verbal conflicts and chases also assume that the enemy side has as
many turns as the PCs, plus or minus 1.
LEVEL DISPARITY
Level disparity is usually slightly less impactful than the other parameters discussed
in these pages, with one crucial exception: upon reaching levels 20, 40, and 60, NPCs
significantly increase their damage output with their attacks and spells. This creates
“breakpoints” in their power level.
Example: a group of level 10 PCs facing a level 20 foe will be harder pressed than a
group of level 5 PCs facing a level 15 enemy, even though the disparity is 10 levels
in both cases.
Since levels grant bonuses mainly to Accuracy Checks, Magic Checks, and damage
dealt, they have a significantly lesser impact on conflicts that do not revolve around
damage and Hit Points. Likewise, effects that grant bonuses to Opposed Checks or to
filling or emptying a Clock have a substantial impact regardless of levels.
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Combat. In conflicts where victory depends on Hit Points, soldier-rank NPCs are
generally weaker: as they are defeated, the actions available to the enemy faction
decrease. Conversely, a single champion remains just as dangerous even with few
Hit Points left.
Clocks. In conflicts where victory depends on completing Clocks, Attributes and
status effects play a crucial part. In these situations, a single champion is usually
easier to deal with because the characters only have one enemy who they need to
inflict a status effect on to gain the upper hand.
It might seem hard to imagine how to use elite and champion NPCs in a non-combat
conflict. The trick is to think about the adversary’s importance in the scene and who
might aid them.
Example: the Lady of Thieves (elite) and her goons (soldiers) might be good adversaries
during a chase. An audience, on the other hand, could revolve around two corrupt
councilors (both elites) or even a debate with the sole Grand Commander (champion).
Limited uses. If an option is only available one or two times during the conflict, or
if using it is somehow punished or discouraged by one of the enemy’s abilities, then
that option should not be considered a true strength.
All for one. If all effective options are in the hands of a sole character, there are two
issues: the rest of the group will feel of little use and that character will be unable to
use all their resources because of the action limit per turn. If you’re in this situation,
it’s best to rethink the conflict.
Even when especially tense and complex, conflicts should provide each PC with a
chance to shine. That is what matters most.
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CHOOSING TARGETS
The way in which NPCs choose targets has a substantial impact on the flow and feel
of a conflict.
Random targets. The NPC profiles and the various options available to characters
assume that NPCs choose their targets randomly among those that are “legitimate”:
for example, an NPC using a melee attack with multi (2) randomly targets two
different PCs, ignoring characters covered by allies with Guard.
Follow the narrative. Let’s imagine a situation in which a PC’s actions draw the ire of
an NPC – such as insulting someone with the prideful Trait. In these cases, it makes
complete sense to select targets based on what is happening in the story. However,
any sort of prolonged “taunt” effects should at least require a four- or six-section
Clock to avoid treading on the ground covered by the Fury’s Provoke Skill.
“Codified” targeting mechanics. NPCs who choose targets based on specific criteria
or events can be interesting: for example, a warrior who constantly attacks the last
PC who cast a spell, or a scoundrel who always targets the PC who currently has the
lowest Hit Points. Some of these methods are more punishing than others – like the
one just mentioned for the scoundrel – so be careful.
Usually, starting off with random target selection helps avoid “mental traps”, such as
never attacking characters who are Immune to the damage that a certain attack would
inflict, or doing so only when you think the group needs a breather.
Fabula Ultima includes numerous effects and abilities that grant characters the
power to control the ways in which enemies perform actions – reducing or negating
their efficacy – or to deny them the resources needed for specific actions. Randomly
choosing the targets of attacks, spells, and effects ensures that these options remain
relevant but do not become overpowered.
Of course, this does not apply to effects targeting all PCs in the scene – like the NPC
spell Devastation – or to reactions and counterattacks, which should normally target
whoever triggered them.
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Advantages and disadvantages. Even at first glance, it’s clear that equipment grants
many advantages: with the expense of just one Skill (Use Equipment), an NPC can
increase their defenses, deal more damage, and gain other benefits through item
Qualities. But all this comes at a cost: the NPC can be disarmed, or their items can be
destroyed. Their items might even end up in the hands of the Player Characters – this
can be done through Clocks and opportunities, or via Skills like the Weaponmaster’s
Breach (Core Rulebook, page 219).
Rules-wise, a character could use an opportunity to disarm an enemy, making their
weapon or shield clatter to the ground, and then pick the item up with a minor
activity (Core Rulebook, page 66), even equipping it if they have enough free slots.
Limitations. Since any item wielded by an NPC can become part of the Player
Characters’ rewards for the session, you should equip your NPCs following the
limitations described in the Core Rulebook on page 264. For example, if the
group is level 9, no NPC should carry equipment worth more than 1000 zenit. As
also mentioned in the Core Rulebook, you should only give rare items to elite- or
champion-rank creatures.
Disarming. When an NPC loses an object equipped in a hand slot, it is replaced by the
corresponding unarmed strike. If the lost item was a weapon and its corresponding
basic attack had one or more Skills connected to it – such as being able to inflict a
status effect, or the ability to target Magic Defense – those Skills should be applied
to the resulting unarmed strike.
Bound equipment. Sometimes, items are part of an adversary’s iconic characteristics.
In these cases, you could give the NPC a Skill which prevents one or more of their
items from being destroyed, damaged, stolen, or lost.
Always inform the Players when an item is protected this way.
If you can do it, so can I! All the observations above are also valid for the Player
Characters’ equipment, except for the points about bound or protected equipment.
However, adversaries should rarely attempt to destroy or steal the PCs’ items, and
only when it is narratively appropriate – for example, if they are facing a legendary
swordswoman, or when they can acquire a replacement quickly. Your NPCs can always
procure a new weapon “off-screen” without concern for the budget; the PCs do not
have such luxury.
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This typically happens when the Players spend Fabula Points (Core Rulebook, page 98),
use the Plot Twist! opportunity (Core Rulebook, page 41), the Unexpected Ally Skill
(Core Rulebook, page 201), or decide that the enemy joins the heroes after their defeat
and Surrender (Core Rulebook, page 87).
The Core Rulebook provides detailed guidelines for creating NPCs. However, making
complete profiles for all the NPCs in your game is not usually necessary.
It’s up to you. As the Game Master, you decide any mechanical consequences of using
Fabula Points and opportunities; you are also in charge of managing all NPCs in the
game world. It’s up to you to decide how complex you want to make these characters.
However, since you’ll need to keep tabs on their profiles, don’t make your life harder
than it needs to be!
This is the Player Characters’ story. The protagonists of this narrative are the
characters made by Players. Creating memorable NPCs is fundamental, but they
should never steal the spotlight or solve situations for the heroes – at most, they
could intervene to save them after a Surrender. That being said, a Player might like
one of the NPCs you created so much that they later decide to turn this character into
a fully-fledged PC (perhaps after their previous character’s Sacrifice).
People, not numbers. Allied NPCs should never become disposable resources and
faceless servants; their fealty should not be taken for granted, and their help is not
always available. As always, be coherent with the established narrative.
Below, you’ll find some methods for using NPCs in a scene without weighing the game
down too much, which will lessen your workload.
Example: a wise wizard might grant a +2 bonus to Magic Checks and Open Checks
used to analyze ancient tomes; a small unit of Olcressian spearwomen could grant +2
to melee Accuracy Checks and Opposed Checks to demoralize an enemy.
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The next two pages provide a list of sample NPC special abilities to be used this way,
which you can reskin narratively as needed (for instance, the cover fire ability can
represent support from a skilled archer or a hail of bullets from sentry drones). If the
effect deals damage or inflicts status effects, pick whatever option works best for that
NPC in the narrative (such as light damage for a holy priestess).
Remember, allied NPCs handled this way do not have an independent turn during the
round, and thus do not count as Player Characters when establishing the number of
enemy turns in the conflict (see Core Rulebook, page 294).
Soldier. The NPC should be of soldier rank and of a level close to that of the group
(for simplicity’s sake, use a multiple of 5 or 10).
Support role. In general, you want your NPC’s abilities to be mostly geared towards
a supportive role (for example status effects, healing or Attribute increases), rather
than towards direct offense. There’s nothing worse than an ally NPC dealing the final
blow to a powerful enemy.
Swarm. If the heroes are receiving support from an entire group of NPCs in the
narrative, you should still use a single NPC profile but describe them as a swarm (see
Core Rulebook, page 297). Do everything in your power to avoid having more than
one ally NPC involved in any conflict.
Turns and actions. During conflicts, the NPC is treated as part of the Player Characters’
team and takes their independent turn when the Players wish them to.
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d BASTION
When to use it: up to twice per conflict, when an attack or offensive spell (r) hits one
or more Player Characters. This ability triggers automatically.
Effect: the NPC intercepts and negates the effects of that attack or spell. If the attack
or spell hits two or more Player Characters, this NPC protects only one of them, chosen
at random.
d BATTLEFIELD SUPPORT
When to use it: this ability is an ongoing effect.
Effect: Player Characters are immune to shaken and all damage they deal ignores
Resistances.
d BLESSING OF VITALITY
When to use it: this ability is an ongoing effect.
Effect: during this conflict, Player Characters can recover Hit Points even if this would
cause them to go beyond their maximum HP scores, up to 150% (for instance, a
character with 45 maximum HP can have up to 67 current HP).
d CHAOTIC SALVO
When to use it: this ability triggers automatically at the end of each round.
Effect: this NPC deals a minor amount of damage to two random enemies present in
the scene (the same enemy can be affected twice).
d COVER FIRE
When to use it: this ability triggers automatically at the end of each round.
Effect: this NPC deals a minor amount of damage to every enemy present in the scene,
and each of those enemies suffers slow.
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d ELEMENTAL ENCHANTMENT
When to use it: this ability triggers automatically at the end of each round.
Effect: the Players choose both a Player Character and a damage type; the first time
the chosen character deals damage before the end of the next round, all damage dealt
is of the chosen type.
d ELEMENTAL SAFEGUARD
When to use it: this ability triggers automatically at the end of each round.
Effect: the NPC chooses a damage type. All Player Characters gain Resistance to the
chosen type until the end of the next round.
d ENERGIZING WAVE
When to use it: this ability triggers automatically at the end of each round.
Effect: every Player Character recovers a minor amount of Hit Points.
d FULL CURE
When to use it: once per conflict, at the end of a Player Character’s turn.
Effect: one Player Character recovers a heavy amount of Hit Points and also recovers
from all status effects.
d SECOND CHANCE
When to use it: this ability triggers automatically the first time one or more Player
Characters are reduced to 0 Hit Points during a conflict.
Effect: those Player Characters do not need to Surrender nor Sacrifice themselves,
and the current Hit Points of every Player Character in Crisis become equal to that
Player Character’s Crisis score.
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Gimmick generator. Special rules for adversaries that turn a battle into a unique
puzzle worth solving.
Skill generator. Some example NPC Skills that you can use in different conflict
situations: combat; social intrigue; competitions and chases.
Danger generator. Story hooks to quickly create dangers encountered
during travel (Core Rulebook, page 106).
Discovery generator. A variety of discoveries that the group
could encounter during travel (Core Rulebook,
page 106).
Quality generator. Tables of new Qualities,
divided by elemental nature or origin, to help
you quickly create rare items (see Core Rulebook,
page 266).
It’s up to you how and when you use these tools, but
you’ll find some suggestions below. In any
case, remember that these are tools meant
to support your creativity, not rules and
procedures to follow strictly.
EMERGENCY TOOLS
If you find yourself hard-pressed and low on ideas
during a session, you can roll a handful of dice and
see which results make sense in the context of the
story. More often than not, you’ll need to tweak the
results, which is completely normal. After all, each
situation has its own peculiarities, which will make
some details fit in better than others.
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TWEAKING RESULTS
After checking the results on a table, ask yourself if the outcome you obtained makes
sense given the scene in play, and also if the Player Characters are able to interact
with it in a relevant and meaningful way.
Examples: a special ability that triggers when a spell is cast makes little sense if the
group only has one spellcaster. Likewise, if the PCs are already weakened, a danger
that throws the group into an inescapable fight will probably feel mean to the point of
bitterness. The same is valid for any discovery offering benefits different from those
that the characters are urgently in need of.
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Searching online for “JPRG gimmick boss” is a great way to get inspiration. You’ll also
find a method for creating a variety of gimmicks randomly, below.
SAMPLE TRIGGERS
d8 The gimmick triggers when…
1 … this foe suffers damage from a specific element.
2 … this foe enters Crisis for the first time during a scene.
3 … one of this foe’s allies (choose one: loses Hit Points; is defeated).
4 … this foe suffers a specific status effect for the first time during a scene.
5 … this foe starts their (choose one: first; last) turn in the round.
6 … a PC recovers (choose one: Hit Points; Mind Points).
7 … a PC is buffed by a spell with a duration of “Scene”.
8 … a PC uses a potion, elemental shard, or magisphere.
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SAMPLE SKILLS
d10 Combat Skill
After being hit or missed by a melee attack, this foe casts one of their offensive
1
spells (r) against the attacker, spending MP.
After being hit or missed by an offensive spell (r), this foe performs a basic
2
attack against whoever cast the spell.
This foe is surrounded by an aura that powers up all spells cast in the scene:
3 they deal 5 extra damage. When they are in Crisis, the aura changes, boosting
all HP and MP recovery effects by 5.
This foe’s equipment is magically bound to their soul. The items they equip can’t
4 be destroyed or removed, and they can perform the Equipment action for free
once per turn.
The damage dealt by this foe ignores the Resistances of creatures suffering
5
from a specific status effect.
This foe is Resistant to damage of all types, as long as that damage is dealt by
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creatures suffering from a specific status effect.
One of this adversary’s basic attacks does not deal damage but removes all
7 spells with a duration of “Scene” from any target hit by the attack, applying
them immediately to this foe, without spending Mind Points.
On their first turn of each round, this foe declares an action type – Attack, Guard,
8 Objective, etc. – which becomes forbidden. Until the round’s end, whoever takes a
forbidden action loses a minor amount of Hit Points or Mind Points.
When this foe casts a spell dealing elemental damage – for example, fire – they
9 become Resistant to that damage type and Vulnerable to another damage type
until the Skill triggers again. The GM must give clear and obvious clues about this.
While present on the scene, this foe grants one of their allies Immunity to a
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damage type they would otherwise be Vulnerable to.
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SAMPLE DANGERS
d20 Danger
An odd magical event warps the landscape. It may spawn hostile elementals
or require a Group Check to traverse it without suffering minor damage of the
1
type appropriate to the phenomenon. Effects that grant Resistance can be used
to mitigate this damage.
The group’s transport suddenly breaks down; if airborne, it must land. They’ll need
2 to come up with a solution – a Project or Ritual – or find spare parts in a nearby
village. Of course, the village has a problem of its own that needs solving.
By happenstance, a Villain is able to further their plans; the GM starts a GM scene
3
narrating what happened – this could translate into filling 2 Clock sections.
Someone steals an item from the group which is essential for the story: it could
4 be a wild beast, a petty thief, or a spy sent by a Villain. Perhaps this encounter
leads to finding a new ally!
Beasts or plants native to the area attack the group. The heroes could fight
5
back or try to calm the attackers.
A roadblock bars the Player Characters’ way. The requirements for passing might
6 be money, special permits, or membership of a specific military or religious
organization.
Legends speak true! Surrounded by mist, the group faces an apparition haunting
7 the area – ghost ships in particular are a great classic. Can the heroes placate
these restless souls?
A dreadful infestation of some kind – magic moss, angry bugs, rust spores, etc.
8 – threatens to damage the group’s supplies. If they cannot find a solution –
probably a Group Check – each character loses 3 Inventory Points.
9 An enemy patrol spots the PCs and gives chase, attempting to capture them!
An enemy spy or wild creature poisons a randomly selected PC. That PC suffers
10 the poisoned status and cannot recover until they find a suitable cure – a
W Project, Ritual, or aid from a capable NPC.
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SAMPLE DISCOVERIES
d20 Discovery
A deserted mine or other similarly abandoned excavation site. Inside, the group
1 can find materials for Projects and Rituals and a bizarre prototype designed by
an eccentric inventor – a rare weapon!
An oasis, pond, or pool where the stream of souls surfaces, flowing openly.
2 In this place, the group can perform Ritualism or Spiritism Rituals to access
ancient memories and visions.
A traveling merchant leading a steed overburdened by excess goods. They are
3
offering a 20% discount!
The entrance to an ancient canal, aqueduct, or tunnel which connects two points
on the map that are otherwise separated by a natural obstacle. A crumbling
4
section of the architecture reveals a massive cavern hiding the remains of a
legendary buried city.
A person who greatly admires the group – or a specific PC – insists on offering
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their help, or offers them a rare item.
A wise and very bored monster guards this region. If the group shares an
6 exciting tale, the creature provides helpful information and perhaps teaches
one or more spells to any Chimerists present.
A large and cozy inn along the road, where the group can rest safely. The
7 innkeeper was once a fighter, and she proposes a wager. Can one of the Player
Characters beat her in combat?
A lost mount or abandoned vehicle. It’s looking pretty run-down, but some care
8
and kindness will put it back in shape!
A rookie group of rebels coordinated by the daughter of a local noble. If the
9 group help them reach their current goal, they could become allies, or offer one
or more rare items.
Glimpses of a ruin emerge amid the tree branches or fog. The location is
W 10 dangerous but hides the answer to an ancient mystery as well as precious
treasure, perhaps even an ancient Arcanum.
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For instance, an accessory found amidst the desert sands might have an ardent origin,
while an aquatic origin would be appropriate for a sword retrieved from the belly of
a colossal demon whale.
Each Quality has a cost modifier which increases the total cost of the item. An
asterisk (*) means that the Quality is for weapons only.
Try your best to create Qualities that improve the more unusual and interesting
aspects of each Player Character’s abilities, bridging the gap between Skills that don’t
easily synergize.
If possible, the Qualities should provide flexibility rather than vertical improvement:
new ways to use an item or Skill are more interesting than “the usual way, only
stronger”, and allow you to create more varied adversaries, too.
On average, the price of Qualities follows a simple guideline: +500 zenit if the effect
is fairly weak, or good but situational, +1000 zenit if reliable but still reasonable,
+1500 zenit if it has direct and explosive potential, and +2000 zenit if it honestly
seems too good to be true. These values can be adjusted up and down for effects that
feel like they’re somewhat “in between”, of course.
And finally, don’t feel bad about simply borrowing one of the default Qualities from
the lists in the Core Rulebook if you’re in a hurry. They’ll rarely disappoint.
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CREDITS
Typo Hunters: Nicola Degobbis, Marco Munari, Alberto Orlandini, Matteo Pedroni, Erica Viotto