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The Foundation
The actions and occurrences described in this
part of Fables Game System take place on a planet called Lharna.
Lharna is a world within our own universe but far away from here.
Because Lharna is within our universe the laws of physics and science,
philosophy and ethics are virtually the same as on our own world.
Lharna differs from Earth in some ways though. Lharna is located
at a crossroads of eternity, on the edge of our reality, where a
tear in the space-time continuum sometimes allows inter-dimensional
forces to enter and exit our universe and other neighboring universes.
The strength and size of this tear varies from age to age and at
the time of the battle you are playing, the tear is just beginning
to widen. (This is the era will be known to historians as the Advent
of Wonders.)
How to call upon an act of faith
The first thing a petitioner must do is establish
a sacred spot in the form of an altar, cauldron or place of worship.
This takes one round and can be done almost anywhere, at any time.
The faith worker must remain within 6" of his holy spot to
call miracles.
Just as anyone can pray for anything, during his
round of activation a faith worker may choose any one act of faith.
Every thaumaturge, witch or shaman has a Faith
Quotient (F.Q.). Each supernatural event has a Faith Die, which
is large or small relative to the difficulty of the event. If the
player rolls less than his characters Faith Quotient the event
is activated. Note that in many cases, defenders may be entitled
to a saving roll.
If the player rolls higher than the characters
Faith Quotient, the event does not occur. Further, if the roll is
higher than his Faith Limit (F.L.), the faith worker has exceeded
his given deitys tolerance with this mortals vanity
and presumptuousness and the faith worker may not call for an act
of faith for the remainder of the game.
Faith Dice
Each miracle, hexx or wonder listed in the ambits
is assigned a "Faith Die", which represents the miracles
difficulty. The player must roll this die lower than the supplicants
Faith Quotient to activate a supernatural event. Faith Dice are
open ended meaning that whenever a player rolls the maximum value
possible on the Faith die (for example a "4" on a d4),
he must re-roll the die and add it to the previous roll. There is
no limit to the number of rerolls a player might have to make.
It isnt that the miracles
are difficult for God, but sometimes it is hard for the petitioner
to maintain his faith.
| Faith
Quotient |
Faith
Limit |
| 4 |
9 |
Area of Effect
In the lists of supernatural events, the "area
of effect" (sometimes abbreviate A.o.E.) indicates the space
on the tabletop of that is influenced by the event. In most cases,
the area of effect is a radius in inches. In these cases, the player
who is calling the supernatural event picks a spot on the table
as the center of the event. Then after the center has been
selected, he may measure to see who is included in that area of
effect. If any portion of the model (except the base or a single
extremity) is not in the area of effect, then the model only need
roll a "partial" save. For a partial save, roll the normal
save and then divide by two.
Some A.o.E.s specify an individual in which
case only one model may be selected to receive the benefits or the
damage from the event. If the model represents a swarm, pack or
a host of individuals, the A.o.E. will only affect one individual
in the throng.
If the A.o.E. specifies "self" the miracle,
hexx may not be thrown upon anyone other than the individual who
called the event.
Range
This is the distance from the faith worker that
the supernatural event can occur. The player must always select
a target and roll to see if the event occurs before measuring range.
If the selected a target is beyond the listed range, the event did
not occur.
If the range is LOS (or "Line of Sight")
the player must be able to establish a straight line from the wonder
workers head/eyes to the spot that he is unleashing the supernatural
event. To target a character is hidden or invisible, the faith worker
must pass an Intuition check as described in the first volume of
Battlestorm (on p. 28-29 under Search).
Duration
Most faith works have a duration or length of
time that the miracle, wonder or hexx actually occurs. Durations
are expressed in turns, which are equal to approximately one minute
of game time. Durations are counted by the victims/beneficiaries
activation. For example, if a hexx has a duration of 3 turns, the
victim must suffer with the hexx for 3 of his activations. If the
victim has not yet activated, the hexx is considered to have affected
him one turn after he activates. The same is true of a miraculous
blessing. For example, if the beneficiary has already taken actions,
the blessing does begin counting down duration until the beneficiary
activates.
The exception to this is any wonder that affects
the defensive capabilities of the target. Since, those benefits/penalties
take effect immediately, the duration rolls over on the faith workers
activation.
Saves
If the target is a does not have Fate, he must
a 10 or lower than 10 on a d30 to save. If the target has
Fate, he must roll less than or equal to 15 plus current Fate to
save
Duration
Most faith works have a duration
or length of time that the miracle, wonder or hexx actually occurs.
Durations are expressed in turns, which are equal to approximately
one minute of game time. Durations are counted by the victims/beneficiaries
activation. For example, if a hexx has a duration of 3 turns, the
victim must suffer with the hexx for 3 of his activations. If the
victim has not yet activated, the hexx is considered to have affected
him one turn after he activates. The same is true of a miraculous
blessing. For example, if the beneficiary has already taken actions,
the blessing does begin counting down duration until the beneficiary
activates.
The exception to this is any wonder
that affects the defensive capabilities of the target. Since, those
benefits/penalties take effect immediately, the duration rolls over
on the faith workers activation.
Saves
If the target is a does not have Fate, he must a
10 or lower than 10 on a d30 to save. If the target has Fate,
he must roll less than or equal to 15 plus current Fate to save.
Damage and Fabled Actions
In the Fables Game System, normal
Damage rolls are open-ended, meaning that the maximum roll is "infinity."
This is because an attacking player may re-roll any dice on which
he rolls a maximum, and add this to the total. This continues for
as long as the attacker is rolling maximums.
However, this rule does NOT apply
to Damage dice rolled as a result of Fabled Actions. Fabled Actions
include all wonders, hexxes, miracles, PSI skills and magic. Damage
caused by Fabled Actions is NOT open-ended.
In some cases the wonder calls into
being a weapon of some sort. When this occurs, the wonder, hexx or
miracle will specify a Combat Error Rating specific to the weapon.
This C.E.R. is not modified by Dexterity, helmet or any other factor.
A supernatural C.E.R. is fixed and may not be altered by any combination
of supernatural, extranatural or natural effects.
Acts of
Faith
|
Area
of Effect |
Range |
Duration* |
Faith Dice
|
Notes |
| Faith Sword |
self |
1" |
10 turns/special |
d3 |
Appears as
a crystalline translucent sword wrapped in insubstantial flaming
mists. If the thaumaturge misses a swing the Sword instantly
disappears. Stats: Combat Error = 3 Thaumaturgy Quotient,
1 A/R, 2d8 damage, Sword Ignores absorption |
| Faith Missile |
self |
1"
per PIE |
10 turns/special |
d4 |
Barely visible
until loosed. When thrown it bursts into flames and trails
sparks as it flies. Each time the thaumaturge releases the
missile, another reappears in hand if missile hits. Stats:
Combat Error = 2. 1 A/R, 2d4 of damage, ignores Absorption. |
| Faith Armor |
self |
self |
d10
turns |
d6 |
Allows 2d8
of Absorption like normal armor without cost to Evasion. |
| Cripple |
individ. |
PIE |
d4 turns
|
d8 |
Target loses
one half of base Movement. Effects last until save (target
may save each round) or until duration, whichever is sooner.
|
| Encumber |
individ. |
LOS |
d4 turns |
d12 |
Target loses
2d4 of Evasion. Effects last until save (target may save each
round) or until duration, whichever is sooner. Cannot lower
a stat below 2. |
| Potestates
Bow |
self |
2"
per PIE |
10 turns |
d12 |
Bow is completely
invisible to everyone except user, but arrow is glowing white-hot
shaft. Stats: Combat Error = 1. 1 A/R. 2d8 of damage. Ignores
absorption. |
| Ashes to Ashes,
Dust to Dust |
individ. |
5" |
perm. |
d20 |
Lose 2d10
of Fate. If target has any Fate at all when the miracle is
discharged can lose no more than all its Fate. A target
with no fate crumbles to pile of powdery inanimate ashes. |
| Brimstone and
Hellfire |
2½"
rad. |
LOS |
d8 turns |
d30 |
Flames leap
up from the ground to consume the enemy. 2d12 of damage. Each
turn roll d10 vs. FQ to continue to summon hellfire. (To maximum
duration.) Miracle ends on a fail, or if faith worker breaks
concentration. |
| Call Lightning
|
individ. |
LOS |
d8 turns |
d30 |
Thunderclouds
form and the thaumaturge can call lightning down upon the
enemy. Lightning does 2d20 of damage. Each turn roll d10 vs.
F.Q. to continue to call down bolts (up to maximum duration).
Miracle ends on a fail, or if priest or breaks concentration.
No Absorption is allowed for metal armor |
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