0% found this document useful (0 votes)
60 views16 pages

Fablecraft Game System Overview

Uploaded by

ale.villiard
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
60 views16 pages

Fablecraft Game System Overview

Uploaded by

ale.villiard
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

GAME SYSTEM

P L A T F O R M

Fablecraft has been designed with its own, purpose-

built digital platform, playable on any device with an

internet connection. The digital nature of Fablecraft

reduces a lot of the complexity you find in traditional

TTRPGs, so players can get into a game quickly, and

learn as they play.

The digital platform makes it easy to play Fablecraft

remotely. Integrated video, audio, and text chat allows

you to see and hear your friends without juggling

multiple apps, while built-in digital artwork and music

bring adventures to life on a shared player interface.

Here, we’ll dive into the complexities of the Fablecraft

game system, and look at the different aspects that

shape player characters and NPCs.

THE Fable Dice are rolled in pools of 1-3 dice. The pips Players have one die in all basic skills, two

FA B L E D I C E on each die are called ‘sparks.’ When players roll a


pool of Fable dice, the total number of sparks
dice in skills they’re accomplished at, and
three dice in the skill they’re expert at. Skill
The six sides of a Fable Die feature a
combination of the following faces:

Fablecraft uses unique 6-sided dice called Fable determines whether or not they have been aptitude is determined by a player’s chosen
Dice. The faces of each die evolve as a character successful. 1 total spark equals success in a Normal class.
levels up, so one Fable die may look different to task, 2 sparks for Difficult, and 3 for Impossible. +2 +1 0 -1

the next.
THE Players will spend much of their time in the When players encounter obstacles and want to The GM should specify whether they want

S T O R Y
‘Story Scene.’ This is the place where the GM
will guide you through the story, using artwork
perform an action, they must roll a skill check.
Skill checks require a certain number of sparks
the roll to be Normal, Difficult, or Impossible.
This will determine the number of sparks the

SCENE
and music to bring your adventure to life. to be successful. The GM can request a dice roll player needs to roll.

from players for a specific skill or story spell.


T H E When it’s time for combat, the GM will switch Players and GMs click and drop a token to move, The more sparks a player rolls, the harder they

the scene to an interactive battlemap. Turn and click on abilities to see their target area and hit, and therefore the more damage they’ll

C O M B A T
order is automatically assigned, but can be area of effect. In Combat, any roll of 1 or higher inflict. Some combat abilities have bonus

adjusted by the GM. Players control their own is considered a hit. Damage is determined by effects if you roll 2+ sparks.

S C E N E
characters, plus any NPCs or creatures assigned two things: a creature’s Power level, which acts

to them. The GM controls everything else.


as a multiplier, and the dice result.

CHARAC TER SKILLS & ABILITIES

Players take on the role of M a g e s :


Mythans who can wield the magic of the
world better than most. Mages tend to
discover their powers at random, and
there’s no clear reason why some are more
adept at wielding magic than others. 

Mages are rare enough that they will often


become the talk of their hometown. Most
choose to earn their living as traveling
Mages – but whether or not they choose
the path of the adventurer, adventure

has a habit of finding them regardless.

Three key elements determine a character’s skills and spells:

h o m e l a n d , c l a s s , and c o m b a t s t y l e . 

FROM THE HIGHLANDS

Sturdy, strong, stubborn. Hardy Disposition


Rock-textured skin, small horns, metallic
Harden like a rock to survive extreme conditions.
HIGHLANDERS linework, gemstones, nose ridges. Resist high or low temperatures and withstand
impacts, crushes, and falls.

C H A R AC T E R C R E AT I O N

HOMELAND FROM THE CORAL COASTS

Sociable, dramatic, extroverted. WA T E R Wa lt z


Mythans can look like any human from our world, Tropical fish patterning on skin,

Grant the ability to walk across a single, continuous


but the moment they are born, they are infused WAV E C H A S E R S mohawk hair, brightly colored eyes. liquid surface. Sturdy boots are recommended when
with natural elements of their environment. As a traversing toxic substances.

result, an individual can look very different to


their blood relatives. 

FROM THE WILDWOODS

A player’s Homeland determines one spell in their


arsenal – other than that, its influence is limited Careful, good listeners, can keep a secret. Whisper of the woods
to appearance and culture. There are personality Send a brief message to a friend via the root
Deer or moose antlers, green-tinted skin,
traits associated with people from different WOODLANDERS network of any plant. The better you know the
wood grain textures on skin.
homelands, but much like star signs, there are recipient, the clearer the message will sound.
exceptions to every rule.

FROM THE LONG MEADOWS

Nomadic, restless, inquisitive. C u sto m Co n st e l l at i o n


Blue facial gradient that reflects the sky
Conjure small stars that dance and weave at your
LONGSTRIDERS under which they were born. command. They shine brightly enough to illuminate
a small chamber or a nighttime pathway.
C H A R AC T E R C R E AT I O N Guardian
CL A SS The Muscle

Guardians have strong morals and stronger fists.

The Fablecraft Base Game has seven classes. Class determines


They’re natural leaders, understand local laws,

a Mage’s aptitude in specific skills as well as extra story spells.


and believe in following rules – especially their own.
Players have one dice in all basic skills, two dice in trained skills,

and three dice in their expert skill.

LV L 1 Imprison LV L 5 Co m b at Sta n c e
U S I N G S P E L L S
Bind a defeated foe and magically transport
Put yourself in a fighting mindset to use

CHARGE them to an appropriate nearby authority. a Combat Ability outside of battle.

LV L 2 Self-Care LV L 6 Public Confession


Take a moment for yourself.
Create a small, visible area in which only

C HARGE H E A LTH C A ST I N G Heal for half your total Health. the truth may be spoken.

Mages expend Charge to cast spells outside of combat.

Charge cost is indicated by the symbol on each spell. 

 LV L 3 JudgE LV L 1 0 F e at o f St r e n gt h


Sense whether an action is lawful or moral
Grant yourself temporary superhuman
At 0 Charge, Mages become Spent, and roll with disadvantage
in the eyes of your current region. strength. Use responsibly.
until recharged. Getting KO’d when Spent is fatal.



When it’s safe to rest, Mages can be recharged by the GM.


LV L 4 Hindsight EXPERTS IN
A Quick Recharge restores 50% of a Mage’s total Health and
Conjure a projected illusion of a location’s
+1 Charge, and a Full Recharge fully restores Health and Charge.
recent history, like a magical surveillance tape. MIGHT
INVENTOR MERCHANT
The MAKER The DEALER
Inventors are highly resourceful, creating Merchants could sell rocks to a miner, and they’d
treasure from trash in a pinch. They’re often negotiate a fine price too. They have an eye for

noodling on something new, but its safety


a bargain, a nose for a deal, and a gut instinct for
and reliability cannot be guaranteed. what their customer wants.

LV L 1 TINKER LV L 5 Co m b at Sta n c e LV L 1 HEART’S DESIRE LV L 5 Co m b at Sta n c e


Fashion a handy object from whatever you have Put yourself in a fighting mindset to use a Identify the thing that someone wants most.
Put yourself in a fighting mindset to use

at hand. The result may not be pretty,


Combat Ability outside of battle. It might be material or emotional. a Combat Ability outside of battle.
but it'll get the job done.
LV L 6 SHARPEN ESSENCE LV L 2 Self-Care LV L 6 Social Chameleon
LV L 2 Self-Care Enhance the natural function of a common Take a moment for yourself.
Emulate the behaviors and habits of

item. Make a shovel that digs more quickly,


Heal for half your total Health. a person or group to look as though you

Take a moment for yourself.

Heal for half your total Health. or make a keg's ale extra tasty. belong in their circle.
LV L 3 Trust Me
LV L 3 APPRAISE LV L 1 0 S A F E H AV E N Make a deal or proposition that sounds LV L 1 0 G r o u p C h at
Create a small concealed area that can't be extremely fair and compelling to those
Connect the minds of a few friends to allow for
Touch any man-made object to learn

seen, heard, or smelled by passers-by,


who hear it. telepathic communication over a short distance.
its history, function, and value.
but can be discovered by touch.
LV L 4 Appraise
LV L 4 Tunneling Song
EXPERTS IN Touch any man-made object to learn its
EXPERTS IN
Carve and shape dirt and rock. Tunnel through
history, function, and value.
a wall, break a boulder, or sculpt a basic
likeness of a friend.
IMPROVISE E M PAT H Y
N AT U R A L I ST P E RFORMER
THE CULTIVATOR THE TALENT

Naturalists nurture the wilderness around them, Performers are natural attention-seekers,

and some prefer plants and animals to people.


drawing the spotlight to create a distraction

They can communicate with the natural world


or entertain a crowd. They can usually win

and bring harmony where needed. over even the most discerning audiences.

LV L 1 S p e a k to N at u r e LV L 5 Co m b at Sta n c e LV L 1 C e n t e r o f At t e n t i o n LV L 5 Co m b at Sta n c e
Communicate with plants and animals
Put yourself in a fighting mindset to use
Bind a defeated foe and magically transport
Put yourself in a fighting mindset to use

to glean information. They are under no a Combat Ability outside of battle. them to an appropriate nearby authority. a Combat Ability outside of battle.
obligation to be friendly or helpful.
LV L 6 Fa s t F r i e n d s
LV L 6 Social Chameleon
LV L 2 Self-Care Instantly bond with another person. If you treat LV L 2 Self-Care
Emulate the behaviors and habits of

Take a moment for yourself.


them poorly, they may sense the enchantment. Take a moment for yourself.

a person or group to look as though you

Heal for half your total Health. Heal for half your total Health.
belong in their circle.

LV L 1 0 Rousing Word
LV L 3 Tend the Flock
Channel your magic into a plant, natural object, LV L 3 Fa s t F r i e n d s LV L 1 0 G lide
Restore any living thing to full health. Expel or element, allowing it to animate and Instantly bond with another person. If you treat Ride the breeze to float purposefully

basic poisons and cure common diseases. temporarily assist you. them poorly, they may sense the enchantment. and land gently.

LV L 4 H armoni z e
E X P E RTS IN LV L 4 Ac t the P art E X P E RTS IN
Restore balance to a small natural area.

M imic the personality, voice, and

Calm a tempestuous river, pacify hostile


creatures, or enrich barren ground.
N AT U R E mannerisms of anyone you've ever met. CHARM
ROGUE SAG E
THE TROUBLEMAKER THE BRAINS
Rogues are naturally stealthy and have a knack
Sages have a bounty of knowledge that they’re

for avoiding the consequences of their actions.


keen to share. They are good at identifying objects
They’re a useful addition to any adventuring party, and relics, producing random facts, and being
provided they can behave. aggressively condescending.

LV L 1 Skulduggery LV L 5 Co m b at Sta n c e LV L 1 Condescend LV L 5 Co m b at Sta n c e


Make your suspicious or morally ambiguous Put yourself in a fighting mindset to use
Rant about the minute details of a subject
Put yourself in a fighting mindset to use

behavior seem on the level. a Combat Ability outside of battle. until your target agrees with your point,
a Combat Ability outside of battle.
and regrets any words to the contrary.
LV L 6 HIDE IN PLAIN SIGHT
LV L 2 Self-Care LV L 6 Living Library
Conceal yourself without cover. You can move
Take a moment for yourself.
LV L 2 Self-Care Browse the shelves of your mind palace to
slowly, but may be revealed by sudden
Heal for half your total Health. Take a moment for yourself.
recall a piece of information from any book
movement, noise, smell, or touch.
Heal for half your total Health. you've ever read.

LV L 3 C A T WA L K LV L 1 0 AC T T H E PA R T
LV L 3 Sense Magic LV L 1 0 D i ag n o st i c at e
Become as light and nimble as a cat.
Mimic the personality, voice and mannerisms
Handy for balancing, landing on your feet,
Touch something to determine the kinds
Understand the workings, origins, and effects
of anyone you've ever met.
and squeezing into cardboard boxes. of magic present. of a spell or enchantment you have witnessed.

LV L 4 CASE THE JOINT LV L 4 Sharpen Essence


EXPERTS IN EXPERTS IN
Gain information about a location within sight. Enhance the natural function of a common
Sense a room’s layout, guards, or secret doors AG I L I T Y item. Make a shovel that digs more quickly,

or make a keg's ale extra tasty.


AC A D E M I C S
and passages.
C H A R AC T E R C R E AT I O N Once players have chosen their Homeland and Class, they can customize their skills

SKILLS
to make their character even more unique. Players can add an extra dice to 2
additional skills, giving them 2 dice to roll for those selected skills. They roll 1 dice for
unskilled Skill Checks. More dice = more chance of a successful roll.

FULL SKILL LIST

Academics Agility Charm

Culture Empathy Improvise Might

Nature Perception Spellcraft


R ADIANT
As the only healers , Radiants play a vital role in battle.

They channel the light within to heal and harm in a single


strike, draining enemy health to restore their allies.

Melee

L i f e S i p h o n
Deal 6 Damage
Drain your foe’s health

Restore 3 Health to yourself


to restore your own.

C HARAC TER C R E AT I O N

C O M BAT S TY L E S L E V E L

R A D I A N T B E A M

A ray of light that harms or



Ranged

In a single line, deal


5

5 Damage to foes

Spellcasting normally requires focus, but when a Mage finds themselves


and restore 3 Health to allies

1
heals those in its path.
in a fight or flight situation, they must use magic reflexively.

In combat, they attune to one of three kinds of magic to attack an enemy:


radiant magi c, elemental magic, or gravitational magic. Special Ranged 3

W E L L S P R I N G
Restore 12 Health to an ally

O F L I G H T Deal 8 Damage to their adjacent foes

As your character v
le els up , your power and num ber of Combat c c
Di e will in rease. You can x
mi and

mat h c Combat Styles to create your perfect build, unlocking new Abilities as well as special moves Fill an ally with healing light that

Roll to deal 50% more Damage
harms surrounding enemies.
k
li e Openers (extra moves before your main attack) and Talents (passive buffs). You can view and Healing

and e quip Combat Abilities from your in-game character sheet.


Cooldown 2

Note: The Damage and Healing amounts shown above will vary

based on character power and roll results.


G R AV I M A N C E R E L E M E N TA L I S T

Gravimancers are well-suited to running headfirst into danger.


Elementalists can rain fire down on foes or shoot

They’re the tanks of combat, using gravitational force to spears of ice. They’re best positioned at the edge of the

leap, smash, and hinder enemy movement.


action, launching attacks that foes won’t see coming.

Melee Melee

G R O U N D E D Deal 6 Damage
C R Y STA L I Z E Deal 6 Damage

Smash your enemy


Restore 3 Health to yourself Inflict Vu l n era b le
Shatter your opponent’s defense s

into the ground. Targ et ta kes 50% more Damage
with a frosty touch.

Special Ranged 2

Special Ranged 5
Leap forward

L E V E L
Deal 5 Damage to adjacent foes L E V E L
Deal 8 Damage
M e t e o r L e a p
Inflict Slow to adjacent foes

1 1
Defy gravity with a jump,

C o l d - F i r e L a n c e
then crash down. Roll to inflict Slow
Weave fire and ice into

Roll to deal 50% more Damage Targ et ta kes -1 M ove m ent


a deadly spike.
Roll to inflict Vu l n era b le
Cooldown 2
Targ et ta kes 50% more Damage

Cooldown 2
Ranged 2

G R AV I T Y S P E A R
Deal 5 Damage in a line
F I R E BA L L Ranged 4
Skewer your enemies with
Gain 3 Shields

pure force. E ngulf a group of foes in


Deal 5 Damage in an ex plosion

a ball of fl ame.

Note: The Damage and Healing amounts shown above will vary Note: The Damage and Healing amounts shown above will vary

based on character power and roll results. based on character power and roll results.
THE ADVENTURE IS
JUST BEGINNING . . .
18/18

Fablecraft is available now in Early Access on


Steam, and there is so much more to come!


16/28
✓ Customizable Battlemaps 

✓ Homebrew NPCs

✓ Homebrew Inventory

✓ Tablet Support

✓ Brand New Adventures
1
✓ Monsters, Magic, Mayhem, and More!

 2
4

View our full roadmap and download


2/16

the game at [Link]/fablecraftgame


26/26

44/66

Calidonna Stonefort
Brian
Meet you in MYthas!
st e a m DISCORD

You might also like