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The libraries: values, items, shops, tests and combats

Everything your adventure declares is found in System mode: eighteen lists, almost all handled the same way.

Eighteen lists that all work the same way, then the detail of items, shops, tests and combats.

This chapter is a reference: come back to it when an adventure needs it. If Fatum is new to you, start with the first step of the path: What the engine can do

Eighteen lists

The left panel lists them in this order: values, resources, items, events, formulas, images, endings, tests, statuses, traits, classes, level rewards, abilities, ending counters, shops, achievements, combats, damage types. The eight that describe the character and their progression have their own chapter, "Character and progression".

The libraries panel: the list of eighteen, with "Objets" selected.
Only the "Tests" library carries the "read-only" label.

Only one cannot be edited here: Tests, marked "read-only". A test belongs to the choice that contains it; this list is therefore a simple view, showing which tests exist and in which scene. To reuse a test, you have to duplicate the choice.

One page for almost all of them

An open library shows its list on the left and the detail of the selected row on the right. The gestures are the same from one library to another, with a few exceptions, noted below.

  • Search and filter. Type a few letters to narrow a long list. Depending on the library, chips above also filter it: "Active" and "Passive" for abilities, for example.
  • "+ Add". Creates a row with a placeholder name ("New value", "New item"…) and selects it: all that is left is to rename it.
  • The detail form. The fields change with the library. The name is always there, and the description in most of them.
  • Duplicate. Ten libraries out of eighteen offer it: values, resources, items, events, formulas, statuses, traits, classes, level rewards and abilities. The copy refers to the same elements as the original; it does not copy them.
  • Usages. Each row shows where it is used, and each usage is a link to the exact place. Tests, traits, level rewards and ending counters do not show any.
  • Delete. Refused as long as the row is still used somewhere; the confirmation prompt tells you how many usages remain.

An item

An item has more fields than the other rows, because it has to answer more questions: does it stack, up to how many, can it be sold, does it have charges, what becomes of it once empty, can it be used. Once made usable, it appears in the actions of a scene, a combat or a shop, depending on the contexts you tick.

A currency is an item whose type is "Currency", nothing more. The engine has no notion of price or purse: a price is a cost that removes coins, and it is written like any other rule.
A consumable item's detail: its name, its type, its stacking mode, its charges and its description.
The "Use" block describes what the item does when the reader uses it. The button appears among the actions of the scene, the combat or the shop; the character sheet only repeats it.

A shop

A shop is a list of offers. Each offer carries what it costs and what it gives, as rules: remove six coins, give a key. An offer may also give nothing material and merely set an event, which is how you write "buying a piece of information".

A shop's detail: its name, its currency and its three offers with their costs and effects.
A buy-back rule, at the bottom, decides what the shop agrees to take back.

The order of the offers is simply the order in which the reader sees them. You change it by dragging the handle to the left of a row.

A test

A test belongs to a choice. On the choice, open "Rules…" then "Add a test", and first pick the formula that will be rolled. The choice then compares the roll to a difficulty, and the destination is set on each outcome, not on the choice itself.

You next decide the sense of the comparison: "at least" (the total must reach the difficulty) or "at most" (the total must not reach it, like 2d6 under Luck). The difficulty is a number, a character value or a formula: with a value, it can grow over the run.

Criticals are optional. A critical success can trigger on an extreme die face (a natural 20) or on a total. It is examined only if the roll has already succeeded, and a critical fail only if it has failed. Without a dedicated critical outcome, a critical result counts as an ordinary success or fail.

The result is remembered for the whole run: going back to the scene does not re-roll it. Uncheck "Remember the result for the whole run" for a test that must be replayed, like a training room or a game table.

A test's outcomes

A "Success or failure" test always has its two outcomes, plus the critical outcomes you add. Each outcome has its effects, which apply after the choice's, and its own destination: without a destination, publication is blocked.

A "Results table" test has no difficulty and no criticals: the total names a row ("1 to 2", "5 and up"), and each row has its destination. It suits a random encounter table. The rows must cover all possible totals, with no gaps or overlap, or publication is blocked.

Without dice, a choice can also have conditional outcomes ("Add an outcome"). The first whose conditions are met applies: the captain knows you, or not. Each outcome has its destination, and a choice cannot have both a test and conditional outcomes.

Conditional outcomes read in order. An outcome without a condition always applies: place it last, or the ones after it are never reached.

What the reader sees of the roll

The "Reveal" setting decides what reaches the reader. It changes nothing in what the engine calculates or remembers.

Setting What the reader sees To choose for
Dice visible The formula, the difficulty, the roll and the result. The dice roll across the page. Tests that build the adventure's backbone: the reader learns your rules.
Result only The test type and its outcome, without the numbers. Keep the tension without doing arithmetic.
Hidden test Nothing says a test happened: the reader simply reads what comes. A roll whose existence would spoil the fiction, like secret perception.

A hidden test that also removes a visible cost is jarring: the reader sees something vanish with no explanation.

A combat

A combat declares its enemies, the ways of attacking offered to the player, what counts as a defeat, and where you go afterwards. The attack and damage formulas come from the formula library: the combat names them, it does not hold them.

If a single roll settles the encounter, a test is enough: write it with combat text. A round-by-round fight is worth it when the exchange of blows is what the scene is about.

The order of the enemies is not presentation: it is their starting rank. Moving an enemy up puts it in the front line, and so changes who can be hit by an attack that only reaches the first rank.
A combat's detail: its settings, its two enemies and its two attack options.
"What goes down with each hit taken" names the resource the fight eats into. Whether the character is beaten at zero breath or zero courage is for you to write in the defeat conditions.

A round's flow

Each round, the reader chooses an action: an attack, an ability, an item or escape. The action is resolved, then each standing enemy attacks once, in row order, front rank first. Enemies have no initiative or target choice.

The "Resolution" setting decides what becomes of the character's attack.

  • Independent rolls. The character's attack is resolved, then each enemy attacks: both sides can be hit in the same round.
  • Opposed rolls. The attack is a single exchange with the target: the higher total wins, only the loser takes damage, and nobody is hit on a tie. The hit enemy does not attack a second time that round. This is the classic duel of adventure books.

The character's attacks are declared one at a time: each has its attack roll, its damage, its range ("The whole line" or certain ranks) and, if you wish, conditions and costs. This is where tactics set in: the bow reaches all ranks but costs arrows, the dagger hits only the front rank.

At least one attack must be able to reach the front rank, or the fight cannot be won. Two checkboxes also allow items and abilities in combat, each with its allowed tags: without a tag, nothing is offered.

Each enemy attacks with a fixed number, with its own formula, or, failing that, with the combat's; without any of the three, it does not attack. If you fill in "Defence of the character", an enemy attack only hits if its total beats it. Otherwise, every enemy attack hits.

Win, lose, flee

A fight ends three ways, each with its effects and its destination: victory, when the last enemy falls; defeat, when defeat conditions are met, after the enemy phase; escape.

Defeat does not always mean death: capture, injury, theft, forced detour. It is for you to write what it brings.

Without a defeat condition ("Defeat when"), the character is never beaten: the fight goes on as long as one enemy stands. Write at least one, for example the damage resource dropped to zero.

To offer escape, tick "The character can flee". Without an escape formula ("Automatic escape"), it always works when offered. With a roll, failure uses the round's action and the fight resumes with the enemy phase. Escape can also have its conditions ("Escape possible when") and its cost.

An enemy in multiple phases

There are no boss phases, and an enemy's death triggers no effect: it simply ceases to be a target. For a creature that changes form, chain several fights with a scene between them.

It is in this scene that the phase changes: the dragon takes flight, the knight casts off their mask. It reads better than a hidden threshold, and each phase stays visible in the graph.

What the reader sees of the fight

Three settings decide what displays during the fight, without changing what the engine calculates. The reader sees only the last round: the screen keeps no history.

  • "What is visible of the enemies"."Exact hit points" shows a bar and the hit points of each enemy, with the round's rolls. "General condition" uses just a word ("Unharmed", "Visible wounds", "In bad shape"). "Nothing" says nothing about their health.
  • "Round report"."The full detail" tells each blow and each exchange of the round, and the dice roll on screen. "A summary" fits in one sentence: damage dealt, damage taken, enemies defeated. "Nothing" tells nothing.
  • "Allowed targets"."One enemy" is authorized and at least two enemies stand. The other modes ("All enemies", "A random enemy", "Self", "No target") skip that choice: the action targets by default what the mode names.

Dice only roll on screen under "The full detail", which is the setting of a newly-made fight. Under "A summary" or "Nothing", the round displays with no dice roll.

Deleting, and what it costs

Before deleting a row, the editor counts its usages and states them in the confirmation prompt. If any remain, the deletion is refused: no confirmation can override it. Remove the references first, then delete the row.

Two deletions are exceptions, because they take others with them: deleting a scene also removes its outgoing choices and the arrows leading to it, and deleting an ending also removes its scene. Here again, the confirmation prompt states the numbers before acting.