Since Dave as been trying to figure out things to do with Projects, I figured I’d take a swing at some of the Quick and Slow Projects found in the latest playtest packet for the upcoming Strategy Guide book for Fabula Ultima.
Quick Projects
Since these all need to be consumables, I put together some basic things that folks would probably want in a pinch. Since the new requirement is that any Quick Projects must consume a special ingredient or material, I included some sample ones here, but they could easily be changed out with anything of similar descriptor.
Lightning Rod
Consumable, Cost: 200z + Copper Wiring (minor potency, small area)
When you spend an action to plant this rod into the ground, you and your allies gain Resistance to bolt damage for the rest of the scene.
A very simple template for a defensive item for when you know ahead of time you’ll be facing an enemy who uses a lot of a particular type of damage.
Siegebreaker Charge
Consumable, Cost: 300z + Grenado Shard (major potency, individual area, flaw)
Blows a hole in almost any wall, large enough for a human-sized creature to move through comfortably. It is terribly loud however and will draw the attention of anyone nearby.
Similar to one of the rituals in Bill’s Ritual thread, just showing the overlay between the two disciplines and how they can be used.
Slow Projects
So unlike the Quick Projects, these are now something you can do at any rest with no real time investment beyond the time the rest takes in the first place. We can also get a little more out there with some of these effects.
Aether Disruptor
Permanent, Cost: 750z + Paradox Particle (medium potency, individual area, flaw)
A person wearing this cannot be tracked through magical or technological means, but doing so also disrupts their ability to use form aether, disrupting their ability to use many Skills and Spells.
Basically the technological version of Mizzle’s hiding rituals that he’s been using to protect Melody. This one comes with the downside of preventing that person from using magical themed Skills and almost all Spells.
Sunscreen Powder
Consumable, Cost: 800z + Verdant Petals (major potency, small area)
Spending an action to throw this powder into the air, you and your allies gain Resistance to fire and light damage for the rest of the scene.
Bigger consumables, unlike the Lightning Rod, need to be Slow Projects instead of Quick ones, but but getting to Major Potency lets us grants two Resistances instead of just one.
Personal Space Heater
Permanent, Cost: 1500z + Copper Wiring (major potency, individual area, flaw)
By modifying the heatsink within the clank, the Trimaldis can make themselves immune to the effects of environmental hazards having to do with cold or ice. After preventing such effects four times, this modification is disabled until the Trimaldis replace the burnt out fuel coil for a new one (a 2 IP item).
Something that might be useful for the Trimadlis in their upcoming efforts in the far north. ![]()
What other creations do you folks think might be useful?