Powerful Projects and How to Build Them

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. :smiley:

What other creations do you folks think might be useful?

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As pointed out in the Rituals thread, Mizzle has big gaps in fire & ice elements generally. The Trimaldis could use some of these projects, or others, to cover the party’s fire/ice needs their way. A few suggestions along these lines:

In FF7, the Northern Continent includes chilly destinations like Bone Village, Icicle Inn, Great Glacier, and the Whirlwind Maze. Similarly, the northern part of our map might have strong winds - too strong to permit flight, forcing us to travel on the ground. And even then, the weather might be bad enough that just Magic Tents aren’t enough to enable us to rest. We might need Thermal-Insulated Magic Tents, Durable Climbing Gear, an Ultrasensitive Compass, and other tools to safely navigate.

What if there’s an Eerie Arctic Research Station? It needs specific parts to complete repairs. Can we find raw materials, or harvest them from nearby enemies? Can we produce them in time? Time to get to work.

There’s a megaboss we can’t fight directly, only distract while some kind of big gun or containment system does the real work. Can we repair damaged systems like those? Do they not exist to begin with and we have to build them? An example might be a huge underground ice monster that can be partially melted with a controllable mirror reflecting sunlight from the surface.

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