Notebook paper is the best character sheet for any game, but I'm glad my creations can be a suitable alternative!
BlueCorvid
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Aw man, I really want to use this class. It's got some great ideas and the flavor is really good. But.
As it is, most of my critique would be wording clarification/nitpicks (like: "expires" is not terminology used in Fabula; it should be "end/lose this effect"; or: Dedication and Knowledge should probably specify "your My Strength is Yours Skill" instead of just "the My Strength is Yours Skill" unless you want it to be technically possible to have a character being supported by one Squire give a benefit to a different Squire with one of these Heroic Skills) but I think there are some bigger issues as well.
I love the idea of being able to do more with Equipment actions, but Arming Maneuver needs some small but serious adjustments to not be absolutely bonkers broken (specify that you can only pick each option once, decide how it should interact with free Equipment actions, clarify "an ally" to "an ally you can see" if you want to avoid Navigator shenanigans, etc.) Twin Point Strike, meanwhile, is Entropist's Stolen Time plus Commander's Charging Cavalry with full damage on both attacks, whenever you perform the Equipment action -- even for a Heroic skill, that's going a bit far!
Which brings me to what I think is the biggest problem with this class: I think I can already do most of what it wants to do with some combination of Entropist, Commander, and Guardian, and I don't think rolling all of those things into one class is enough to justify adding it to my games, especially when those classes already harmonize so well. Combined with the Squire's extremely limited set of Heroics, I think this class commits the cardinal Fabula Ultima class-building sin of trying to be self-contained.
So what about Squire is mechanically unique? What about it adds something to other classes in the game rather than just combining things that already exist in order to streamline? For me, I think:
- Get a benefit when you use the Equipment action. Again, I love the idea of centering the Equipment action for cool effects, but we gotta keep in mind firstly that a character's inventory space in Fabula Ultima is practically unlimited, so it's a very powerful action to take! and secondly that there are a number of things in the game that grant an Equipment action for free. (Dancer's Quick Change and Entropist's Stolen Time are obvious, but there's also the Make It or Break It Heroic Skill from Techno Fantasy and a sample rare weapon Quality from the GM Toolkit that allow the possibility of taking a free Equipment action whenever you attack. If you can potentially spend 5 MP to get an attack whenever you attack, that is... not ideal.)
- Get a benefit when you cover an ally. I also really like this! Most of the enhancements you can get from Guarding only apply when you choose not to cover someone, so this, too, is an interesting niche to me!
I'm sure you understand a lot of the design intent better than I do, so I'm sure you can hit on more than those. I really recommend taking this class and considering how you could combine it with other classes in play to lean into particular archetypes.
I think there's some excellent ideas here, and I particularly like the work and polish you've put into it! I hope this feedback is useful and you'll continue to work on this class! :D
(Edit: what on Earth is happening to the word wrapping in this text box...?)
I can't seem to get these to import into Hex Kit without some kind of misalignment. They look fine in the import dialogue and I'm able to adjust the tile so that the yellow line is on the line, but when using them in the editor, the tiles are too wide and there's either overlap or a gap, as if the tiles are too wide.
Edit: After banging my head against this for a while, the problem seems to be that some of the assets are not square. I assume these are not tiles at all, but rather are meant to be used with your other utilities for customizing tiles. (For context, Hex Kit's default tileset comes with empty borders as the base for a new map, so it didn't seem strange to me at all that empty borders would be a tile of their own.)
Hello! I bought your beautiful tiles in the hopes of using them with Hexkit. Do you happen to have a guide somewhere for this?
I'm grateful to have so many options for changing and customizing the tiles, but since I just want to use them simply, all the different folders are a little overwhelming for me.
Thank you for any help.
I think for now, my priority is on items that are "usable" -- stuff that's normally on your character sheet on a temporary basis, but which needs to be tracked and has rules attached. Eventually I'd like to move on to neat artifacts and treasures. If there are specific items you'd really like to see, please let me know! A gallery of all the finished items is on my website, updated as they're finished.
Set 1: Alchemist's Shop
| 001: Mortar and Pestle | 010: Bellflower | 019: Small Rough Crystal | 028: Alchemist's Fire |
| 002: Herb Bunch (Long) | 011: Chrysanthemum | 020: Large Rough Crystal | 029: Potion Bottle |
| 003: Springy Branch | 012: Tulip | 021: Simple Scroll | 030: Flacon |
| 004: Star Flower | 013: Thistle | 022: Big Scroll | 031: Bottle with Plant Inside |
| 005: Mushroom | 013: Palm Leaf | 023: Sealed Scroll | 032: Jar |
| 006: Blooming Branch | 015: Melon | 024: Open Scroll | 033: Vial |
| 007: Herb Bunch (Thick) | 016: Apple | 025: Smoke Bomb | 034: Reagent Bottle |
| 008: Grass Bunch | 017: Roots Bundle | 026: Powder | 035: Decorated Bottle |
| 009: Morning Glory | 018: Cut Gemstone | 027: Jar Bomb | 036: Decanter |
Focusing on consumables, mostly.
Set 2: General Store
| 037: Torches | 046: Chest | (Pouch of Sling Stones) | (Iron Rations) |
| 038: Candle | 047: Barrel | (Pouch of Spell Components) | (Normal Rations) |
| 039: Waterskin | (Bedroll) | (Quiver of Bolts/Darts) | (Delicious Rations) |
| 040: Large Backpack | (Tent) | (Quiver of Arrows) | (Bucket) |
| 041: Sack | (Large Tent) | (Lockpicks/Thieves' Tools) | (Lantern) |
| 042: Belt Pouch | (Warm Tent) | (Signet Ring) | (Scroll Case) |
| 043: Hand Mirror | (Grappling Hook) | (Holy Symbol) | (?) |
| 044: Flint and Steel | (Repair Tools) | (Small Backpack) | (?) |
| 045: Rope | (Cooking Supplies) | (Travel Bag) | (?) |
Stuff every adventurer needs. It'd be cool to one day do variations on this set for different character themes. Generic supplies first, but then maybe different themes for different cultures or biomes.
Set 3: Loot Table
| (Small Coin) | (Rusty Key) | (Animal Pelt/Leather) | (Horn) |
| (Medium Coin) | (Fancy Key) | (Thick Fur Pelt) | (Antler) |
| (Large Coin) | (Grim Key) | (Feathered Pelt) | (Feather) |
| (Small Gemstone) | (Bird Statuette) | (Snakeskin/Scaled Pelt) | (Creature Eye) |
| (Medium Gemstone) | (Goddess Statuette) | (Big Scale/Plate) | (Bolt of Fabric) |
| (Large Gemstone) | (Beast Statuette) | (Insect Shell/Chitin) | (Crystal Cluster) |
| (Cabochan) | (Puzzle Box) | (Fang/Tusk) | (Stone/Ore) |
| (Pearl) | (Mechanism) | (Claws) | (Tree Bark) |
| (Ingot) | (Gear) | (Bone) | (?) |
Valuables and trade goods for selling, macguffins and "key items" to solve puzzles, and monster loot to collect for quests or even for use in crafting. This is another set that might be cool to re-theme for different dungeons or biomes.
Once these are done, I'd like to move on to basic weapons and armor, and then eventually on to fancy magical/artifact weapons and armor! :D



