# GAME RULES

## ULTIMA POINTS

Ultima Points are the dark mirror to Fabula Points. When a Villain is introduced, the Game Master must also decide whether that character is a minor, major, or supreme Villain — the GM can keep this a secret or openly reveal it.

### How Villains Receive Ultima Points

Minor (5)
  Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.
Major (10)
  Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.
Supreme (15)
  Archdemons, immortal entities, and alien deities bent on destruction or domination.

## SPENDING ULTIMA POINTS

A Villain has three options for spending Ultima Points:

Escape (1 Point)
  A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so, perhaps leaving a few henchmen behind to "keep the heroes company".
Invoke Trait (1 Point)
  After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or both dice (this follows the same rules seen on page 46).
Recovery (1 Point)
  A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50 Mind Points.

While Player Characters can gain Fabula Points in several ways, Villains cannot recharge their Ultima Points — in a way, they represent the Villain's determination and will to pursue their objectives. A Villain with no remaining Ultima Points is no longer a Villain and becomes equivalent to any other NPC; alternatively, they may choose to escalate (see next page).