108

# Chapter Focus: Campaign Options

From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

## CUSTOM WEAPONS

You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

## NATURAL FANTASY QUIRKS

This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

- These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
- Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
- This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.

## NEW OPTIONS

W

(Placeholder for content/detail regarding option.)