## 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

Villain Tier | Ultima Points | Description
--- | --- | ---
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:

Action | Description
--- | ---
Escape | 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 | 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 | 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).