VILLAIN AND FABULA POINTS
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W
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22 GAME RULES
RECHARGING INVENTORY POINTS
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While conflicts may be the most memorable moments of a game session, the exploration of the game world is another major aspect of Fabula Ultima. At the diff --git a/books/core/107.html b/books/core/107.html index a87f47d..d76be58 100644 --- a/books/core/107.html +++ b/books/core/107.html @@ -1,5 +1,3 @@ - -
22 GAME RULES
Sample Areas Threat Level Travel Roll
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Characters should generally be able to overcome a danger through a series of diff --git a/books/core/109.html b/books/core/109.html index ed8b872..35f4a20 100644 --- a/books/core/109.html +++ b/books/core/109.html @@ -1,5 +1,3 @@ - -
22 GAME RULES
DISCOVERIES
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CHAPTER d THE BASICS OF PLAY
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The concept of a “dungeon” is a common trope in any type of RPG, tabletop and digital alike. Generally, a dungeon is frequently — but not always! — a diff --git a/books/core/111.html b/books/core/111.html index 84b63ce..dd68410 100644 --- a/books/core/111.html +++ b/books/core/111.html @@ -1,5 +1,3 @@ - -
DANGER CLOCKS
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The worlds of Fabula Ultima are innately magical, bound together on an atomic level by a stream of eternal souls. Because of this, many creatures can wield diff --git a/books/core/113.html b/books/core/113.html index 36f2cba..ee1389c 100644 --- a/books/core/113.html +++ b/books/core/113.html @@ -1,5 +1,3 @@ - -
Chimerism
Chimerists gain their powers from the souls of beasts and monsters; they diff --git a/books/core/114.html b/books/core/114.html index abbc6b9..4378372 100644 --- a/books/core/114.html +++ b/books/core/114.html @@ -1,5 +1,3 @@ - -
Spells can belong to any of the following disciplines: Chimerism, Elementalism, Entropism, and Spiritism. The remaining two disciplines, diff --git a/books/core/115.html b/books/core/115.html index 194d803..c25177e 100644 --- a/books/core/115.html +++ b/books/core/115.html @@ -1,5 +1,3 @@ - -
Casting a Spell
To cast a spell, you must fulfill the following prerequisites:
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- Acheron diff --git a/books/core/152.html b/books/core/152.html index e3e29ad..505ae9b 100644 --- a/books/core/152.html +++ b/books/core/152.html @@ -1,5 +1,3 @@ - -
- Abel diff --git a/books/core/172.html b/books/core/172.html index d50f004..0cb10d8 100644 --- a/books/core/172.html +++ b/books/core/172.html @@ -1,5 +1,3 @@ - -
Casting A Spell Furtively
Spells require precise movements and spoken incantations; they also produce diff --git a/books/core/117.html b/books/core/117.html index ac614e4..11de6fb 100644 --- a/books/core/117.html +++ b/books/core/117.html @@ -1,5 +1,3 @@ - -
22 GAME RULES
While the effects of spells and disciplines are defined by the rules of the diff --git a/books/core/118.html b/books/core/118.html index c4eabf9..51c785f 100644 --- a/books/core/118.html +++ b/books/core/118.html @@ -1,5 +1,3 @@ - -
By acquiring specific Classes and Skills, characters may gain the ability to use Ritual magic belonging to different disciplines. diff --git a/books/core/119.html b/books/core/119.html index 4d4f110..f5105c9 100644 --- a/books/core/119.html +++ b/books/core/119.html @@ -1,5 +1,3 @@ - -
22GAME RULES
The Ritual
diff --git a/books/core/12.html b/books/core/12.html index 6b1e4e1..a7616a4 100644 --- a/books/core/12.html +++ b/books/core/12.html @@ -1,5 +1,3 @@ - -BUT WHAT IS THIS GAME ABOUT?
There are many roleplaying games in the world, and we play them for different diff --git a/books/core/120.html b/books/core/120.html index 0f30c54..f3e896c 100644 --- a/books/core/120.html +++ b/books/core/120.html @@ -1,5 +1,3 @@ - -
RITUALS AS GROUP CHECKS
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GAME RULES
Potency Clock
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Regardless of which fantastic world your adventures take place in, your heroes will likely find themselves purchasing and selling items. This section covers diff --git a/books/core/123.html b/books/core/123.html index 633e16f..21189f7 100644 --- a/books/core/123.html +++ b/books/core/123.html @@ -1,5 +1,3 @@ - -
22GAME RULES
HOW TO GET NEW ITEMS
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Selling Items
Provided you can find someone willing to buy it, an item will sell for roughly diff --git a/books/core/125.html b/books/core/125.html index bd91e90..f78c7fb 100644 --- a/books/core/125.html +++ b/books/core/125.html @@ -1,5 +1,3 @@ - -
22 GAME RULES
SERVICE COST DESCRIPTION
diff --git a/books/core/126.html b/books/core/126.html index 433c0ff..cfe46e4 100644 --- a/books/core/126.html +++ b/books/core/126.html @@ -1,5 +1,3 @@ - -There are four categories of items that can be equipped: accessories, armors, shields and weapons. Each item can be basic or rare (with the exception of diff --git a/books/core/127.html b/books/core/127.html index 0f83d88..6cdd1d8 100644 --- a/books/core/127.html +++ b/books/core/127.html @@ -1,5 +1,3 @@ - -
ARMORS
Armor offers improved protection to its wearer.
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Shields must be equipped in a character's off-hand slot and further enhance
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WEAPONS
Challenging Battles
Combat in Fabula Ultima is reminiscent of the console games that inspired it —
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(Metadata: Cost | Accuracy | Damage)
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Chapter Info: W | CHAPTER
Much like how spellcasters gain access to Ritual magic, characters with the
Tinkerer Class (page 210) may start Projects and work on a variety of custom
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CHAPTER
Sooner or later, the heroes might want to craft items that give them an edge
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INVENTION POTENCY AREA USE
The world in which your adventures will take place is not predetermined: its
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PLAYER CHARACTER AGAINST PLAYER CHARACTER
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It is not uncommon for a Player Character to hide secrets from their
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We all have busy lives, and sometimes this means one or more people will be
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144 W W
This chapter contains the rules for starting your Fabula Ultima game. Within
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Now that you've gathered together, there are a few things to discuss before
you begin creating your world and characters. For each topic, read the
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Much like tone and themes, this game allows you to customize its rules and
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Your first step is the shared creation of the game world (also known as a
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In every Fabula Ultima world, science and magic represent two different ways
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Feel free to use the tables on these pages whenever you're running short on
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Unlike the creation process for your game world, group creation isn't
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(roll or choose; up to two)
Each Player Character in Fabula Ultima is defined by a primary Theme, a strong
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Great castles whose crystal spires reach the sky, fleets of ornate airships
emerging from the clouds, vast stretches of enchanted forests, and ancient,
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Your character begins play at level 5. This means you will have five levels to
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Every Class provides the following information:
Each of a Player Character’s main Attributes (Dexterity, Insight, Might, and
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Your maximum Hit Points and Mind Points are
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Your Defense and Magic Defense scores are calculated as follows: W
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Every location in a high fantasy world has some magical element to it: a
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Give your character a name, note their pronoun(s), and briefly describe what
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Stats: Dexterity d10, Insight d8, Might d8, Willpower d6WEAPON LISTINGS
22GAME RULES
Heavy Category
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132 W BASIC ARMOR AND SHIELDS
BASIC ARMORS
22 GAME RULES
22GAME RULES
DAMAGE AND PROTECTION
USING MATERIALS TO PAY FOR PROJECTS
SAMPLE PROJECTS
GAME RULES
THE EIGHT PILLARS
GROUP DYNAMICS
A SAFE PLAY ENVIRONMENT
22 GAME RULES
Secrets
ABSENT PLAYERS
CHAPTER
RULES AND CHALLENGE
WORLD CREATION
World Building Prompts
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MAGIC AND TECHNOLOGY
World Creation Tables
Location Names
Group Creation
CHAPTER HEROES OF THE RESISTANCE
CHARACTER CREATION
CREATE YOUR IDENTITY
IDENTITY CREATION TABLES
Adjectives
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CHOOSE OR CREATE YOUR THEME
CHOOSE OR CREATE YOUR ORIGIN
CHOOSE TWO TO THREE STARTING CLASSES
Class Composition and Benefits
Attribute Dice Mechanics
CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS
CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE
33PRESS START
CHAPTER
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WEAPON COST ACCURACY DAMAGE
Arcane Category
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33 PRESS START
Equipment List
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BASIC ARMORS
BASIC SHIELDS
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HIGH FANTASY LOCATIONS
NAME AND FINISHING TOUCHES
Character Names
CLASSIC CHARACTERS
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MAGITECHNICIAN
WANDER RANGER
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