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<h1>A ROLEPLAYING GAME</h1>
<p>
Roleplaying games (abbreviated RPGs) are a particular type of game — they

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<h1>Villains</h1>
<p>

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<h1>GAME RULES</h1>
<section>
<h2>ULTIMA POINTS</h2>

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<h2>ESCALATION</h2>
<p>
At any time during play, the Game Master may declare that a Villain has

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<article>
<h2>VILLAIN AND FABULA POINTS</h2>

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<p><strong>104</strong></p>
<h2>W</h2>
<p>

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<h1>22 GAME RULES</h1>
<h2>RECHARGING INVENTORY POINTS</h2>
<p>

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<p>
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

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<h1>22 GAME RULES</h1>
<h2>Sample Areas Threat Level Travel Roll</h2>

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<h1>DANGERS</h1>
<p>
Characters should generally be able to overcome a danger through a series of

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<h1>22 GAME RULES</h1>
<p><strong>DISCOVERIES</strong></p>

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<h1>INTRODUCTION</h1>
<p><strong>CHAPTER d THE BASICS OF PLAY</strong></p>
<p>

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<p>
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

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<h1>DANGER CLOCKS</h1>
<p>

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<p>
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

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<h2>Chimerism</h2>
<p>
Chimerists gain their powers from the souls of beasts and monsters; they

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<p>
Spells can belong to any of the following disciplines: Chimerism,
Elementalism, Entropism, and Spiritism. The remaining two disciplines,

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<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<ul>

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<h1>Casting A Spell Furtively</h1>
<p>
Spells require precise movements and spoken incantations; they also produce

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<h2>22 GAME RULES</h2>
<p>
While the effects of spells and disciplines are defined by the rules of the

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<p>
By acquiring specific Classes and Skills, characters may gain the ability to
use Ritual magic belonging to different disciplines.

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<h1>22GAME RULES</h1>
<h2>The Ritual</h2>

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<h2>BUT WHAT IS THIS GAME ABOUT?</h2>
<p>
There are many roleplaying games in the world, and we play them for different

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<h1>RITUALS AS GROUP CHECKS</h1>
<p>

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<h2>GAME RULES</h2>
<h3>Potency Clock</h3>
<p>

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<p>
Regardless of which fantastic world your adventures take place in, your heroes
will likely find themselves purchasing and selling items. This section covers

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<h1>22GAME RULES</h1>
<h2>HOW TO GET NEW ITEMS</h2>
<p>

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<h2>Selling Items</h2>
<p>
Provided you can find someone willing to buy it, an item will sell for roughly

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<h1>22 GAME RULES</h1>
<h2>SERVICE COST DESCRIPTION</h2>

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<p>
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

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<h1>ARMORS</h1>
<p>Armor offers improved protection to its wearer.</p>

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<h2>W SHIELDS</h2>
<p>
Shields must be equipped in a character's off-hand slot and further enhance

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<header>
<h1>WEAPONS</h1>
</header>

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<h2>Challenging Battles</h2>
<p>
Combat in Fabula Ultima is reminiscent of the console games that inspired it —

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<section aria-labelledby="weapon-listings">
<h1>WEAPON LISTINGS</h1>
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>

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<h1>22GAME RULES</h1>
<h2>Heavy Category</h2>

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<h1>132 W BASIC ARMOR AND SHIELDS</h1>
<h2>BASIC ARMORS</h2>
<p>

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<h1>22 GAME RULES</h1>
<p><strong>Chapter Info:</strong> W | CHAPTER</p>

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<p>
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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<h1>22GAME RULES</h1>
<p><strong>CHAPTER</strong></p>

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<h1>DAMAGE AND PROTECTION</h1>
<p>
Sooner or later, the heroes might want to craft items that give them an edge

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<section>
<h2>USING MATERIALS TO PAY FOR PROJECTS</h2>
<p>

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<h2>SAMPLE PROJECTS</h2>
<p>INVENTION POTENCY AREA USE</p>

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<h1>GAME RULES</h1>
<div class="rule-list">

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<h1>THE EIGHT PILLARS</h1>
<p>
The world in which your adventures will take place is not predetermined: its

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<h2>GROUP DYNAMICS</h2>
<h3>A SAFE PLAY ENVIRONMENT</h3>
<p>

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<h2>22 GAME RULES</h2>
<p><strong>PLAYER CHARACTER AGAINST PLAYER CHARACTER</strong></p>
<p>

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<h1>Secrets</h1>
<p>
It is not uncommon for a Player Character to hide secrets from their

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<h1>ABSENT PLAYERS</h1>
<p>
We all have busy lives, and sometimes this means one or more people will be

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<p><span>144</span></p>
<p><span>W</span></p>
<p><span>W</span></p>

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<h1>CHAPTER</h1>
<p>
This chapter contains the rules for starting your Fabula Ultima game. Within

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<p>
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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<h2>RULES AND CHALLENGE</h2>
<p>
Much like tone and themes, this game allows you to customize its rules and

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<h1>WORLD CREATION</h1>
<p>
Your first step is the shared creation of the game world (also known as a

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<h1>World Building Prompts</h1>
<ol>

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<h1>MAGIC AND TECHNOLOGY</h1>
<p>
In every Fabula Ultima world, science and magic represent two different ways

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<h1>World Creation Tables</h1>
<p>
Feel free to use the tables on these pages whenever you're running short on

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<h1>Location Names</h1>
<ul class="location-list">
<li>Acheron</li>

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<h2>Group Creation</h2>
<p>
Unlike the creation process for your game world, group creation isn't

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<h1>CHAPTER HEROES OF THE RESISTANCE</h1>
<p>

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<h1>CHARACTER CREATION</h1>
<p>

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<h1>CREATE YOUR IDENTITY</h1>
<p>

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<h1>IDENTITY CREATION TABLES</h1>
<p>

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<h2>Adjectives</h2>
<p>(roll or choose; up to two)</p>
<ul>

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<h1>CHOOSE OR CREATE YOUR THEME</h1>
<p>
Each Player Character in Fabula Ultima is defined by a primary Theme, a strong

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<h1>CHOOSE OR CREATE YOUR ORIGIN</h1>
<p>

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<p>
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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<h1>CHOOSE TWO TO THREE STARTING CLASSES</h1>
<p>
Your character begins play at level 5. This means you will have five levels to

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<h1>Class Composition and Benefits</h1>
<p>Every Class provides the following information:</p>

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<h1>Attribute Dice Mechanics</h1>
<p>
Each of a Player Characters main Attributes (Dexterity, Insight, Might, and

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<h2>CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS</h2>
<p>
Your maximum <strong>Hit Points</strong> and <strong>Mind Points</strong> are

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<h1>CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE</h1>
<p>Your Defense and Magic Defense scores are calculated as follows:</p>

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<h1>33PRESS START</h1>
<p>W</p>
<h2>CHAPTER</h2>

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<h2>WEAPON COST ACCURACY DAMAGE</h2>
<section>
<h3>Arcane Category</h3>

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<h1>33 PRESS START</h1>
<h2>Equipment List</h2>

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<h1>BASIC ARMORS</h1>
<p>

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<h1>BASIC SHIELDS</h1>
<table>

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<h2>HIGH FANTASY LOCATIONS</h2>
<p>
Every location in a high fantasy world has some magical element to it: a

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<h1>NAME AND FINISHING TOUCHES</h1>
<p>
Give your character a name, note their pronoun(s), and briefly describe what

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<h2>Character Names</h2>
<ul>
<li>Abel</li>

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<div class="character-sheet">
<h2>CLASSIC CHARACTERS</h2>

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<section class="character-profile">
<h1>MAGITECHNICIAN</h1>
<p>

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<h2>WANDER RANGER</h2>
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d8, Willpower d6</p>
<ul>

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<div class="document-metadata">
<p>33PRESS START</p>
<p>175</p>

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<h1>Arcanist</h1>
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>

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<h2>ARCANIST FREE BENEFITS</h2>
<p>Permanently increase your maximum Mind Points by 5.</p>

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<h1>The Arcana</h1>
<p><strong>MERGING WITH AN ARCANUM</strong></p>

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<h2>ARCANUM OF THE FORGE</h2>
<p><strong>Domains:</strong> fire, heat, metal.</p>
<ul>

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<h2>Natural Fantasy Themes and Protagonists</h2>
<p>
Floating amidst a lush expanse of verdant forests, snow-capped mountains, and

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<p>180 W</p>
<article>
<h2>ARCANUM OF THE GRIMOIRE</h2>

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<h2>ARCANUM OF THE SWORD</h2>
<p><strong>Domains:</strong> conquest, heroism, leadership.</p>
<p>

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<h1>Chimerist</h1>
<p><strong>ALSO:</strong> Druid, Shapeshifter, Wild Mage</p>

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<h2>CHIMERIST FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>

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<h1>DARKBLADE</h1>
<p><strong>Today you shall know the full extent of my suffering.</strong></p>

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<h2>DARKBLADE FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>

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<h1>Elementalist</h1>
<p><strong>ALSO:</strong> Battle Mage, Geomancer, Sorcerer</p>
<h2>ELEMENTALIST</h2>

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<link rel="stylesheet" href="/css/book-page.css" />
<h1>ELEMENTALIST FREE BENEFITS</h1>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>

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<link rel="stylesheet" href="/css/book-page.css" />
<h1>ELEMENTALIST SPELLS</h1>
<h2>SPELL</h2>

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<div>
<h2>Spell Catalogue</h2>

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<h1>Natural Fantasy World Guide</h1>
<section>

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