feat: Links to pages
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minor, major, or supreme Villain — the GM can keep this a secret or openly
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reveal it.
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<dl>
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<dt>Minor (5)</dt>
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@@ -15,23 +14,19 @@
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Enemy commanders, unique and infamous monsters, and antagonists causing
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trouble in small settlements.
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</dd>
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<dt>Major (10)</dt>
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<dd>
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Tyrants, powerful mages, legendary creatures, and entities that threaten
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entire countries.
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</dd>
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<dt>Supreme (15)</dt>
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<dd>
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Archdemons, immortal entities, and alien deities bent on destruction or
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domination.
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</dd>
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</dl>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<dl>
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<dt>Escape (1 Point)</dt>
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<dd>
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@@ -39,21 +34,18 @@
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Master describes how they do so, perhaps leaving a few henchmen behind to
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"keep the heroes company".
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</dd>
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<dt>Invoke Trait (1 Point)</dt>
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<dd>
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After performing a Check, a Villain may spend 1 Ultima Point to invoke one
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of their Traits and reroll one or both dice (this follows the same rules
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seen on page 46).
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seen on <a href="/books/core/#page-46">page 46</a>).
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</dd>
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<dt>Recovery (1 Point)</dt>
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<dd>
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A Villain may use an action and spend 1 Ultima Point to recover from all
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status effects and also recover 50 Mind Points.
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</dd>
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</dl>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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