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<header>
<h1>FABULA UL TIMA</h1>
</header>
<p class="motto">
This is your world, this is your story.<br>
Make your choice and fight for what you believe in.
</p>
<div class="metadata">
<p><strong>ISBN:</strong> 979-12-80692-45-0</p>
<p>A game by Emanuele Galletto</p>
<p>fabulaultima.com</p>
</div>
<section class="description">
<h2>What is Fabula Ultima?</h2>
<p><strong>FABULA UL TIMA</strong> is a Tabletop Roleplaying Game inspired by Japanese-style console RPGs, or JRPGs.</p>
<p>In Fabula Ultima, you and your friends will tell epic stories of would-be heroes and fearsome villains, set in fantasy worlds brimming with magic, wondrous locations, and uniquely bizarre monsters!</p>
</section>
<ul class="features">
<li>
<strong>Create your own setting together:</strong> With three different styles as reference, your group can freely shape the world as they wish, including powerful kingdoms, small villages, major historical events, and the people who inhabit these lands.
</li>
<li>
<strong>A simple and intuitive ruleset:</strong> A system that evokes both gameplay and atmospheres from the most beloved JRPGs, all while encouraging players to proactively set goals and influence the story: no choice is without consequence!
</li>
<li>
<strong>A Bestiary:</strong> Filled with monsters, demons, beasts, and more—from simple encounters to deadly bosses, our heroes will face many challenges!
</li>
<li>
<strong>Fifteen Classes to mix and match:</strong> Inspired by videogames, this modular growth system lets you design deep and unique characters. Choose your group type and embark on great adventures!
</li>
<li>
<strong>Everything the Game Master needs:</strong> Tools to set the scene and accompany the group through marvelous, larger-than-life adventures! Advice, guidelines, and all the tools required to bring the heroes dark mirrors—the Villains!
</li>
<li>
<strong>360 full-color pages:</strong> Beautifully illustrated by professional artists from all over the world. <br><em>Free PDF version included!</em>
</li>
</ul>
<footer class="book-details">
<h3>CORE RULEBOOK</h3>
<p>By Emanuele Galletto</p>
<p>Philip Forlenza (Order #)</p>
</footer>

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<h1>Fabula Ultima</h1>
<p><strong>FABULA UL TIMA FABULA UL TIMA</strong> is a Tabletop Roleplaying Game inspired by Japanese-style console RPGs, or JRPGs.</p>
<p>In Fabula Ultima, you and your friends will tell epic stories of would-be heroes and fearsome villains set in fantasy worlds brimming with magic, wondrous locations, and uniquely bizarre monsters!</p>
<ul>
<li><strong>Create your own setting together:</strong> With three different styles as reference, your group can freely shape the world as they wish, including powerful kingdoms, small villages, major historical events, and the people who inhabit these lands.</li>
<li><strong>A simple and intuitive ruleset:</strong> A ruleset that evokes both gameplay and atmospheres from the most beloved JRPGs, all while encouraging players to proactively set goals and influence the story: no choice is without consequence!</li>
<li><strong>Bestiary:</strong> Filled with monsters, demons, beasts, and more—from simple encounters to deadly bosses, our heroes will face many challenges!</li>
<li><strong>Fifteen Classes to mix and match:</strong> Inspired by videogames, this modular growth system lets you design deep and unique characters. Choose your group type and embark on great adventures!</li>
<li><strong>Everything the Game Master needs:</strong> To set the scene and accompany the group through marvelous, larger-than-life adventures! Advice, guidelines, and all the tools required to bring the heroes dark mirrors on stage... the Villains!</li>
</ul>
<p><strong>360 full-color pages</strong> beautifully illustrated by professional artists from all over the world. Free PDF version included!</p>
<h2>Core Rulebook</h2>
<p>By Emanuele Galletto</p>
<p>Philip Forlenza (Order #)</p>

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<h1>INTRODUCTION</h1>
<p>Welcome to Fabula Ultima! What you hold in your hands is the core rulebook for a tabletop roleplaying game inspired by some of the most beloved JRPG videogames, such as Bravely Default, Bravely Second, Granblue Fantasy, Ni No Kuni, Octopath Traveler, and the legendary Final Fantasy series.</p>
<p>The JRPG acronym stands for Japanese (or Japanese-style) Roleplaying Game, a videogame genre that saw its origin in Japan but is currently spread all over the world, counting hundreds of titles. JRPG videogames share some major elements: they tell fantastic stories in which extraordinary individuals confront the darkness that threatens their world, growing and learning to trust each other: only by struggling together and casting aside their suspicions and differences will they save what they hold dear. This may read like a reasonably common premise, but what makes JRPGs unique is that the worlds in which they are set — often wondrous and bizarre! — are built around the protagonists and act as a reflection of the doubts, hopes and feelings driving their actions: the process of discovering the setting goes hand in hand with understanding who is accompanying us in our journeys.</p>
<ul>
<li>Just like JRPGs it was inspired by, <em>Fabula Ultima</em> focuses on epic tales of growing heroes and powerful villains, set in fantastic worlds brimming with wondrous locations and bizarre, unique monsters, tightly connected to each protagonist's unique themes and choices.</li>
<li>Unlike a videogame, you won't play through a prewritten plot and grind for experience by slaying monsters for countless hours or carrying out duties for quest-givers. Instead, you will build your own story together little by little, and you will be rewarded for playing your character in a way that fits their role and identity in that story!</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h2>Example 2: Our heroes are searching for a massive dragon across the rocky hills surrounding Ildefort.</h2>
<p>They finally track the monster down to a large cavern. At that point, a <strong>Player</strong> declares she wants to spend 1 Fabula Point to state that the creature is asleep — this will make it easier to get the drop on them.</p>
<p>The dragon is a creature introduced by the <strong>Game Master</strong>, which means the <strong>Player</strong> needs permission in order to make a statement about them. The <strong>GM</strong> is okay with this, but points out that this is no "magical sleep" and that the group will have to make Checks in order to avoid waking up the dragon.</p>
<h2>Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial army.</h2>
<p>Now Daige finds herself back in the imperial capital, leading an infiltration team determined to steal the Soul Crystal from the Empress' clutches.</p>
<p>While gathering information in the streets, Daige and her comrade Valincor realize they are being followed by a city guard: the <strong>Player</strong> controlling Daige, Hannah, spends 1 Fabula Point and reveals that their pursuer is actually a member of her former unit, Ramis. He was never a fan of imperial cruelties but remained in the army to feed his family. Since the city guard was a character introduced by the <strong>Game Master</strong>, Hannah needs permission — this is a huge change to the scene, but the GM is intrigued and agrees to it.</p>
<p>From now on, the <strong>Game Master</strong> will still control Ramis — but the heroes have gained a new and useful contact within the capital. However, Ramis still has a weakness: what will he do if his family is threatened?</p>
<p>There is more than one side to each story.</p>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>

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<h1>Villains</h1>
<p>In Fabula Ultima, Villains are powerful antagonists that will give Player Characters a run for their money. Just as the Player Characters actions drive the story forward, Villains represent the powerful threats that loom over the world — sometimes lurking in the shadows, sometimes welcoming our protagonists with a warm and deceitful smile, and sometimes challenging them in an all-out battle that will decide the fate of the entire world.</p>
<p>Here are some good examples of Villains:</p>
<ul>
<li>A corrupt baron that is constantly abusing his authority.</li>
<li>A ruthless entrepreneur who exploits workers and tricks them into believing it's for their own good.</li>
<li>A legendary dragon terrorizing the countryside.</li>
<li>An ancient wizard who turned the locals into pigs, rats and frogs.</li>
<li>A regretful sorceress seeking to erase the present and correct her past mistakes.</li>
<li>A god of despair who seeks to liberate all living things from the pain of existence.</li>
</ul>
<p>Whatever form they take, Villains are usually connected to one or more Player Characters; sometimes this connection is thematic (as would be the case with a ruthless Villain opposing a character's Theme of Mercy), but it can also be much more tangible (a classic case would be a Villain who is revealed to be a Player Character's lost sibling).</p>
<h2>Introducing Villains in the Story</h2>
<p>The Game Master may introduce Villains whenever they see fit — either by adding a completely new character to the story or by revealing that a preexisting character or creature is a Villain.</p>
<p>Villains are often accompanied by henchmen or even by other Villains: two lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and his massive golems, a bandit leader and her gang of rogues...</p>
<p>More information on how to create and manage Villains can be found in the Game Master chapter, on page 254.</p>
<h2>VILLAINS</h2>
<p>Philip Forlenza (Order #)</p>

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<h1>GAME RULES</h1>
<section>
<h2>ULTIMA POINTS</h2>
<p>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.</p>
<h3>How Villains Receive Ultima Points</h3>
<dl>
<dt>Minor (5)</dt>
<dd>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</dd>
<dt>Major (10)</dt>
<dd>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</dd>
<dt>Supreme (15)</dt>
<dd>Archdemons, immortal entities, and alien deities bent on destruction or domination.</dd>
</dl>
<h2>SPENDING ULTIMA POINTS</h2>
<p>A Villain has three options for spending Ultima Points:</p>
<dl>
<dt>Escape (1 Point)</dt>
<dd>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".</dd>
<dt>Invoke Trait (1 Point)</dt>
<dd>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).</dd>
<dt>Recovery (1 Point)</dt>
<dd>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50 Mind Points.</dd>
</dl>
<p>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).</p>
</section>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>

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<h2>ESCALATION</h2>
<p>At any time during play, the Game Master may declare that a Villain has transformed into a new version of themselves — one with greater powers and darker ambitions. Narratively speaking, this is the moment in which the Villain rejects a chance at redemption and grows even more obsessive in the pursuit of their goal. The heroes forced them into a corner, and the results have proven catastrophic.</p>
<ul>
<li>A <strong>minor Villain</strong> can become a <strong>major Villain</strong>.</li>
<li>A <strong>major Villain</strong> can become a <strong>supreme Villain</strong>.</li>
<li>A <strong>supreme Villain</strong> cannot grow any more powerful.</li>
</ul>
<p>Following this transformation, the character is treated as an entirely new Villain; the first time they appear during a scene, their Ultima Points will reset to a value appropriate to their new role in the story.</p>
<ul>
<li>If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they may immediately escalate while still on the scene; this will allow them to recharge their Ultima Points and no longer be forced to surrender (page 87).</li>
<li>If a Villain escalates while on the scene, they are immediately treated as a new Villain and thus award each Player Character 1 Fabula Point.</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<article>
<h2>VILLAIN AND FABULA POINTS</h2>
<p>Whenever a Villain makes an entrance during a scene, each Player Character gains 1 Fabula Point.</p>
<h3>Rules for Fabula Points</h3>
<ul>
<li><strong>Multiple identities.</strong> If a Villain has more than one identity, the heroes only receive Fabula Points when they appear using their "antagonist persona". Once the deception is exposed, however, they will begin awarding Fabula Points every time they appear on a scene, whether disguised or else.</li>
<li><strong>Multiple Villains.</strong> If two or more Villains appear during the same scene, each Player Character will gain 1 Fabula Point per Villain, up to a maximum of 3 Fabula Points per Player Character earned this way during the same scene.</li>
<li><strong>Back-to-back scenes with Villains.</strong> If a Villain's presence extends for several consecutive scenes, the Player Characters only gain 1 Fabula Point at the beginning, and no additional Fabula Points for the following scenes.</li>
</ul>
<p>Whenever the heroes are running low on Fabula Points, the Game Master should run a Game Master scene and show a Villain in action — this is a great way to push the story forward while also giving the heroes a bit more "fuel".</p>
<h3>General Guidance</h3>
<blockquote>
<p>Great evil is born when good intentions are met with mistrust and despair.</p>
</blockquote>
<p>When choosing whether a Villain will escalate, the Game Master should consider the antagonist's importance within the story, their personality, and the way the heroes chose to confront them: a Villain's escalation shows that the heroes might win a conflict but still make the situation worse.</p>
<p>Most of the time it's best to simply let a Villain be defeated: maybe their resolve is broken, maybe they even realized they were wrong and will turn into an ally.</p>
<ul>
<li>Escalating your Villains sparingly will make them more memorable and also ensure that Players feel like their actions have an impact on the world.</li>
<li>In general, you should only have two to four escalations per campaign.</li>
</ul>
<section aria-labelledby="escalate-question">
<h2 id="escalate-question">SHOULD THIS VILLAIN ESCALATE?</h2>
<p class="author-attribution">Philip Forlenza (Order #)</p>
</section>
</article>

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<p><strong>104</strong></p>
<h2>W</h2>
<p>Player Characters have an abstract reserve of useful gear and consumable items, represented by Inventory Points (IP).</p>
<p>A character can normally carry a maximum of 6 Inventory Points; however, some Classes and special Skills will increase this limit.</p>
<h3>SPENDING INVENTORY POINTS</h3>
<p>Whenever you need a consumable item from the list below, you may spend an appropriate amount of Inventory Points to produce it from your bag and apply its effect — all Inventory Points spent this way must come from the same character.</p>
<p>Once created, the item must be used immediately and is destroyed in the process; you cannot create it and then "save it for later".</p>
<p>The table below lists the default inventory objects available in the game; this information is also present on your group sheet for easier reference. The sheet also features blank spaces where you can write custom inventory items that are unique to your world!</p>
<p>The Tinkerer Class (page 210) can use Inventory Points in a variety of ways.</p>
<table>
<thead>
<tr>
<th>ITEM</th>
<th>IP COST</th>
<th>EFFECT</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Potions</strong></td>
<td>Elixir 3</td>
<td>One creature recovers 50 Mind Points.</td>
</tr>
<tr>
<td></td>
<td>Remedy 3</td>
<td>One creature recovers 50 Hit Points.</td>
</tr>
<tr>
<td></td>
<td>Tonic 2</td>
<td>One creature recovers from a single status effect.</td>
</tr>
<tr>
<td colspan="2"><strong>Utility</strong></td>
<td>Elemental Shard 2 One creature suffers 10 damage of a type of your choice (air, bolt, earth, fire, or ice).</td>
</tr>
<tr>
<td colspan="2"><strong>Magic</strong></td>
<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
</tr>
</tbody>
</table>
<p>INVENTORY POINTS</p>
<p>Philip Forlenza (Order #)</p>

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<h1>22 GAME RULES</h1>
<h2>RECHARGING INVENTORY POINTS</h2>
<p>Characters can recharge their Inventory Points when they are in a town, village, or other locations that allow them to purchase useful gear: the cost is 10 zenit for every Inventory Point they want to recharge.</p>
<p>At the Game Masters discretion, characters may also recharge some of their Inventory Points in particular circumstances, such as stumbling upon an adventurers backpack or being rewarded by a village for their help with local troubles.</p>
<p>A characters current Inventory Points can never go above their maximum Inventory Points — there is always a limit to how much can be carried comfortably.</p>
<h2>SHARING INVENTORY POINTS</h2>
<p>Characters are not allowed to redistribute Inventory Points among themselves.</p>
<h2>GEAR AND TOOLS</h2>
<p>All Player Characters are assumed to be carrying any gear and tools appropriate to their Identity or befitting their role as adventurers: theres no need to keep track of torches, ropes, blankets and so on.</p>
<p>If a character needs a basic adventuring item, they will have it.</p>
<p>However, sometimes a character will need an item that is a bit uncommon or doesn't really fit their Identity. When this happens, the Game Master may allow the character to spend some Inventory Points (generally 2 to 4) in order to "miraculously" pull the item in question out of their backpack.</p>
<p><strong>Example:</strong> A character whose Identity is “Princess of Thieves” will surely carry some quality lockpicks in her bag; on the contrary, a noble knight will probably have to spend a couple Inventory Points to pull them out of his backpack.</p>
<p>Items created this way are not immediately destroyed, but characters should not be allowed to sell them for a price higher than five times their IP cost. For instance, an item that costs 2 IP to create should sell for 10 zenit at most.</p>
<p><strong>Note:</strong> While tools and similar gear might allow you to perform an otherwise impossible operation, they never grant any mechanical benefit.</p>
<p class="attribution">Philip Forlenza (Order #)</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 beginning of the game, your group will create the world together (see World Creation, on page 148); however, this does not mean you know everything about it. While you may be familiar with the main regions and cities, there are plenty of discoveries — and dangers! — awaiting our heroes.</p>
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
<p>When a group embarks on a journey, the Game Master makes use of the map sheet to track their movements. The basic unit of this system is the travel day: it is the average distance covered during a single day on the map (assuming the characters are traveling on foot). The length of one travel day when using your map sheet must be established by the group during World Creation.</p>
<p>For each travel day required by the journey, perform the following steps:</p>
<h3>JOURNEYS AND TRA VELS</h3>
<p>For the sake of simplicity, travel days should always be rounded up to the next whole number — a journey taking two and a half days is rounded up to three days, for instance.</p>
<p>The Game Master always has final say on how many travel days a journey will take.</p>
<ul>
<li><strong>W:</strong> The Game Master determines the threat level of the areas traversed by the group (see next page). If more than a single threat level is present, only apply the highest.</li>
<li><strong>1W:</strong> Unless stopped by an encountered danger, the characters proceed to the next travel day (go back to step 1) or reach their destination.</li>
<li><strong>3O:</strong> Perform a travel roll by rolling the die appropriate to the chosen threat level.
<ul>
<li>On a 6 or higher, the group encounters a danger!</li>
<li>On a 1, the group makes an unexpected discovery!</li>
</ul>
<p>The Game Master decides the location of each danger and discovery; if you need, mark its position on your map sheet.</p></li>
</ul>

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<h1>22 GAME RULES</h1>
<h2>Sample Areas Threat Level Travel Roll</h2>
<table>
<thead>
<tr>
<th>Area</th>
<th>Threat Level</th>
<th>Travel Roll</th>
</tr>
</thead>
<tbody>
<tr>
<td>Within villages, cities and guarded areas</td>
<td>Minimal</td>
<td>d6</td>
</tr>
<tr>
<td>Prairies, patrolled roads, countrysides</td>
<td>Low</td>
<td>d8</td>
</tr>
<tr>
<td>Forests, hills, rivers</td>
<td>Medium</td>
<td>d10</td>
</tr>
<tr>
<td>Vast forests, mountains, open sea, swamps</td>
<td>High</td>
<td>d12</td>
</tr>
<tr>
<td>Deserts, frozen wastes, jungles, volcanoes</td>
<td>Very High</td>
<td>d20</td>
</tr>
</tbody>
</table>
<p>Needless to say, a frequently patrolled area under enemy control will count as a <strong>High</strong> or <strong>Very High</strong> danger, just like a prairie overrun by hostile monsters.</p>
<p>The Game Master has final say on the threat level for a given travel day.</p>
<h3>Example</h3>
<p>A group of heroes are leaving the village of Relde for the Kanka Hills, where they must search for an old mining tunnel that supposedly leads to the lair of a wise water serpent.</p>
<p>Liz (the Game Master) takes a look at the map and determines that the characters will need one travel day to reach the hills, and another travel day to explore the surrounding area in order to find the tunnel entrance.</p>
<p>For the first travel day, the group will cross prairies (d8) and hills (d10). Since only the highest die has to be taken into account, Liz should roll a d10. However, there is talk of a gang of bandits roaming the prairie: she decides this should raise the threat level to <strong>High</strong> (d12). The die comes up a 7: a danger!</p>
<p>Liz has the group encounter a band of four brigands, accompanied by a Grey Howler (a wolf-like creature). Following a quick conflict, the Player Characters manage to fend off the attackers.</p>
<p>Before moving on to the next travel day, the heroes choose to use a Magic Tent and rest, regaining their energies.</p>
<p>Finally, Liz rolls for the second travel day, spent exploring the hills in search of the fabled mine: this time, the die rolled is only a d10... and she rolls a 1! After giving it some thought, Liz describes the PCs finding an entrance to the ancient tunnels... but they are not alone! They meet a traveling merchant by the name of Lily, who wishes to be escorted through the mine: she seeks an audience with the serpent herself, and will reward them with goods or information for it!</p>
<p>Philip Forlenza (Order #)</p>

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<h1>DANGERS</h1>
<p>Characters should generally be able to overcome a danger through a series of Checks or a conflict scene.</p>
<h2>Examples of Dangers</h2>
<ul>
<li>An area plagued by extreme weather conditions, such as sandstorms or bitter cold.</li>
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
<li>A ferocious and territorial monster, or a group of hostile creatures.</li>
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
<li>The risk of losing an important item.</li>
</ul>
<p>If you need to determine damage dealt by a danger, use the table below:</p>
<table>
<thead>
<tr>
<th>Level</th>
<th>Minor Damage</th>
<th>Heavy Damage</th>
<th>Massive Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td>5+</td>
<td>10</td>
<td>30</td>
<td>40</td>
</tr>
<tr>
<td>20+</td>
<td>20</td>
<td>40</td>
<td>60</td>
</tr>
<tr>
<td>40+</td>
<td>30</td>
<td>50</td>
<td>80</td>
</tr>
</tbody>
</table>
<p>Status effects are another good consequence for dangers: for instance, the polluted swamp mentioned above might inflict <em>poisoned</em>.</p>
<h2>World Map Management</h2>
<p>While playing, the Game Master is free to add new landmarks, settlements and similar features to the map sheet whenever they feel appropriate. This usually happens when the group encounters a new point of interest or dangerous area, or when they learn about it from someone.</p>
<p>Players can also add new features and locations to the map by spending a Fabula Point to add a new story element, as explained on page 98.</p>
<h3>Attribution</h3>
<p>UPDATING THE WORLD MAP</p>
<p>Philip Forlenza (Order #)</p>

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<h1>A ROLEPLAYING GAME</h1>
<p>Roleplaying games (abbreviated RPGs) are a particular type of game — they originated as tabletop games, but are nowadays often played online as well.</p>
<p>In a roleplaying game, a group of people play together to create a story: they do so by talking with each other, and that conversation is accompanied by the use of rules and (typically) dice rolls, which help determine the outcome of uncertain situations and guarantee that the story created reflects the premises of the game — tension and fear for a horror game, adrenaline scenes for an action game, deep and heartfelt character interaction for a romantic game, and so on.</p>
<p>In Japan, this activity is also known as a "table talk role-playing game" (TTRPG), specifically, because it relies so heavily on the conversation at the table.</p>
<h2>ROLES IN THE GAME</h2>
<p>The people who play this game will fulfill different roles:</p>
<ul>
<li><strong>Game Master</strong>. Often abbreviated as GM, this person's role is that of portraying the game world in which the protagonists of the story act and live. As the protagonists establish goals and make choices, the Game Master will challenge those goals and describe the consequences of their actions.</li>
</ul>
<p><em>You can find more about the Game Master's role on page 26!</em></p>
<ul>
<li><strong>Player</strong>. Each of the remaining participants — two to five people — will create a heroic protagonist and then control that character's actions within the game world. Each protagonist is known as a Player Character, generally abbreviated as PC.</li>
</ul>
<p>Characters that are controlled by the Game Master, on the other hand, are called Non-Player Characters, or NPCs.</p>
<p><em>You can find more about each Player's role on page 24!</em></p>
<p>While it is true that the role of the Game Master is to present obstacles and put the Player Characters in situations of risk and danger, their role is not that of an adversary, but rather someone who aims to make the protagonists shine throughout the story.</p>
<p>There is no "win condition" in this game: as long as you create a memorable story and enjoy each other's company, you're all winning.</p>
<footer>Philip Forlenza (Order #)</footer>

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<h1>22 GAME RULES</h1>
<p><strong>DISCOVERIES</strong></p>
<p>Discoveries dont happen that often, so the Game Master should make sure each and every one of them is unique and useful.</p>
<ul>
<li>The entrance to an ancient ruin: is it guarded? What treasures are hidden here?</li>
<li>A merchant caravan or a group of helpful creatures.</li>
<li>A secluded village or safe haven unknown to most.</li>
<li>A precious item or piece of information.</li>
</ul>
<p>Remember that a discovery is always a good thing: even if its a dangerous location, the reward it conceals should more than make up for it.</p>
<h2>The first airship pilot, Oona Sabine,</h2>
<p>vanished during a flight over the Whisperwoods.</p>
<p>Philip Forlenza (Order #)</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 labyrinthine environment, inhabited by hostile creatures... and often concealing valuable treasures and powerful magical items, or acting as an evil antagonist's lair.</p>
<p>In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex location that is worthy of being explored. It could be an abandoned mill turned into a brigand hideout, a witchs castle, or a network of waterways guarded by ancient golems.</p>
<p>Most of the time, the dungeon itself wont be that important: why the heroes are there and what can be found within it is what really matters. Other times, a dungeon can be a powerful way to tell a story about those who inhabited it — and maybe hint at some obscure truths or provide an answer to some of the game world's mysteries.</p>
<h2>EXPLORING DUNGEONS</h2>
<p>Depending on the size and importance of the dungeon in question, the Game Master may adopt any of the following methods:</p>
<ul>
<li><strong>Dungeon scenes.</strong> The exploration is run as a succession of key moments rather than an inch-by-inch search of the dungeon. This works best when the layout of the dungeon is mostly irrelevant and all that matters is what lies in its depths. This approach is identical to default gameplay: the heroes discuss their actions and describe what they do, the Game Master describes what goes on around them, and Checks and conflicts take place as normal.</li>
<li><strong>Detailed exploration.</strong> The entire dungeon can be explored in its every nook and cranny. This approach can be quite time-consuming and should only be used if the structure and details of the place tell an important story. For this method to work, the GM should carefully prepare the layout of the dungeon beforehand — reserve it for locations that you're sure the PCs will explore.</li>
<li><strong>Interlude.</strong> The exploration is narrated as an interlude scene, with maybe a single Group Check establishing whether the Player Characters encounter any obstacles or dangers before they reach the depths of the dungeon. Use this approach if you are short on time and if the dungeon isn't particularly important — the typical occasion would be a minor location discovered while traveling.</li>
</ul>
<p>Additional advice on how the Game Master should prepare material for dungeons can be found starting on page 258.</p>
<hr>
<p>DUNGEONS</p>
<p>Philip Forlenza (Order #)</p>

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<h1>DANGER CLOCKS</h1>
<p>The Game Master can use Clocks to keep track of incoming threats in the dungeon. These Danger Clocks should feature a number of section based on the urgency of the threat they represent:</p>
<ul>
<li><strong>Eight sections</strong> for a threat that isn't immediately obvious and will only come true with time — something like "crumbling temple" or "magitech system failure".</li>
<li><strong>Six sections</strong> for a threat that is quite obvious and likely to happen after a while — such as "wandering monsters" or "poisonous fog".</li>
<li><strong>Four sections</strong> for a threat that is urgent and very likely to happen — something like "surrounded" or "high alert" in a dungeon brimming with hostile creatures.</li>
</ul>
<p>The Game Master may fill a Danger Clock as a consequence of failed Checks, as well as when an event would make the threat more likely, such as when the PCs spend time searching a room, make noise, rest inside the dungeon or draw unwanted attention.</p>
<p>Different Danger Clocks will be triggered by different actions and events, of course — casting a spell might fill an "arcane overload" Clock, while searching a room is unlikely to affect it.</p>
<p>As the Clock fills, the Game Master should foreshadow the incoming danger: once it is completely filled, that threat will become active in full, and the heroes will be forced to deal with it one way or another.</p>
<p>Philip Forlenza (Order #)</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 magic, manipulating soul energy to create supernatural effects.</p>
<h2>SPELLS AND RITUALS</h2>
<p>Magic in Fabula Ultima falls within one of two categories: spells or Rituals.</p>
<ul>
<li><strong>Spells</strong> represent codified magic formulas developed to protect warriors and travelers: their applications are primarily offensive or defensive. They can be learned easily and only require a brief gesture to cast, but lack flexibility.</li>
<li><strong>Rituals</strong>, on the other hand, are complex magical effects designed to overcome a specific obstacle: whenever a Ritual is performed, it will always be started from scratch and take several minutes to complete.</li>
</ul>
<p>While powerful and extremely flexible, Rituals consume large amounts of Mind Points and require difficult Magic Checks; additionally, failing a Ritual will cause the magic to spiral out of control. While these downsides can be mitigated through time, effort, and complex procedures, the truth remains that Ritual magic is a powerful resource... but one that should be used sparingly.</p>
<p>The mechanics governing spells and Rituals can be found in the next pages.</p>
<h2>MAGIC DISCIPLINES</h2>
<p>This book features a total of six disciplines: Arcanism, Chimerism, Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, whilst Ritualism is available to all of these Classes, except for Arcanists.</p>
<h3>ARCANISM</h3>
<p>Arcanists can project a large portion of their soul outside their bodies, forcing it to resonate with the power left behind by ancient divine entities known as Arcana, and manifest a fragment of their power. To access an Arcanums power, one must first earn their favor: this often involves completing some sort of trial, quest, or mission.</p>
<p>Arcanism is a peculiar discipline that does not feature spells, but instead follows its own unique mechanics (see the Arcanist Class on page 176). Arcanism Rituals are also possible through the Arcane Rituals Skill.</p>
<p>MAGIC</p>
<p>Philip Forlenza (Order #)</p>

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<h2>Chimerism</h2>
<p>Chimerists gain their powers from the souls of beasts and monsters; they search for creatures able to cast spells and attempt to mimic the same effects.</p>
<p>Chimerism features both spells and Rituals. However, Chimerist spells must be learned from creatures (see the Spell Mimic Skill on page 183).</p>
<h2>Elementalism</h2>
<p>Elementalists can control the stream of souls that binds the four core elements of creation: air, earth, fire, and water. They can also influence any of their combinations and manifestations, such as magma, blizzards, deserts, or clouds.</p>
<p>Elementalism features both spells and Rituals.</p>
<h2>Entropism</h2>
<p>Entropists go beyond the stream of souls found in the world and reach for the vast expanse of nothingness between stars. Their chaotic magic defies logic, twisting time and space and dissipating souls, matter, and magical energy.</p>
<p>Entropism features both spells and Rituals.</p>
<h2>Ritualism</h2>
<p>Contrary to most other magical disciplines, Ritualism features no spells and can only be used in Ritual form. It is a catch-all term for Rituals performed to manipulate, sense, bind or unleash magical energy present within a location, item, mechanism, or relic.</p>
<p>From a certain point of view, magitech could be considered a combination of Ritualism and technology.</p>
<h2>Spiritism</h2>
<p>Spiritists can manipulate the raw energy found within the souls of living creatures, influencing their emotions and manipulating their vital force: a power both miraculous and frightening.</p>
<p>Spiritism features both spells and Rituals.</p>
<p class="signature">Philip Forlenza (Order #)</p>

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<p>Spells can belong to any of the following disciplines: Chimerism, Elementalism, Entropism, and Spiritism. The remaining two disciplines, Arcanism and Ritualism, do not feature any spells.</p>
<h2>Spell Format</h2>
<p>Each spell description uses the format below and contains a variety of information:</p>
<h3>Example Spell Metadata</h3>
<p><strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures | Instantaneous</p>
<p>You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target hit by this spell suffers <strong class="mechanical-effect">【HR + 15】</strong> fire damage.</p>
<p><strong>Opportunity:</strong> Each target hit by this spell suffers shaken.</p>
<h3>Spell Components</h3>
<ul>
<li><strong>The Name and Type:</strong> The name of the spell, and whether it is an offensive spell (rr). <br/><em>See page 116 for more information on offensive spells.</em></li>
<li><strong>Mind Point Cost:</strong> The cost of the spell in Mind Points. To cast a spell, you must have enough MP to pay its cost; additionally, some spells allow you to spend more MP to increase the number of targets or strengthen the effect. For instance, a spell with a cost of 10 × T will cost you 10 Mind Points per target; the final amount of Mind Points required to cast a spell is known as the total MP cost.</li>
<li><strong>Targets:</strong> The targets that can be affected by the spell. Most spells can target a certain number of creatures, but others may affect different targets (such as weapons).</li>
<li><strong>Target Specification:</strong> A target of "Self" means the caster will use the spell on themselves, while a target of "Special" indicates that the spell functions in a unique way described in its text, usually affecting a variety of creatures or elements present on the scene.</li>
<li><strong>Duration:</strong> The duration of the spell. Either "Instantaneous", meaning that the spell takes effect immediately and then dissipates, or "Scene", meaning that the spell creates an ongoing effect lasting until the end of the scene it was cast in.</li>
<li><strong>Effect Description:</strong> The effect of the spell, often preceded by a flavorful description. This description has no mechanical relevance, but can help you understand the concept behind the spell and customize its appearance in order to fit your character.</li>
<li><strong>Opportunity Effect:</strong> Spells that require a Magic Check often feature an opportunity effect. If you roll a critical success on your Magic Check, you may spend the corresponding opportunity to trigger this effect.</li>
</ul>
<h2>Spells</h2>
<p>Philip Forlenza (Order #)</p>

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<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<ul>
<li>You must be free to move your body. You can be holding items in your hands, as long as you can move your arms.</li>
<li>You must be able to speak and pronounce the invocation.</li>
<li>You must have enough Mind Points to pay for the spells total MP cost, including any additional MP used to enhance its effect.</li>
<li>Unless you are casting a spell with a target of <strong>Self</strong> or <strong>Special</strong>, you must be able to see your targets.</li>
</ul>
<p>If all of the above are true, you may cast the spell.</p>
<ol>
<li>Declare which spell you want to cast among those your character has learned, and what its effect will be.</li>
<li>If required, choose the targets for your spell.</li>
<li>Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.</li>
</ol>
<h3>Magic Checks</h3>
<p>If the spell is an offensive spell, you must also perform a Magic Check. Elementalism, Entropism, and Spiritism Checks rely on <strong>【INS + WLP 】</strong>, while Chimerism may choose between <strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.</p>
<p>Non-offensive spells are automatically successful and require no Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.</p>
<ol start="4">
<li>Spend the required amount of Mind Points.</li>
</ol>
<ol start="5">
<li>Apply the effects of the spell.</li>
</ol>

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<h1>Casting A Spell Furtively</h1>
<p>Spells require precise movements and spoken incantations; they also produce visible and fantastical effects. Because of this, everyone nearby will immediately know that magic is being used, and who by — it is impossible to cast a spell furtively.</p>
<h2>Offensive Spells</h2>
<p>Spells marked with <strong>(rr)</strong> next to their name are offensive spells.</p>
<p>When you cast an offensive spell, you perform the appropriate Magic Check and the target's Magic Defense score determines the Difficulty Level. If the spell has multiple targets, it will affect each target whose Magic Defense is equal to or lower than the Result of your Magic Check (similarly to a multi attack). The spell will affect each target whose Magic Defense is equal to or lower than the total Result of your Magic Check.</p>
<p>If you roll a critical success on the Magic Check, the spell automatically hits all targets.</p>
<h2>Calculating Damage and Similar Effects</h2>
<p>Several spells require you to calculate the potency of their effects using your High Roll (HR) — to do so, simply take the highest die you rolled on your Magic Check. The same effect will then be applied to each target.</p>
<h2>Ending the Effects of a Spell</h2>
<ul>
<li>If you cast a spell with a duration of "Scene", you can end its effect at any time.</li>
<li>The effect will also end if you die or fall unconscious, or if you leave the scene.</li>
</ul>
<h2>Cumulative Spell Effects</h2>
<p>If the same spell is cast more than once on a target, its effects will not stack — the most recent casting will replace the previous one.</p>
<p><strong>Example:</strong> The spell Elemental Shroud grants Resistance to one damage type chosen among air, bolt, earth, fire, and ice. If this spell is cast on a creature granting them Resistance to fire, and is subsequently cast again on the same creature granting them Resistance to ice, the creature will only be Resistant to ice.</p>
<p>If two spells have identical effects but different names, they do not stack.</p>
<footer>Philip Forlenza (Order #)</footer>

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<h2>22 GAME RULES</h2>
<p>While the effects of spells and disciplines are defined by the rules of the game, the way they manifest in your world is something that can vary from one character to another, and another great opportunity to inject personality into each of your heroes.</p>
<ul>
<li>A druid or witch might conjure magical branches blossoming into fruits or flowers that produce the effects of the spell.</li>
<li>A spellblade might channel magic through precise blade movements.</li>
<li>A sorcerer might summon a swarm of imps or pixies to torment their enemies and assist their allies.</li>
</ul>
<p>If you can use magic, spend some time during each session describing what your spells look like!</p>
<h3>DESCRIBING YOUR MAGIC</h3>
<p>Philip Forlenza (Order #)</p>

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<p>By acquiring specific Classes and Skills, characters may gain the ability to use Ritual magic belonging to different disciplines.</p>
<p>Each branch of Ritual magic grants you influence over different aspects of the world:</p>
<h2>Discipline Magic</h2>
<dl>
<dt>Arcanism</dt>
<dd>【WLP + WLP】 Produce a magical effect based on the Arcana you have bound.</dd>
<dt>Chimerism</dt>
<dd>【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through the eyes of an animal, quell the fury of a monster.</dd>
<dt>Elementalism</dt>
<dd>【INS + WLP】 Walk on water, shape rock, snuff out fires, cause a rainstorm or summon powerful cyclones.</dd>
<dt>Entropism</dt>
<dd>【INS + WLP】 Cause the decay of physical matter, twist the flow of time, teleport creatures or items.</dd>
<dt>Ritualism</dt>
<dd>【INS + WLP】 Extract magic from an object, activate a soul circuit, sense the presence of magic.</dd>
<dt>Spiritism</dt>
<dd>【INS + WLP】 Sense the presence and feelings of creatures, put someone to sleep or embolden their heart.</dd>
</dl>
<p>The full process for casting Rituals is described on the next page. Remember that Ritual magic should never be able to accomplish any of the following:</p>
<ul>
<li>Causing direct damage. The Ritual can still deal collateral damage — if you open a chasm below your enemies' feet, they are bound to suffer some kind of harm. When establishing collateral damage dealt by a Ritual, use the table on page 93.</li>
<li>Inflicting or removing status effects.</li>
<li>Causing characters to lose or gain HP , MP , IP , Fabula Points or Ultima Points.</li>
<li>Replicating the mechanical benefits of an existing spell or Skill (however, narrative effects such as teleportation of flight are okay, even if some Skills do grant them).</li>
<li>Generating creatures or equipment, or granting them permanent abilities.</li>
</ul>
<p>Aside from these, most Rituals are fair game — but the stronger the effect you seek, the more tragic the consequences will be if your Ritual goes wrong.</p>
<h1>RITUALS</h1>
<p>Philip Forlenza (Order #)</p>

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<h1>INTRODUCTION</h1>
<p><strong>CHAPTER d THE BASICS OF PLAY</strong></p>
<p>In the conversation, Players describe their characters' actions and choices:</p>
<ul>
<li>"Isabelle raises her shield and guards your back!"</li>
<li>"I step forward and speak to the queen!"</li>
<li>"I run after the thief! Where did he go?"</li>
</ul>
<p>Similarly, the Game Master describes what happens in the world and also portrays the actions of every creature and character around the protagonists:</p>
<ul>
<li>"The village looks calm, its white windmills turning lazily under the sun. "</li>
<li>"The king appears tired and struggles to speak, as if not in control of his body. "</li>
<li>"The dragon turns his smoldering gaze towards you!"</li>
</ul>
<p>Together, this is all known as <strong>roleplaying</strong>, and these events will take place in your imagination — a space that is often called "the fiction".</p>
<p class="section-break"></p>
<h2>d THE RULES</h2>
<p>This is also a game, and that's where the rules come into play: much like in a video game or board game, characters have scores and abilities representing their strengths and weaknesses, and dice rolls will often be used to make a situation's outcome a bit tense and unpredictable.</p>
<p>Unlike video games and board games however, the possibilities of a roleplaying game are endless: there is no single approach to a situation and the story will naturally emerge from your interactions and choices at the table.</p>
<hr>
<p>This is a tale of heroes and darkness.</p>
<p>Of great hope... and even greater sacrifice.</p>
<p class="signature">Philip Forlenza (Order #)</p>

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<h1>22GAME RULES</h1>
<h2>The Ritual</h2>
<p>The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed a Difficulty Level based on the Ritual's potency (see below). The Check will rely on the Attributes indicated by the Ritual's discipline (see page on the left).</p>
<p>If you succeed, the Ritual has the desired effect; if you fail, the Game Master will describe how its effects have been twisted in a catastrophic way.</p>
<h3>Procedure for Casting The Ritual</h3>
<ol>
<li><strong>Determine Goal:</strong> Describe what you want to accomplish with your Ritual and declare which area or creatures you want to affect.</li>
<li><strong>Game Master Ruling:</strong> The Game Master has final say on whether a given effect can be accomplished, as well as which Ritual discipline it falls within.</li>
<li><strong>Calculate Cost:</strong> By consulting the Area and Potency tables below, the Game Master determines the Ritual's total cost in Mind Points (MP).</li>
</ol>
<h2>Potency Table</h2>
<table>
<thead>
<tr>
<th>Potency</th>
<th>MP</th>
<th>DL</th>
<th>Examples</th>
</tr>
</thead>
<tbody>
<tr>
<td>Minor</td>
<td>20</td>
<td>7</td>
<td>Create a flash of light, block a passage, shatter a glass.</td>
</tr>
<tr>
<td>Medium</td>
<td>30</td>
<td>10</td>
<td>Create an illusion, treat an illness, locate someone or something, sense emotions, provide short-term energy.</td>
</tr>
<tr>
<td>Major</td>
<td>40</td>
<td>13</td>
<td>Sense thoughts, influence emotions, dispel a curse, temporarily alter the weather, provide long-term energy.</td>
</tr>
<tr>
<td>Extreme</td>
<td>50</td>
<td>16</td>
<td>Weaken a divine entity, prevent a catastrophe, cause a week-long change in a creature or location.</td>
</tr>
</tbody>
</table>
<h2>Area Table</h2>
<table>
<thead>
<tr>
<th>Area</th>
<th>Multiplier</th>
<th>Examples / Scope</th>
</tr>
</thead>
<tbody>
<tr>
<td>Individual</td>
<td>&times;1</td>
<td>A human-sized creature, a door, a tree, a weapon.</td>
</tr>
<tr>
<td>Small</td>
<td>&times;2</td>
<td>A few human-sized creatures, a large creature, a small clearing, a room, a railway car, a hut.</td>
</tr>
<tr>
<td>Large</td>
<td>&times;3</td>
<td>A crowd, a small forest, an airship or galleon, a castle hall, a house, a giant creature.</td>
</tr>
<tr>
<td>Huge</td>
<td>&times;4</td>
<td>A fortress, a lake, a mountaintop, a village, a city block.</td>
</tr>
</tbody>
</table>
<p class="signature">Philip Forlenza (Order #)</p>

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<h1>RITUALS AS GROUP CHECKS</h1>
<p>When a character attempts a Ritual, other characters can help (even if they have no ability to perform Rituals themselves). The Magic Check will become a Group Check (page 50), and the character who performs the Ritual will act as the leader.</p>
<h2>REDUCING THE COST OF A RITUAL</h2>
<p>It is easy to notice that the MP cost of Rituals can be rather high. In order to reduce this cost, the spellcaster may provide an especially rare or powerful ingredient; doing so will cut the MP cost in half.</p>
<ul>
<li>This can only be done once per Ritual, and the Game Master should determine the nature of the ingredient — finding it should be its own adventure</li>
<li>If there is no time to prepare and the Ritual is urgent, an item or ingredient the GM deems suitable can be sacrificed to allow the Ritual to take place.</li>
</ul>
<h2>SAMPLE RITUALS</h2>
<p>Use these examples as guidelines when adjudicating Rituals.</p>
<p>Summoning a great globe made of fire and using it to destroy the engine of an airship is an <em>Elementalism</em> Ritual of major potency targeting a small area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating firestorm.</p>
<p>Sensing whether a person is hostile is a <em>Spiritism</em> Ritual of minor potency affecting an individual area (20 MP, DL 7). On a failure, you might accidentally instill strong negative emotions inside them, with unpredictable consequences.</p>
<p>Erecting a barrier of energy to shield a castle from an avalanche is a <em>Ritualism</em> Ritual of extreme potency targeting a huge area (200 MP, DL 16). If the Ritual fails, you might cause a burst of uncontrolled magical force and trigger a supernatural cataclysm.</p>
<p>Altering the flow of time to briefly restore the functions of a damaged device is an <em>Entropism</em> Ritual of medium potency affecting an individual area (30 MP, DL 10). On the failure, the mechanism and some of the nearby objects might rapidly age before your eyes and crumble to dust.</p>
<p>Philip Forlenza (Order #)</p>

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<h2>GAME RULES</h2>
<h3>Potency Clock</h3>
<p>The following describes the attributes associated with different levels of magical potency:</p>
<ul>
<li><strong>Minor:</strong> Potency 4, Clock 20, MP 7, DL Individual ×1</li>
<li><strong>Medium:</strong> Potency 6, Clock 30, MP 10, DL Small ×2</li>
<li><strong>Major:</strong> Potency 6, Clock 40, MP 13, DL Large ×3</li>
<li><strong>Extreme:</strong> Potency 8, Clock 50, MP 16, DL Huge ×4</li>
</ul>
<h2>RITUALS DURING CONFLICTS</h2>
<p>Ritual magic can certainly be attempted during a conflict scene, but you will first need to gather enough magical energy.</p>
<p>The process is as follows:</p>
<div class="ritual-process">
<ol>
<li><strong>Use the Objective action</strong> to begin the Ritual — perform steps 1 and 2 of the flowchart on page 119, determining the Ritual's discipline, area and potency.</li>
<li>A Ritual Clock is immediately created with a number of sections based on the Ritual's potency — see the table above. Now that this Clock is part of the scene, anyone can interact with it through the Objective action. Like any use of the Objective action, the Game Master will be the one adjudicating which Attributes should be used for the Check, as well as whether it has a fixed Difficulty Level or is an Opposed Check. The caster can perform the first Check to fill some sections the Clock as part of the Objective action they used to begin the Ritual.</li>
<li>Once the Clock is filled, the character who initiated the Ritual may use an action to perform step 3 of the flowchart on page 119; to do so, they will spend the appropriate Mind Points and perform the Magic Check for the Ritual, whose Difficulty Level is determined by the Ritual's potency (see above). The outcome of the Check will reveal whether the Ritual is successful or its effects are twisted catastrophically.</li>
</ol>
</div>
<p>Philip Forlenza (Order #)</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 the basics of the economy and provides you with useful lists of items and prices.</p>
<h2>ZENIT</h2>
<p>The common currency of all Fabula Ultima worlds is zenit, a gold coin whose shape and size may vary from region to region. While prices may rise and fall depending on where you are, zenit is universally accepted.</p>
<p>On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for the night in town, and 100 z can fetch you a bronze shield.</p>
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
<p>As shown on the character sheet, a Player Character can equip a limited number of items on their body:</p>
<ul>
<li>You have one equipment slot for your armor.</li>
<li>You have a main hand equipment slot, where you can equip a one-handed weapon or a two-handed weapon. While you have a two-handed weapon equipped here, that weapon will also take up your off-hand slot (see below).</li>
<li>You have an off-hand equipment slot, where you can equip a one-handed weapon or a shield.</li>
<li>You have one equipment slot for your accessory.</li>
</ul>
<p>Any item you have that is not equipped goes in your backpack. There is no set limit to how many items you can carry this way, as long as it makes sense. The Game Master has final say on what you can and cannot carry this way.</p>
<p>If you ever find yourself in need of transporting large and heavy items over long distances, consider purchasing a transport (see page 125).</p>
<p>It takes a few moments to find items stored inside a backpack: during a conflict, for example, you will need to spend an action searching for them. On the other hand, items you have equipped are readily accessible, but also more exposed to the risk of being damaged or stolen.</p>
<p>An item stored in your backpack does not grant you any of its properties. If you want it to “work”, you must equip it!</p>
<h2>ECONOMY AND ITEMS</h2>
<p>Philip Forlenza (Order #)</p>

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<h1>22GAME RULES</h1>
<h2>HOW TO GET NEW ITEMS</h2>
<p>There are plenty of occasions for characters to acquire gear and equipment: villages and towns will always have one or more stores dedicated to weapons, armor, and useful accessories. This doesnt mean a character can simply walk into a shop in the middle of nowhere and expect to purchase a magical crossbow, however: while basic weapons, armor, and shields should be available in most settlements, rare items should only be found in unique stores, hidden within the most dangerous of ruins, guarded by powerful monsters or offered as a reward for heroic deeds.</p>
<p>If you are the Game Master, see page 266 for rules and guidelines on how to create rare items, as well as several lists of premade items. A list of basic items can be found starting on page 130.</p>
<p>There are three main ways treasure and magical items can be handled during a Fabula Ultima campaign.</p>
<p>When you start playing, you should discuss which of the methods below you want to adopt; you can always change your decision later on after a few sessions.</p>
<h3>Methods for Handling Treasure</h3>
<ul>
<li><strong>Classic.</strong> The GM hands out rewards as they see fit. This is probably the most common solution, but it puts a lot of responsibility on the GM's shoulders.</li>
<li><strong>Survey.</strong> The Game Master asks everyone about the kind of items they'd like their characters to find or use — perhaps the ninja would like to wear an intimidating han'nya mask (page 286), or the brawler can't wait to get her hands on a pair of fuel knuckles (page 272). Using this method, the GM has a useful list of items they can pick from when handing out rewards.</li>
<li><strong>Wishlist.</strong> This is an uncommon approach, but it can be interesting. Each Player writes a list of items they would like their character to find over the course of their career — these can be chosen from the lists of rare items in the Game Master chapter, or designed from scratch following the guidelines presented there. Then, whenever the group finds some kind of treasure or receives a reward, the Players themselves can pick from those lists and narrate what the item is — as well as why it was there.</li>
</ul>
<h2>REWARDS</h2>
<p>Philip Forlenza (Order #)</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 half its original price. This amount may be modified by the items quality and condition: none will want the rusted, mud-caked axes picked up in the old tunnels.</p>
<p>The Game Master always has final say on whether you are able to sell a given item and how many zenit you can make from it; sometimes it will also be possible to barter or carry out duties in exchange for goods.</p>
<h2>Artifacts</h2>
<p>Player Characters will sometimes come into possession of incredibly powerful magic items, known as artifacts (see page 288). Given their nature, artifacts should never be purchased or sold: no amount of riches can do them justice. Entire kingdoms could go to war for a chance to obtain them.</p>
<h2>Services and Transports</h2>
<p>Prices and availability for animals, vehicles, lodging, and such may vary depending on your game world. The following lists are meant to be a guideline for the Game Master when establishing prices.</p>
<p>When it comes to transports, the list includes generic entries for mounts, cars, vessels, airships and such. Each transport can carry a certain number of passengers and increases the distance you can cover within a single travel day.</p>
<h3>Transport Rules</h3>
<ul>
<li>Terrestrial transports can only travel on land.</li>
<li>Aquatic transports can travel on water surfaces.</li>
<li>Submarine transports can travel above and underwater.</li>
<li>Flying transports can travel in the skies.</li>
</ul>
<p><strong>Vehicle Costs:</strong></p>
<ul>
<li>If you purchase a vehicle hauled by animals, their cost is included in its price.</li>
<li>There is no need to keep track of animal fodder or fuel.</li>
<li>Mounts acquired this way have no stats and will not fight. If you want to ride a creature into battle, take a look at the Wayfarer's Skill Faithful Companion (page 217).</li>
</ul>
<p><em>Philip Forlenza (Order #)</em></p>

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<h1>22 GAME RULES</h1>
<h2>SERVICE COST DESCRIPTION</h2>
<h3>Town Services</h3>
<p><strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory Points by one.</p>
<p><strong>Full Rest (village)</strong> 5 z: Allows one person to rest for one night.</p>
<p><strong>Full Rest (town)</strong> 10 z: Allows one person to rest for one night.</p>
<p><strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one night.</p>
<h3>Travel Services</h3>
<p><strong>Land Transportation</strong> 10 z: Allows one person to travel for one day.</p>
<p><strong>Water Transportation</strong> 20 z: Allows one person to travel for one day.</p>
<p><strong>Air Transportation</strong> 40 z: Allows one person to travel for one day.</p>
<h2>TRANSPORT COST PASSENGERS DISTANCE</h2>
<h3>Mounts</h3>
<ul>
<li><strong>Terrestrial</strong> 200 z: One or two ×2</li>
<li><strong>Aquatic</strong> 500 z: Approximately six ×2</li>
<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li>
<li><strong>Flying</strong> 2000 z: Approximately six ×3</li>
</ul>
<h3>Vehicles</h3>
<ul>
<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li>
<li><strong>Aquatic</strong> 2000 z: Approximately ten ×2</li>
<li><strong>Submarine</strong> 4000 z: Approximately ten ×2</li>
<li><strong>Flying</strong> 8000 z: Approximately twenty ×3</li>
</ul>
<p class="notes">Philip Forlenza (Order #)</p>

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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 accessories, which are always rare).</p>
<h2>MARTIAL ITEMS (E)</h2>
<p>Items marked with the (E) symbol can only be equipped by characters who have acquired certain specific Classes.</p>
<ul>
<li><strong>Darkblade</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Fury</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Guardian</strong> allows you to equip martial armor and martial shields.</li>
<li><strong>Sharpshooter</strong> allows you to equip martial ranged weapons and martial shields.</li>
<li><strong>Weaponmaster</strong> allows you to equip martial melee weapons and martial shields.</li>
</ul>
<p>Characters who do not have the appropriate Classes can still carry a martial item, but they are unable to equip it and enjoy its benefits.</p>
<h2>ACCESSORIES</h2>
<p>Accessories are useful magical items that bestow special abilities upon those who wear them. Accessories are always considered rare items.</p>
<p>Each accessory entry uses the format below and contains a variety of information:</p>
<h3>ACCESSORY COST</h3>
<strong>Crested Helm</strong> 1000 z
<p>You gain a +1 bonus to your Accuracy Checks.</p>
<p>The general structure includes:</p>
<ul>
<li>The accessory's name.</li>
<li>The accessory's cost in zenit.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>The Game Master can find a list of sample accessories starting on page 285.</p>

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<h1>ARMORS</h1>
<p>Armor offers improved protection to its wearer.</p>
<h2>Armor Entry Format</h2>
<p>Each armor entry uses the format below and contains a variety of information:</p>
<p><strong>Example Structure:</strong></p>
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p>
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p>
<h2>Field Descriptions</h2>
<ul>
<li><strong>The Name and Type:</strong> The armor's name, and whether it is a martial armor (E).</li>
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
<li><strong>Defense/Magic Defense Calculation:</strong> The formula used to calculate the wearer's Defense and Magic Defense. This will either be a fixed number, such as 10 for the Brigandine above, or a bonus that must be added to your current Dexterity die size (for Defense) or Insight die size (for Magic Defense). For instance, if you have a Dexterity of d8 and an Insight of d10, wearing a sage robe will give you a Defense score of 9 and a Magic Defense score of 12.</li>
<li><strong>Base Stats Rule:</strong> If you are not wearing any armor at all, your Defense will simply be equal to your Dexterity die size and your Magic Defense will simply be equal to your Insight die size.</li>
<li><strong>Initiative Penalty:</strong> The penalty to Initiative Group Checks caused by the armor. Martial armors usually impose heavier penalties. If you are not wearing any armor at all, your Initiative will suffer no penalty.</li>
<li><strong>Special Abilities:</strong> Any special abilities the item bestows while equipped.</li>
</ul>
<h3>Examples</h3>
<p>For a list of all the basic armors available in the game, see page 132.</p>
<p><em>Excluding Attribution: Philip Forlenza (Order #)</em></p>

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<h2>W SHIELDS</h2>
<p>Shields must be equipped in a character's off-hand slot and further enhance defenses.</p>
<p>Each shield entry uses the format below and contains a variety of information:</p>
<ul>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
<li>Runic Shield E 150 z +2 +2 -</li>
</ul>
<p>No Quality.</p>
<h3>Understanding Shield Information</h3>
<ul>
<li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li>
<li>The increase to Defense and Magic Defense granted by the shield. This is in addition to any benefits granted by the armor you may have equipped.</li>
</ul>
<p>For a list of all the basic shields available in the game, see page 133.</p>
<h2>Armor Concepts</h2>
<p>Martial and non-martial armors influence a character's Defense and Magic Defense scores in different ways.</p>
<p>Remember that regardless of which armor you are wearing, shields always add to it — if you have a free slot, it's never a bad idea to equip a shield.</p>
<ul>
<li><strong>Lighter armors</strong> give you Defenses based on your current Dexterity and Insight die sizes plus a small bonus. They are great if your Attributes are already high, but can become less effective if you suffer status effects.</li>
<li><strong>Martial armors</strong> set your Defense score to a fixed value, regardless of your current Dexterity die size. They offer reliable protection, but also take a heavy toll on your Initiative.</li>
</ul>
<h2>ARMOR AND DEFENSES</h2>
<p>Philip Forlenza (Order #)</p>

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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 reasons: many make us feel like heroes, some have us embroiled in dark investigations and tragic tales, others will challenge our skills and tactical mindset, and others make us reflect on heavy and important topics.</p>
<p>Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the feel and stories that can typically be found in classic console Japanese roleplaying video games.</p>
<h3>HEROIC AND FANTASTIC ACTION</h3>
<p>In line with the genre that inspired it, this game doesn't concern itself with realism or verisimilitude — instead, it deliberately embraces a light-hearted, bizarre and "videogamey" feel, both in its tone and in its mechanics.</p>
<h3>A GAME OF HEROES AND VILLAINS</h3>
<p>This is a game about larger-than-life heroes and tragic antagonists. There is no predetermined plot, scenario, or "adventure" — the heroes' actions, motivations, and objectives will drive the story forward while the Game Master reacts to their choices and places obstacles on their path, often in the form of powerful villains with their own devious agendas, which will change time and time again as the protagonists manage (or fail) to thwart their plans.</p>
<h3>HEROIC DESTINY</h3>
<p>The heroes of Fabula Ultima are destined to accomplish great deeds, and they will only meet their end when the person who plays them deems it appropriate. That said, the price of defeat will often prove steeper than death — a major part of this game will be discovering how your heroes rise from their failures and learn to work together in order to accomplish what they could never do on their own.</p>
<p class="credit-info">Philip Forlenza (Order #)</p>

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<header>
<h1>WEAPONS</h1>
</header>
<p>Weapons are divided into ten Categories: arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, and thrown.</p>
<h2>Weapon Entry Format</h2>
<p>Each weapon entry uses the format below and contains a variety of information:</p>
<div role="description">
<strong>WEAPON COST ACCURACY DAMAGE</strong>
</div>
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
<h3>Components Explained</h3>
<ul>
<li>The weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li>
<li>The Attributes and formula used for Accuracy Checks when performing attacks with the weapon.</li>
<li>The formula used to calculate damage dealt by the weapon, and the type of damage it deals — generally physical, but rare weapons might deal special types of damage such as fire or dark. Remember that HR stands for High Roll — the highest of the two dice you rolled during the Accuracy Check.</li>
<li>Whether the weapon requires one hand or two hands; if you can equip the weapon in one hand slot, you can use your other hand slot to equip another one-handed weapon or a shield.</li>
<li>Whether it is a melee weapon or a ranged weapon.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>You do not have to keep track of ammunition for ranged weapons: once you purchase the item, you're simply assumed to have enough on your person to fight with.</p>
<p>For a list of all the basic weapons available in the game, see the next page.</p>
<h2>A NOTE ON UNARMED STRIKES</h2>
<p>Among the various weapons available in the game, one is the unarmed strike (see next page). These are the character's empty hands, and while they do count as one-handed weapons, they are automatically "equipped" whenever a hand slot is empty. Basically, an empty hand slot also counts as an unarmed strike.</p>
<p>Legends tell of a sword capable of striking fear in the hearts of Dragons and Wyrms.</p>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>

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<section aria-labelledby="weapon-listings">
<h1>WEAPON LISTINGS</h1>
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>
<div class="category-section">
<h2>Staff Category</h2>
<ul>
<li>
<strong>Staff</strong> <span>100 z</span> <span aria-label="Stats details">[WLP + WLP] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
<li>
<strong>Tome</strong> <span>100 z</span> <span aria-label="Stats details">[INS + INS] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Bow Category</h2>
<ul>
<li>
<strong>Crossbow</strong> <span>150 z</span> <span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
<li>
<strong>Shortbow</strong> <span>200 z</span> <span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Brawling Category</h2>
<ul>
<li>
<strong>Unarmed Strike</strong> <span>[DEX + MIG] [HR + 0] physical</span>
<p>One-handed w Melee w Automatically equipped in each empty hand slot.</p>
</li>
<li>
<strong>Improvised (Melee)</strong> <span>[DEX + MIG] [HR + 2] physical</span>
<p>One-handed w Melee w Breaks after the attack.</p>
</li>
<li>
<strong>Iron Knuckle</strong> <span>150 z</span> <span aria-label="Stats details">[DEX + MIG] [HR + 6] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Dagger Category</h2>
<ul>
<li>
<strong>Steel Dagger</strong> <span>150 z</span> <span aria-label="Stats details">[DEX + INS] +1 [HR + 4] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Firearm Category</h2>
<ul>
<li>
<strong>Pistol E</strong> <span>250 z</span> <span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>One-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Flail Category</h2>
<ul>
<li>
<strong>Chain Whip</strong> <span>150 z</span> <span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<h2>BASIC WEAPONS</h2>
<p>Philip Forlenza (Order #)</p>
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<h1>22GAME RULES</h1>
<h2>Heavy Category</h2>
<section>
<h3>Iron Hammer</h3>
<p><strong>Stats:</strong> 200 z 【MIG + MIG】 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Broadaxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 10】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Waraxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 14】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Spear Category</h2>
<section>
<h3>Light Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 8】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Heavy Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 12】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Sword Category</h2>
<section>
<h3>Bronze Sword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Greatsword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Katana E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Rapier E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<h2>Thrown Category</h2>
<section>
<h3>Improvised (Ranged)</h3>
<p><strong>Stats:</strong> 【DEX + MIG】 【HR + 2】 physical</p>
<p>One-handed w Ranged w Breaks after the attack.</p>
</section>
<section>
<h3>Shuriken</h3>
<p><strong>Stats:</strong> 150 z 【DEX + INS】 【HR + 4】 physical</p>
<p>One-handed w Ranged w No Quality.</p>
</section>
<!-- Footer/Signature Information -->
<p class="signature">Philip Forlenza (Order #)</p>

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<h1>132 W BASIC ARMOR AND SHIELDS</h1>
<h2>BASIC ARMORS</h2>
<p><strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong> <strong>M. DEFENSE</strong> <strong>INITIATIVE</strong></p>
<h3>Armor Listings</h3>
<div class="item-listing">
<p><strong>No Armor</strong> - DEX size INS size - <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Silk Shirt</strong> 100 z DEX size INS size +2 -1 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Travel Garb</strong> 100 z DEX size +1 INS size +1 -1 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Combat Tunic</strong> 150 z DEX size +1 INS size +1 - <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Sage Robe</strong> 200 z DEX size +1 INS size +2 -2 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Brigandine E</strong> 150 z 10 INS size -2 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Bronze Plate E</strong> 200 z 11 INS size -3 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Runic Plate E</strong> 250 z 11 INS size +1 -3 <br> No Quality.</p>
</div>
<div class="item-listing">
<p><strong>Steel Plate E</strong> 300 z 12 INS size -4 <br> No Quality.</p>
</div>
<h3>Contextual Information</h3>
<p>Philip Forlenza (Order #)</p>

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<h1>22 GAME RULES</h1>
<p><strong>Chapter Info:</strong> W | CHAPTER</p>
<h2>BASIC SHIELDS</h2>
<!-- Using a definition list to structure the item attributes -->
<dl>
<dt>Bronze Shield</dt>
<dd>Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -</dd>
<dd class="description">No Quality.</dd>
<dt>Runic Shield</dt>
<dd>Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -</dd>
<dd class="description">No Quality.</dd>
</dl>
<p>The most massive shield in the world is the Adamantower, forged with the hide of an extremely rare and dangerous beast.</p>
<p class="credit">Philip Forlenza (Order #)</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 inventions — love potions, walking magitech shields, or even majestic airships.</p>
<p><strong>Projects</strong></p>
<p>Projects work as follows:</p>
<ol>
<li>Describe the invention's effects, how it operates, what kind of energy it requires, and the specific benefits it provides. The Game Master has final say on whether a given invention is feasible in your circumstances.</li>
<li>By consulting the area, potency, and uses tables (see next page), the GM determines the invention's total cost in materials, to be paid immediately. For inventions of medium or higher potency, the Game Master also describes a necessary special ingredient or material. This item cannot simply be purchased and should become the focus of one or two sessions.</li>
<li>To complete the Project, you must reach an amount of progress equal to one for every 100 zenit of material costs (minimum one progress required).</li>
<p>At the end of each day, the Project will advance as follows:</p>
<ul>
<li>+1 progress for every Player Character who worked on the Project today.</li>
<li>+1 extra progress for every Player Character with one or more levels in the Tinkerer Class who worked on the Project today.</li>
</ul>
<li>Once the required amount of progress is reached, the invention is created! If you can generate more progress in a day than what is currently needed to complete the Project, you may have it ready within a few hours instead.</li>
<li>If an invention is complex enough — such as a magitech motorcycle equipped with a cannon, acting as both a vehicle and a weapon — the Game Master is free to split the Project into two or more separate inventions, each requiring its own individual development process.</li>
<li>You may negotiate a terrible flaw with the Game Master — perhaps the invention must be recharged at regular intervals, is unreliable, cumbersome, or extremely loud. This flaw reduces the total cost of the Project by 25%.</li>
</ol>

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<h1>22GAME RULES</h1>
<p><strong>CHAPTER</strong></p>
<p>Potency Base Cost</p>
<p>The invention can...</p>
<h2>Minor (100 zenit)</h2>
<p>Provide light, transport people or cargo on land or water, obtain some limited form of protection.</p>
<h2>Medium (200 zenit)</h2>
<p>Travel underwater, contain a spell, relay sound or speech, perform a specific operation in place of the inventor, provide short-term energy.</p>
<h2>Major (400 zenit)</h2>
<p>Fly, alter the nature of an area for a short time, cancel the effects of a spell, possess minor intelligence, fight alongside the inventor, provide long-term energy, capture or immobilize the target.</p>
<h2>Extreme (800 zenit)</h2>
<p>Alter the nature of an area for a long time, contain the power of a demon, prevent a catastrophe, possess a full intelligence and personality.</p>
<h3>Area Multiplier</h3>
<p>The effects of the invention may affect...</p>
<ul>
<li><strong>Individual ×1</strong>: A human-sized creature, a door, a tree, or a weapon.</li>
<li><strong>Small ×2</strong>: A group of human-sized creatures, a large creature, a small clearing, a room, a railway car, or a hut.</li>
<li><strong>Large ×3</strong>: A crowd, a small forest, an airship or galleon, a castle hall, a house, or a giant creature.</li>
<li><strong>Huge ×4</strong>: A fortress, a lake, the top of a mountain, a village, or a city block.</li>
</ul>
<h3>Uses Multiplier</h3>
<p>Once activated, the invention...</p>
<ul>
<li><strong>Consumable ×1</strong>: Can never be used again unless the inventor creates a different copy of it.</li>
<li><strong>Permanent ×5</strong>: Remains available for multiple uses in different situations.</li>
</ul>
<p>Remember that the Game Master has the right to split any particularly complex or powerful inventions into several Projects, each with its own costs and requirements.</p>
<p>Philip Forlenza (Order #)</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 in battle. The Game Master always has final say on the potency of a given invention but should use the table below as a guideline when establishing it.</p>
<table>
<thead>
<tr>
<th>Potency</th>
<th>Damage / Healing</th>
<th>Protection</th>
</tr>
</thead>
<tbody>
<tr>
<td>Minor</td>
<td>Not Available</td>
<td>One Resistance</td>
</tr>
<tr>
<td>Medium</td>
<td>Minor</td>
<td>Two Resistances</td>
</tr>
<tr>
<td>Major</td>
<td>Major</td>
<td>One Immunity or Two Resistances</td>
</tr>
<tr>
<td>Extreme</td>
<td>Massive</td>
<td>Two Immunities or Three Resistances</td>
</tr>
</tbody>
</table>
<ul>
<li>Avoid creating inventions that grant Immunity to physical damage.</li>
<li>If an invention has mixed effects, such as granting Resistance to a damage type and dealing damage, it should be split into multiple Projects (see step 2 on page 134).</li>
</ul>
<p>To determine the amount of damage or healing granted by an invention, use the values corresponding to the current level of its inventor on the table below.</p>
<table>
<thead>
<tr>
<th>Level</th>
<th>Minor Amount</th>
<th>Heavy Amount</th>
<th>Massive Amount</th>
</tr>
</thead>
<tbody>
<tr>
<td>5+</td>
<td>10</td>
<td>30</td>
<td>40</td>
</tr>
<tr>
<td>20+</td>
<td>20</td>
<td>40</td>
<td>60</td>
</tr>
<tr>
<td>40+</td>
<td>30</td>
<td>50</td>
<td>80</td>
</tr>
</tbody>
</table>
<p>Philip Forlenza (Order #)</p>

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<section>
<h2>USING MATERIALS TO PAY FOR PROJECTS</h2>
<p>If you happen to gather precious materials during your adventures, you may use them to pay for the costs of a Project. The Game Master has final say on which materials and ingredients can help you cover the cost of a Project.</p>
<p>If the Game Master requests a given ingredient or material because of the invention's potency (as described under step 3 of the flowchart on page 134), said ingredient or material cannot also be used to pay for the Project's costs.</p>
<h3>HIRING HELPERS</h3>
<p>If an inventor wants to increase the daily amount of progress, or if they want to work on multiple Projects at the same time, they may want to hire helpers.</p>
<ul>
<li>Each helper is a competent worker or assistant who will ask for a pay equal to half of the Projects total cost.</li>
<li>Each helper will generate 1 additional progress at the end of each day.</li>
</ul>
<p>The sticky core found inside Elemental Slimes can be used to produce several forms of energy.</p>
<p>The rules for Projects are very flexible, but they are designed to allow characters to create something unique and never seen before, not to craft items that can normally be found or purchased, such as equipment — they should be used to provide innovative solutions to problems and obstacles.</p>
<ul>
<li>If the character wants to create multiple copies of an invention, each is a separate Project. Turning inventions into easy-to-produce items will inevitably break the game. For Tinkerers who want to customize equipment, look at the Heroic Skill Upgrade (page 217).</li>
<li>Projects require time: if the group focuses on a long Project, Villains will certainly not sit idly.</li>
<li>Interlude scenes are perfect for narrating a Project's development.</li>
</ul>
<h2>HOW TO USE PROJECTS</h2>
<p>Philip Forlenza (Order #)</p>
</section>

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<h2>SAMPLE PROJECTS</h2>
<p>INVENTION POTENCY AREA USE</p>
<section>
<h3>The "Discovery"</h3>
<p><strong>Major</strong> Large <strong>Permanent</strong></p>
<p>Total Project Cost: 6000 zenit; Progress Required: 60; Flaw: None.</p>
<p>A large airship that can transport up to fifty people. It provides no additional firepower or protection — armaments, barriers, and so on would all be considered separate Projects and can be subsequently added to the airship's base chassis.</p>
</section>
<section>
<h3>Gatling Golem</h3>
<p><strong>Major</strong> Individual <strong>Permanent</strong></p>
<p>Total Project Cost: 1500 zenit; Progress Required: 15; Flaw: Yes.</p>
<p>A semi-intelligent floating weapon. This golem will act after the inventor's turn during conflict scenes, dealing minor physical damage to a single target. However, it is extremely loud and highly experimental: enemies may spend an opportunity to disable it until the end of the scene.</p>
</section>
<section>
<h3>Mag Boots</h3>
<p><strong>Medium</strong> Individual <strong>Permanent</strong></p>
<p>Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.</p>
<p>A pair of magnetic boots that allows the wearer to safely attach themselves to metallic surfaces, possibly walking on walls or even ceilings.</p>
</section>
<section>
<h3>Magitech Suit</h3>
<p><strong>See below</strong> See below See below</p>
<p>Total Project Cost: 1750 zenit; Progress Required: 17; Flaw: Yes.</p>
<p>An advanced four-legged armor fueled by magitech energy.</p>
<ul>
<li>The pilot has Resistance to fire damage and physical damage.</li>
<li>The pilot can use the Attack action to unleash a searing heat ray causing minor fire damage. It is a ranged attack and requires a <code>【DEX + INS】</code> Accuracy Check.</li>
<li>The pilot also suffers Vulnerability to bolt damage.</li>
</ul>
<p>Given the complexity and power of this invention, the Game Master splits it into two separate Projects: the armor itself and then its heat cannon, both with medium potency, individual area, and permanent use.</p>
<p>The inventor added a flaw to one of the Projects (Vulnerability to bolt damage) in order to partially reduce the cost.</p>
</section>
<footer>
<p class="source-info">Philip Forlenza (Order #)</p>
</footer>

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<h2>Challenging Battles</h2>
<p>Combat in Fabula Ultima is reminiscent of the console games that inspired it — each character will have a few tricks up their sleeve, and only by properly combining clever tactics and coordinating with your allies will you emerge victorious... especially when fighting against bosses!</p>
<h2>Your World</h2>
<p>Fabula Ultima has no default or "canonical" world, and that's on purpose! Your group will collaboratively create a custom world in which your tales will take place.</p>
<p>That said, the world and characters you create must adhere to eight core principles, known as the Eight Pillars — which you can find on the next page!</p>
<p>On the other hand, if you're not familiar with the classic tropes of Japanese console roleplaying games, you can find a useful collection of inspirational worlds starting on page 16!</p>
<p style="border-left: 3px solid #ccc; padding-left: 10px;">"There is more than one side to each story..."</p>
<p>— Philip Forlenza (Order #)</p>

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<h1>GAME RULES</h1>
<div class="rule-list">
<div class="item">
<h2>Negator Spike</h2>
<p><strong>Type:</strong> Major Small Consumable</p>
<p><strong>Stats:</strong> Total Project Cost: 600 zenit; Progress Required: 6; Flaw: Yes.</p>
<p>When activated and driven into the ground, this large rune-inscribed spike will prevent all creatures on the scene (friends and foes alike, which is an important flaw) from casting spells or performing Rituals. This effect lasts until the end of the scene or until the negator itself is destroyed (probably a six-sections Clock).</p>
</div>
<div class="item">
<h2>Puredust</h2>
<p><strong>Type:</strong> Medium Small Consumable</p>
<p><strong>Stats:</strong> Total Project Cost: 400 zenit; Progress Required: 4; Flaw: None.</p>
<p>This magically blessed dust grants the user and all nearby allies Resistance to dark and poison damage until the end of the scene.</p>
</div>
<div class="item">
<h2>Pyro Oil</h2>
<p><strong>Type:</strong> Medium Large Consumable</p>
<p><strong>Stats:</strong> Total Project Cost: 600 zenit; Progress Required: 6; Flaw: None.</p>
<p>A single vial of hyper-concentrated fire elemental essence. When shattered, it unleashes a vortex of flames and deals minor fire damage to every creature in a vast area. Flammable items of small size might also be set on fire.</p>
</div>
<div class="item">
<h2>Sleep Gas</h2>
<p><strong>Type:</strong> Major Small Consumable</p>
<p><strong>Stats:</strong> Total Project Cost: 800 zenit; Progress Required: 8; Flaw: None.</p>
<p>An alchemical vial containing enough gas to fill a room, putting everyone to sleep for a few hours — they will still awaken if harmed, slapped or shaken vigorously enough, but they will sleep through loud noises.</p>
</div>
<div class="item">
<h2>Underwater Helm</h2>
<p><strong>Type:</strong> Medium Individual Permanent</p>
<p><strong>Stats:</strong> Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.</p>
<p>A magical mask that allows the wearer to breathe underwater.</p>
</div>
</div>
<div class="signature">
<p>Philip Forlenza (Order #)</p>
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<h2>GROUP DYNAMICS</h2>
<h3>A SAFE PLAY ENVIRONMENT</h3>
<p>In line with the JRPG genre that inspiration has been drawn from, Fabula Ultimas tones are heroic and optimistic, despite the occasional presence of tragic or darker scenes — especially when Villains are involved. The general expectation is that scenes will not be particularly gritty or morbidly described, even when death is involved — but since you never know what might hurt the sensibility of the people playing, here is a list of tools and “good practices”.</p>
<ul>
<li><strong>Mutual trust and respect.</strong> This should go without saying, but respecting the people you are playing with is key to a good experience — and the same applies to putting your trust in them. Roleplaying games are a highly social activity, and it is perfectly normal for people to get a bit tense and emotional during dramatic moments, but mutual trust and respect are the main foundation for good play. Whatever happens between characters in your story, the people at the table must be good to each other.</li>
<li><strong>The game and its fiction must not replace human interaction.</strong> If someone's behavior bothers anyone, that issue must be solved outside the game. Theres nothing wrong with pausing a session to get things sorted and going back to it once youve found an agreement. Do not, under any circumstance, use the game as a tool for proving your point or influencing someone's behavior.</li>
<li><strong>Lines and Veils.</strong> These terms were coined by Ron Edwards in Sex and Sorcery, and they are practical safety tools with a history of good results. Before or during the game, you may declare that you are drawing a line or veiling a situation or action.<p>
<p>When you draw a line, you are saying that you don't want this element in the game. It won't happen, it didn't happen, and your shared story will never talk about that.</p>
<p>When you veil, you are saying that while the element is present, you don't want it to be expressly depicted or brought into the spotlight. It's still a part of your world and will influence your character's actions, but it will take place "behind the scenes".</p>
</li>
</ul>
<p>These tools are especially useful if youre playing with people youve never met before, but keep them in mind even when youre with old-time friends. Every single person has something that makes them uncomfortable, sometimes to an unbearable degree — overly detailed descriptions of violence, portrayals of unhealthy relationships, or even something you believe is commonplace but somehow left a scar on them.</p>
<p>When playing the game, one of your duties is to create a safe environment — dont insist on asking why something made someone uncomfortable: instead, ask them how theyd prefer this type of scene or situation to be handled from now on.</p>
<p>Philip Forlenza (Order #)</p>

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<h2>22 GAME RULES</h2>
<p><strong>PLAYER CHARACTER AGAINST PLAYER CHARACTER</strong></p>
<p>While the protagonists of Fabula Ultima are heroes, this doesnt mean there wont be disagreements or hostilities between them. Situations might arise in which two or more Player Characters are at odds: you can resolve these through mutual agreement or by using the rules as normal.</p>
<p>When handling such a situation, make sure to remember the following:</p>
<ul>
<li>Take some time to think about whats happening. When the goals or actions of two or more Player Characters are at odds, dont be too hasty about rolling dice. Just “pause” the game and let the involved Players find an agreement on how to resolve the situation.</li>
<li>Keep in mind that these rules have been written to solve conflicts between characters: the corresponding Players are still responsible for an enjoyable game experience and should cooperate with each other. If a disagreement arises between Players, theres not much this game can do: solve the issue through dialogue and go back to playing the game once youre on the same page again.</li>
<li>Establish what is at stake and determine a resolution method. With the help of your Game Master, Players should establish what their characters want to accomplish (sometimes this will be enough to realize your goals arent in conflict). Then, you should choose a method to resolve the contrast: Opposed Checks generally work well for this.</li>
<li>Do not roll dice until youre sure everyone understands what will happen. If you are struggling to find an agreement, consider setting the issue aside and coming back to it once youve reached a compromise. Perhaps the characters bicker and argue, but a more urgent threat demands their attention.</li>
<li>Apply the results. Once the dice hit the table, apply the outcome for what it is: dont try to fudge the results or avoid the consequences of your actions. In this case, it is probably best for the Game Master to impartially describe what happens to everyone involved.</li>
</ul>

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<h1>Secrets</h1>
<p>It is not uncommon for a Player Character to hide secrets from their companions, be it their past misdeeds or their burning love for an antagonist.</p>
<p>While it's perfectly fine for characters to have secrets, Players should instead keep things transparent and work together to get the most out of the situation.</p>
<p>By telling your group "My character looks like they want to be friends with you, but she actually hates you because of what happened in Galatea" you are empowering everyone at the table, including yourself: now that this facet of your hero is known, it will be possible to build upon it and create drama.</p>
<p>Never forget that this game relies on a collaborative storytelling effort: disclosing your character's secrets means giving your fellow Players a chance to make things interesting — do not think of it as "letting your guard down".</p>
<h2>Leaving the Group</h2>
<p>There might come a moment when you feel like your character has been fully explored; they have faced their fears, achieved their goals, and found who or what they were looking for, with the campaign not yet reaching its end.</p>
<p>When this happens, you are free to announce that your character will be leaving the group — you should do so between sessions and also come up with a replacement character. Then, at the beginning of the following session, describe your character's epilogue and agree on how and why your new character joins the group.</p>
<ul>
<li>If you want to temporarily retire a character but retain the ability to bring them back later on during the campaign, you should discuss it with the rest of your group.</li>
<li>Whenever a new character (or a previously retired character) joins the group, they should have the same level and XP as the character they are replacing. If the character is a returning character, the Player should briefly describe what they did while away from the rest of the group.</li>
<li>Regardless of how many Player Characters are owned by a Player, that Player may only control a single PC at once. The Game Master has final say on when you can "switch characters"—generally between sessions or after resting in town.</li>
</ul>
<p>Needless to say, you can only switch to a different character if that character is somewhere nearby or has the means to reach the rest of the group.</p>
<p>Philip Forlenza (Order #)</p>

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<h1>ABSENT PLAYERS</h1>
<p>We all have busy lives, and sometimes this means one or more people will be unable to take part in a session.</p>
<p>When this happens, the simplest option is often to reschedule the session for a different date. Just pick another day to meet — in the meantime, you can play another game with whoever is present!</p>
<p>On the other hand, if you are determined to run a session even if one or more participants are absent — and you should do this only if whoever's missing is okay with it — each absent Player chooses one of the following for their character:</p>
<ul>
<li><strong>I'll join you later.</strong> Your character will remain in town (or somewhere safe) and carry on some kind of task. This is a good chance to gather information, purchase items, and work on Projects. Discuss what your character does with the Game Master.</li>
<li>Your character will join the rest of the group at the beginning of the next session; describe how you got there.</li>
<li><strong>I'll be in your care.</strong> For this session, your character will be controlled by the rest of the group as a whole (excluding the Game Master). While controlled by the group, your character cannot spend Fabula Points and will automatically surrender if reduced to 0 Hit Points. The Game Master should be cautious when applying consequences to characters belonging to absent Players, and everyone else should do their best to protect them.</li>
</ul>
<p>Regardless of which option you choose for your character, the following apply:</p>
<ul>
<li>Your character will not gain Fabula Points while absent from a session.</li>
<li>Your character will gain Experience Points as normal at the end of the session. This might cause your character to level up (see page 226).</li>
</ul>
<p>As soon as you take part in a session again, you will be able to gain and spend Fabula Points as normal.</p>
<p>The nature of this world is not one of absolutes.</p>
<footer>
<cite>Philip Forlenza (Order #)</cite>
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<p><span>144</span></p>
<p><span>W</span></p>
<p><span>W</span></p>
<p><strong>Philip Forlenza</strong> <span role="note">(Order #)</span></p>

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<h1>CHAPTER</h1>
<p>This chapter contains the rules for starting your Fabula Ultima game. Within the following pages you will discover how to create your game world, give your group a core theme, build your very own characters, and finally, begin play with a prologue.</p>
<h2>SESSION ZERO</h2>
<p>While reading this chapter on your own is an excellent idea, the steps require everyone in your group to be present. This meeting, also known as session zero, is meant to establish the basics of the setting in which your adventures will take place, along with the themes you want to explore and the heroes you will portray.</p>
<ul>
<li><strong>For the Game Master:</strong> This is a great time to learn about the Player Characters and start thinking about interesting scenarios, locations, and antagonists. Make sure to ask lots of questions and take plenty of notes.</li>
<li><strong>For the Players:</strong> This is where you cooperate with everyone else to create your very own world and characters. It is a chance to inject it with your own fantasy ideas, be it a particular aesthetic, a magical technology, or a terrifying danger.</li>
</ul>
<p>Needless to say, there will be many occasions to leave your mark on the world you will create; however, think of this moment as the root of your play experience, from which everything else will grow, evolve, and blossom.</p>
<h2>WAIT, IVE CHANGED MY MIND!</h2>
<p>The sections of this chapter are presented in a specific order, but you are free to go back to any step and revise the choices whenever you feel the need. For instance, when creating your character, you might come up with an idea for a cool location and mark it on the world map. Or you could end up with a band of heroes that suits a different type of group from the one you had previously selected.</p>
<p>You are building the foundations of your campaign... take your time!</p>
<p>Philip Forlenza (Order #)</p>

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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 questions and discuss your choices as a group.</p>
<h2>COMMITMENT AND EXPECTATIONS</h2>
<p>The first thing you should discuss is the amount of time and effort everyone will be able to dedicate to the game. This will help set expectations and avoid issues later on during play.</p>
<ul>
<li>Will you play for a set amount of sessions, or are you simply going to start playing and see where the story leads you?</li>
<li>How often will you play? Weekly, monthly, twice per month?</li>
<li>The game is designed around sessions of approximately four hours, but how long do you expect your sessions to be? If your sessions are shorter or longer, remember to check for Experience Points approximately every four hours (see page 226).</li>
<li>If there are missing Players, will you reschedule the session, or will you play nonetheless? Which solution will you adopt for the missing Players' characters?</li>
</ul>
<p>See page 143 for suggestions.</p>
<h2>TONE AND THEMES</h2>
<p>This is a game with a relatively broad scope: depending on the kind of world and characters you create, the campaign's tone and themes can vary quite a bit. Because this is a shared storytelling experience, you need to be on the same page or at least lay a solid foundation — you can always discuss changes later.</p>
<ul>
<li>What kind of tone do you expect during the narration? Would you prefer a heavily dramatic tale dealing with complex situations and emotions, or would you rather tell a fantastical story where good and evil are easily told apart?</li>
<li>Are there any themes you strongly wish to explore during play?</li>
<li>Will the heroes be best friends from the start, or are you okay with moments of crisis and disagreements within the party? How will you resolve these contrasts?</li>
<li>When describing scenes and actions, are you okay with over-the-top anime descriptions or would you prefer a heroic but more fable-like approach?</li>
</ul>
<p>See page 141 for suggestions.</p>
<h2>BEFORE YOU START</h2>
<p>Philip Forlenza (Order #)</p>

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<h2>RULES AND CHALLENGE</h2>
<p>Much like tone and themes, this game allows you to customize its rules and play it with a varying degree of mechanical challenge and optimization.</p>
<ul>
<li>Are you adopting any of the optional rules presented in the book? Pay special attention to optional rules for conflicts (page 82) and advancement (page 230).</li>
<li>How "hardcore" do you expect your game experience to be? Are you aiming for mechanical optimization with your characters? Do you expect the Game Master to design extremely challenging adversaries? Or are you here for a relaxing experience that takes minimal focus?</li>
</ul>
<h2>SAFETY</h2>
<p>Roleplaying games tend to get us emotionally and personally involved. It's their beauty, but it also leaves us vulnerable. Make sure to discuss whatever descriptions, situations, scenes, and story elements might make you uncomfortable. Everyone should indicate any lines and veils (page 140) that they want to apply during sessions; it can be a good idea to handle this anonymously to preserve the privacy of the participants.</p>
<p>In particular, you should make sure to discuss:</p>
<ul>
<li><strong>The depiction of violence.</strong> By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.</li>
<li><strong>The nature of evil.</strong> Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.</li>
<li><strong>Romances, relationships, and sexuality.</strong> These elements are another trope of JRPG stories, which often feature romances between main characters. Discuss if people are comfortable with this and exactly to what degree.</li>
</ul>
<p>As you play the game, you will probably reconsider some of your previous decisions. When this happens, talk about it with the group and find a new agreement.</p>
<p><strong>Remember:</strong> you win roleplaying games by creating a memorable story and having a great time together!</p>
<p>Philip Forlenza (Order #)</p>

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<h1>WORLD CREATION</h1>
<p>Your first step is the shared creation of the game world (also known as a “setting”) in which your characters adventures will take place. This process involves both the Game Master and the Players and provides everyone with a strong foundation for heroes, antagonists, creatures, and events.</p>
<p>You will need the world sheet and the map sheet.</p>
<p>The flowchart on the next page describes the world creation process. If you want, give your setting a name: even something as simple as Earth, Gaia or The Planet will work fine... we do the same in our real world, after all!</p>
<p>As explained on page 14, all Fabula Ultima worlds share some core elements — the Eight Pillars. When creating your setting, keep those elements in mind! Pay special attention to the following:</p>
<ul>
<li><strong>Souls.</strong> Everything living and unliving is connected by the stream of souls. Some worlds might feature machinery fueled by soul energy, while in other settings, spiritual corruption might give birth to monstrous creatures.<br><em>Discuss what people generally know about souls in your world.</em></li>
<li><strong>Conflicts and struggles.</strong> The cultures populating your world havent been able to unite themselves under a single banner. Their motives can range from centuries-old rivalries, ideological or religious strife, misunderstandings, perhaps even the cruelties of one nation against the other. Drawing inspiration from the real world can be a good idea, as it is (unfortunately) rife with turmoil and injustice.</li>
<li><strong>A fantastical, diverse world.</strong> When creating your setting, you shouldnt concern yourself with realism, verisimilitude, or historical accuracy. A city-state inspired by ancient Greece might be bordering with a flying fortress, guarded by warriors clad in Song Dynasty-style armor and practicing a form of alchemy similar to that of the Italian Renaissance.<br><em>What really matters is for each location's appearance to reflect the themes and emotions it will embody within your story.</em></li>
</ul>
<p>The flowchart presents the world creation steps in a more intuitive order, but youre always free to go back and make adjustments when needed.</p>
<p>The most important part is that everyone can share ideas freely. Whenever a step states that “each person should contribute an element”, that doesnt mean they must come up with it entirely on their own: as with any other aspect of this game, dialogue and communication are key to a good experience!</p>
<p>Philip Forlenza (Order #)</p>

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<h1>THE EIGHT PILLARS</h1>
<p>The world in which your adventures will take place is not predetermined: its cities, kingdoms, deities, and cultures are something your group will create (take a look at World Creation on page 148). This fantastic land will grow organically as you explore and travel across it, adding new details and unraveling ancient mysteries!</p>
<p>What ties all Fabula Ultima worlds together are The Eight Pillars.</p>
<h2>ANCIENT RUINS AND HARSH LANDS</h2>
<p>The world is an ancient and dangerous place: cities and villages are separated by vast plains, scorching deserts, frozen peaks and impenetrable forests. The land is dotted with crumbling fortresses and shrines devoted to deities whose names have been lost to time. Past civilizations and ages of darkness have left behind a world of powerful artifacts and cryptic legends, as well as magical (and often dangerous) places.</p>
<h2>A WORLD IN PERIL</h2>
<p>Villages, castles, and city-states are among the few areas that arent literally crawling with monsters, brigands, and hostile creatures. Far more dangerous still are Villains, powerful antagonists casting their shadow over the entire land. Cruel sorcerers, evil gods seeking reincarnation, power-hungry emperors, perhaps even alien entities: theres a single, unspeakable terror behind the dangers of the world, and our heroes are bound to cross its path sooner or later.</p>
<h2>CLASHING COMMUNITIES</h2>
<p>The world may be in danger, but its inhabitants are still divided by ancient grudges: religious schisms, memories of war crimes, and the conflict between magic and science are among the most common causes of enmity. Reuniting these communities will be key to defeating the great evils of the world; the protagonists should help them overcome their hostilities and see their differences as blessings instead of obstacles.</p>
<h2>EVERYTHING HAS A SOUL</h2>
<p>All matter that forms the world, including its creatures, the earth, sky, sun, and stars are part of a vast flow of spiritual energy. The origin, nature, and function of this energy may vary depending on the world you create, but its presence is undeniable and anyone possessing the ability to manipulate it (be it through magic or science) is a force to be reckoned with.</p>
<p>Philip Forlenza (Order #)</p>

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<h1>World Building Prompts</h1>
<ol>
<li>
<p><strong>Create the major kingdoms and nations of your world, mark their borders on the map and discuss their relations: mutual trust, strained alliances, or open conflict?</strong></p>
<p>Each person at the table should contribute at least one kingdom or nation during this step, providing some details about their customs, beliefs, industry, denizens, and creatures.</p>
</li>
<li>
<p><strong>Choose a shape for your world: is it round, flat, or are the regions floating amidst the clouds? Could it be donut-shaped, in typical JRPG fashion?</strong></p>
<p>You might even decide that the shape of your world is yet to be discovered!</p>
</li>
<li>
<p><strong>Grab a map sheet that fits your concept (or draw a custom map; just make sure to leave plenty of blank space for settlements and locations).</strong> Your world can span more than one sheet, of course — but lets keep things simple for now. Remember to establish the length of a travel day on the map (see page 106).</p>
</li>
<li>
<p><strong>What is the role of magic and technology in your setting?</strong> Are you living in an age of industrial development, or is it more Renaissance-like?</p>
<ul>
<li>Is magic seen as a form of science, or mostly as a great mystery?</li>
</ul>
</li>
<li>
<p><strong>Discuss the major historical events that shaped your world into what it is.</strong> Each person at the table should contribute at least one important event that dramatically altered the history of your setting.</p>
</li>
<li>
<p><strong>What are the great enigmas and mysteries of the world? </strong> The questions left unanswered, and the truths that are now indistinguishable from legend?</p>
<p>Each person at the table should contribute at least one mystery of the world that they want to explore over the course of the groups adventures.</p>
</li>
<li>
<p><strong>What terrible threats cast a shadow over your world?</strong> Environmental disasters, furious deities, power-hungry empires, or perhaps even clouds of corrupting miasma that are enveloping and consuming the land?</p>
<p>Each person at the table should contribute a threat, preferably something that is endangering the future of entire nations. The Game Master will base a majority of their villains and antagonists on these worldwide threats.</p>
</li>
</ol>
<footer>
<p class="attribution">Philip Forlenza (Order #)</p>
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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 ideas during world creation.</p>
<h2>Magic and Technology (roll a d20 or choose)</h2>
<p>Below are 20 potential concepts for magic and technology that can influence your setting:</p>
<ul>
<li><strong>1.</strong> Magitech disturbs the natural balance.</li>
<li><strong>2.</strong> Those who can wield magic carry a unique brand on their bodies.</li>
<li><strong>3.</strong> Magic is inherited through bloodline.</li>
<li><strong>4.</strong> The advent of magic is very recent.</li>
<li><strong>5.</strong> The Ancients lived in harmony with magical creatures.</li>
<li><strong>6.</strong> All magic in the world comes from a single sacred location.</li>
<li><strong>7.</strong> The world is kept together by some ancient and powerful magic.</li>
<li><strong>8.</strong> Technology is an offense to the gods.</li>
<li><strong>9.</strong> The world is a science-fiction dystopia where magic is experimented on.</li>
<li><strong>10.</strong> Magic is a gift from the gods.</li>
<li><hr></li>
<li><strong>11.</strong> Magic comes from another dimension.</li>
<li><strong>12.</strong> There are parts of the world where no people are born who can use magic.</li>
<li><strong>13.</strong> Airships revolutionized travel and war.</li>
<li><strong>14.</strong> Magic is largely a forbidden art.</li>
<li><strong>15.</strong> Spellcasters are trained in academies and then hired by nobles.</li>
<li><strong>16.</strong> Steam engines are commonplace and great golems join armies in battle.</li>
<li><strong>17.</strong> In the past, the world was almost destroyed.</li>
<li><strong>18.</strong> Magic was taught by dragons.</li>
<li><strong>19.</strong> Monsters are born from the restless souls of the dead.</li>
<li><strong>20.</strong> Magic comes from ancient crystals.</li>
</ul>
<p><em>All these options can be applied to the entire world or to a specific nation or region. For instance, steam engines might be a common sight in one continent and reviled as heresy by a neighbouring country, or magic might be an ancient art in one region and a recent discovery somewhere else.</em></p>
<h2>Kingdoms and Nations (roll a d8 or choose)</h2>
<p>Use these concepts to define the political structure of your setting:</p>
<ul>
<li><strong>1.</strong> Empire</li>
<li><strong>2.</strong> Kingdom</li>
<li><strong>3.</strong> Villages</li>
<li><strong>4.</strong> City-state</li>
<li><strong>5.</strong> Union</li>
<li><strong>6.</strong> Holy Kingdom</li>
<li><strong>7.</strong> Tribes</li>
<li><strong>8.</strong> Protectorate</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h1>Location Names</h1>
<ul class="location-list">
<li>Acheron</li>
<li>Agartha</li>
<li>Alexandria</li>
<li>Alfheim</li>
<li>Aquileia</li>
<li>Argus</li>
<li>Asteride</li>
<li>Avalon</li>
<li>Babel</li>
<li>Beregand</li>
<li>Burgo</li>
<li>Calibar</li>
<li>Ceren</li>
<li>Colvand</li>
<li>Crescentia</li>
<li>Cymur</li>
<li>Dagda</li>
<li>Delos</li>
<li>Doma</li>
<li>Dunova</li>
<li>Edessa</li>
<li>Endell</li>
<li>Entigea</li>
<li>Ertha</li>
<li>Feror</li>
<li>Galatea</li>
<li>Garaphis</li>
<li>Ghizal</li>
<li>Harkell</li>
<li>Holne</li>
<li>Ildefort</li>
<li>Ittia</li>
<li>Jeriva</li>
<li>Kemes</li>
<li>Koga</li>
<li>Korinth</li>
<li>Lacria</li>
<li>Londinium</li>
<li>Luxor</li>
<li>Malaba</li>
<li>Megara</li>
<li>Megido</li>
<li>Nara</li>
<li>Nethis</li>
<li>Olcressia</li>
<li>Oskara</li>
<li>Platea</li>
<li>Pirithia</li>
<li>Pemble</li>
<li>Quivira</li>
<li>Regalia</li>
<li>Relde</li>
<li>Rimea</li>
<li>Roston</li>
<li>Salazar</li>
<li>Samitra</li>
<li>Silea</li>
<li>Sotera</li>
<li>Tartarus</li>
<li>Terisia</li>
<li>Thule</li>
<li>Torren</li>
<li>Ulyan</li>
<li>Ur</li>
<li>Valica</li>
<li>Veleia</li>
<li>Xanadu</li>
<li>Yade</li>
<li>Yssira</li>
<li>Zepro</li>
</ul>
<h2>Historical Events, Mysteries and Threats (roll a d20 or choose)</h2>
<p><strong>Options 1-10:</strong></p>
<ol>
<li>The death of an important figure.</li>
<li>Monsters are restless and aggressive.</li>
<li>A meteor will hit the planet.</li>
<li>The ocean levels are rising.</li>
<li>The discovery of uncharted lands.</li>
<li>An ancient evil is being reborn.</li>
<li>The world is transforming.</li>
<li>The destruction of the moon.</li>
<li>Visitors from another world.</li>
<li>People have grown apathetic.</li>
</ol>
<p><strong>Options 11-20:</strong></p>
<ol>
<li>The rise of a new military power.</li>
<li>Gods are forsaking the world.</li>
<li>A legendary monster appears.</li>
<li>The world is plunged into darkness.</li>
<li>The discovery of uncharted lands.</li>
<li>Technological advancement.</li>
<li>A dimensional gate opens.</li>
<li>The loss of important knowledge.</li>
<li>A new religion is spreading.</li>
<li>The world is dying.</li>
</ol>
<p>Each of these options can work as an event, mystery or threat — it's up to you how you want to use it!</p>
<p>This is a world that teeters on the verge of tragedy.</p>
<p>Its hope must be rekindled.</p>
<p>Philip Forlenza (Order #)</p>

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<h2>Group Creation</h2>
<p>Unlike the creation process for your game world, group creation isn't particularly structured — in fact, its mostly about establishing the fundamental themes of your early adventures. When you select a group type, you are saying “Hey, this is how we want to explore the world we just created — wed really like our shared story to mostly focus on these aspects of it.”</p>
<p>Additionally, your choice of group will inform the kind of heroes you will make during the next step of session zero. Dont take it as a restriction: instead, see it as a useful reference to go back to whenever you are unsure about your character concepts.</p>
<p>You can even give your group a name — such as the <strong>Brotherhood of the Griffin</strong> or the <strong>Queenshields</strong>.</p>
<p>If you are the Game Master, treat this step as a precious opportunity to learn what kind of situations, stories, and antagonists everyone is excited about!</p>
<h2>BROUGHT TOGETHER BY FATE</h2>
<p>You find yourselves working together because of the circumstances. Despite this being a common trope in classic fantasy tales, it is actually the most difficult to pull off since your group will lack a precise goal: you must work with each other during play to build a web of relationships (Bonds become incredibly important).</p>
<p>If you choose this premise, it may be a good idea to switch to a different type of group once your characters have developed a common goal.</p>
<ul>
<li>What emotional or familial connections exist between your characters?</li>
<li>Have your characters met in the past? Are there any tensions or rivalries?</li>
<li>What do you have in common? Beliefs, enemies, past experiences?</li>
</ul>
<h2>GUARDIANS</h2>
<p>One of the Player Characters is a Chosen One, a person tasked with a mission that could change the very fate of the world. Everyone else in your group has sworn, by duty or by choice, to protect the Chosen One during their travels.</p>
<ul>
<li>What bonds, ties or rivalries exist between each guardian and the Chosen One?</li>
<li>What is your mission? Who gave it to you? Do the authorities approve of it?</li>
<li>Why does the Chosen One need protection? Who or what threatens their mission?</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h1>CHAPTER HEROES OF THE RESISTANCE</h1>
<p>You are the last line of defense against a terrible power, a darkness that threatens to envelop the known world — such as a power-hungry kingdom or an oppressive empire. The fate of many lies within your hands.</p>
<ul>
<li>Why is this daunting task up to you? Have you fought against this enemy before?</li>
<li>Which factions helped you, and which ones betrayed or opposed you?</li>
<li>Who are the most infamous among the enemy leaders and followers?</li>
</ul>
<h2>REVOLUTIONARIES</h2>
<p>You form a small force that fights tooth and nail against a dominant power: it might be a tyrannical government, a military occupation, or even a ruthless industrial company. Society and security forces probably consider you criminals or terrorists.</p>
<ul>
<li>What is the price your character paid for their insubordination?</li>
<li>Which factions promised you their help? Which factions might oppose you?</li>
<li>What are your enemies crimes, and why is no one else opposing them?</li>
</ul>
<h2>SEEKERS</h2>
<p>You are desperately searching for someone or something — a powerful witch, an ancient relic, a legendary location, or even a long-lost technological marvel. What you seek is the worlds last hope, or at least, you think it is.</p>
<ul>
<li>What is it you are trying to prevent or remedy? What are you looking for?</li>
<li>What do you know of your mission? Who or what gave you this information?</li>
<li>Who doesn't want you to find what you seek?</li>
<li>What prompted each of you to join this mission?</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h1>CHARACTER CREATION</h1>
<p>Grab some blank character sheets because it is time to create Player Characters!</p>
<p>While this might look like something you can do on your own, it is actually better for all participants (Game Master included) to go through this step together: while each hero belongs to the person controlling them, these characters are destined to be adventuring together, which means they should have some “chemistry” from the very beginning!</p>
<p>Character Creation is presented as a series of steps, similarly to World Creation; you are not, however, bound to take these steps in this exact order. You can go back and modify your choices anytime during the process.</p>
<p>Characters are normally created at level 5; see page 229 for higher-level PCs.</p>
<h2>Character Creation Steps</h2>
<ol>
<li><strong>Identity:</strong> Choose or create your character's Identity: a short sentence that briefly summarizes how they see themselves at the moment.</li>
<li><strong>Theme:</strong> Choose or create your character's Theme: a strong ideal, emotion or feeling that dominates your character's actions.</li>
<li><strong>Origin:</strong> Choose or create your character's Origin: the place they hail from. You may select a location on your world sheet or add a new one.</li>
<li><strong>Classes and Levels:</strong> Choose two or three Classes and distribute your initial five levels among them. Take note of the free benefits and Skills gained.</li>
<li><strong>Attributes:</strong> Determine the base die size of your character's four Attribute scores: <em>Dexterity, Insight, Might,</em> and <em>Willpower</em>.</li>
<li><strong>Calculations:</strong> Calculate your starting Hit Points, Mind Points, Inventory Points, Defense, Magic Defense, and Initiative modifier.</li>
<li><strong>Equipment/Savings:</strong> Use a starting budget of 500 zenit to purchase equipment, then add any leftovers to a roll of 2d6 &times; 10 to determine initial savings.</li>
</ol>
<p>Describe your character and choose their name and pronouns!</p>
<p class="metadata">Philip Forlenza (Order #)</p>

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<h1>CREATE YOUR IDENTITY</h1>
<p>This is your first step, and to say it will influence each and every following choice would be an understatement. Your characters Identity is a short sentence that quickly summarizes how they currently see themselves.</p>
<p>When you create your Identity, keep an eye on the list of available Classes (see page 160) and make sure there is a combination of two or three Classes that fits your Identity. If you really cant find what you need, try adjusting your Identity and adapting it to fit one of the available combinations.</p>
<p>Here are a few examples of good identities:</p>
<ul>
<li>Royal Knight.</li>
<li>Queen of the Desert Thieves.</li>
<li>Battle Priestess of the Old Faith.</li>
<li>Warrior Princess of the Moon People.</li>
<li>Elderly Amnesiac Sorcerer.</li>
<li>Former Imperial Strategist.</li>
<li>Freedom-fighting Brawler.</li>
<li>Magitech Scientist.</li>
<li>Tormented Veteran.</li>
<li>One-eyed Samurai.</li>
</ul>
<p>Keep in mind that you can invoke your Identity to give yourself an edge when making Checks: pick something that will prove useful in play.</p>
<p>Over the course of your adventures, you will be able to change your Identity: a Captain of the Crimson Reapers might redeem herself and change her Identity to that of a Knight of the White Flame, for instance. This is a good thing: it means your character has grown into someone different!</p>
<h2>Example: Robert is creating his first character.</h2>
<p>Previously, he and the rest of her group worked on their game world: a land in early industrial development, where magic is tied to family bloodlines.</p>
<p>They are going to be heroes of the resistance, fighting against a technological empire that seeks to imprison anyone who can channel magic. Roberts character, Camilla, is going to be the (supposedly) last surviving member of Platea's royal dynasty.</p>
<p>Contrary to her older brothers and sisters, Camilla never developed any magical ability: however, she has been trained as a knight and diplomat.</p>
<p>Camilla's Identity is going to be “The Last Princess of Platea”.</p>
<p>While talking with the rest of her group, Robert points out that hes open to Camilla discovering her “latent magical powers” over the course of the game.</p>
<p class="signature">Philip Forlenza (Order #)</p>

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<h1>IDENTITY CREATION TABLES</h1>
<p>You may roll a d6 and d20 or choose entries from these tables to create your Identity.</p>
<h2>Core Concept (roll or choose; up to two)</h2>
<table>
<thead>
<tr>
<th>d6</th>
<th>d20</th>
<th>d6</th>
</tr>
</thead>
<tbody>
<tr>
<td>1. Knight</td>
<td>1. Bodyguard</td>
<td>1. Animated Puppet</td>
</tr>
<tr>
<td>2. Bounty Hunter</td>
<td>2. Bandit</td>
<td>2. Scavenger</td>
</tr>
<tr>
<td>3. Martial Artist</td>
<td>3. Factory Worker</td>
<td>3. Rebel Agent</td>
</tr>
<tr>
<td>4. Treasure Hunter</td>
<td>4. Student</td>
<td>4. Warrior Mage</td>
</tr>
<tr>
<td>5. Alien</td>
<td>5. Painter</td>
<td>5. Noble</td>
</tr>
<tr>
<td>6. Priest/ess</td>
<td>6. Magitech Engineer</td>
<td>6. Duelist</td>
</tr>
<tr>
<td>7. Professor</td>
<td>7. Archer</td>
<td>7. Monster Hunter</td>
</tr>
<tr>
<td>8. Samurai</td>
<td>8. Occultist</td>
<td>8. Medic</td>
</tr>
<tr>
<td>9. Bard</td>
<td>9. Paladin</td>
<td>9. Shapeshifter</td>
</tr>
<tr>
<td>10. Soldier</td>
<td>10. Monk</td>
<td>10. Pirate</td>
</tr>
<tr>
<td>11. Inventor</td>
<td>11. Gunslinger</td>
<td>11. Gambler</td>
</tr>
<tr>
<td>12. Smuggler</td>
<td>12. Black Knight</td>
<td>12. Rōnin</td>
</tr>
<tr>
<td>13. Automaton</td>
<td>13. Alchemist</td>
<td>13. Mercenary</td>
</tr>
<tr>
<td>14. Ninja</td>
<td>14. Airship Pilot</td>
<td>14. Cook</td>
</tr>
<tr>
<td>15. Diplomat</td>
<td>15. Spy</td>
<td>15. Commander</td>
</tr>
<tr>
<td>16. Thief</td>
<td>16. Templar</td>
<td>16. Sniper</td>
</tr>
<tr>
<td>17. King/Queen</td>
<td>17. Mechanic</td>
<td>17. Athlete</td>
</tr>
<tr>
<td>18. Mage</td>
<td>18. Dancer</td>
<td>18. Healer</td>
</tr>
<tr>
<td>19. Gladiator</td>
<td>19. Cannoneer</td>
<td>19. Demon Hunter</td>
</tr>
<tr>
<td>20. Prince/ss</td>
<td>20. Merchant</td>
<td>20. Abomination</td>
</tr>
</tbody>
</table>
<p style="margin-top: 3em;">Philip Forlenza (Order #)</p>

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<h2>Adjectives</h2>
<p>(roll or choose; up to two)</p>
<ul>
<li><strong>1.</strong> Charming</li>
<li><strong>2.</strong> Oathbreaker</li>
<li><strong>3.</strong> Chosen</li>
<li><strong>4.</strong> Former Imperial</li>
<li><strong>5.</strong> Troubled</li>
<li><strong>6.</strong> Brave</li>
<li><strong>7.</strong> Animal-loving</li>
<li><strong>8.</strong> Amnesiac</li>
<li><strong>9.</strong> Dashing</li>
<li><strong>10.</strong> Imperial</li>
<li><strong>11.</strong> Free-spirited</li>
<li><strong>12.</strong> Loyal</li>
<li><strong>13.</strong> Elderly</li>
<li><strong>14.</strong> Chivalrous</li>
<li><strong>15.</strong> Smiling</li>
<li><strong>16.</strong> No-nonsense</li>
<li><strong>17.</strong> Apprentice</li>
<li><strong>18.</strong> Influent</li>
<li><strong>19.</strong> Ill-tempered</li>
<li><strong>20.</strong> Tough</li>
</ul>
<h2>Detail</h2>
<p>(roll or choose; up to one)</p>
<ul>
<li><strong>Adjective Options:</strong></li>
<ol>
<li>Devout</li>
<li>Last</li>
<li>Distant</li>
<li>Proud</li>
<li>Wanted</li>
<li>Kind</li>
<li>Respectable</li>
<li>Tainted</li>
<li>Young</li>
<li>Eccentric</li>
<li>Well-connected</li>
<li>Naive</li>
<li>Spoiled</li>
<li>Gifted</li>
<li>Royal</li>
<li>Reckless</li>
<li>Furtive</li>
<li>Famous</li>
<li>Non-human*</li>
</ol>
</ul>
<h2>Origin</h2>
<p>(roll or choose; up to one)</p>
<ul>
<li><strong>Background Options:</strong></li>
<ol>
<li>from an Ancient Bloodline</li>
<li>on the Run</li>
<li>of the Old Faith</li>
<li>Seeking Justice</li>
<li>in Disgrace</li>
<li>from the High Academy</li>
<li>from the Moon</li>
<li>of the Seven Seas</li>
<li>from the Future</li>
<li>looking for Answers</li>
<li>without a Homeland</li>
<li>of the Royal Army</li>
<li>from Another Dimension</li>
<li>of the Desert Clans</li>
<li>of the Storm Knights</li>
<li>with a Heart of Gold</li>
<li>from the Ancient Forest</li>
<li>from the Past</li>
<li>of the Sacred Flame</li>
</ol>
</ul>
<p class="note">* Select a species such as dwarf, elf, saurian, half-dragon, or anything that would make sense in your world.</p>
<p>Once a fearsome pirate, Lady Morgan is now the respected protector of Tidebreak Cove.</p>
<p>Philip Forlenza (Order #)</p>

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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 ideal or emotion driving their actions and choices. If you had to build an entire scene around your character, their Theme would be its dominant focus.</p>
<p>If this is your first character, it is strongly suggested that you pick your Theme from the list below. Otherwise, you can create something new and unique: discuss this choice with the rest of your group and make sure it creates interesting situations.</p>
<p>When you choose a Theme, describe how it applies to your character — what is their Ambition? What Duty are they bound by? Who will be the target of their Vengeance?</p>
<h2>Suggested Themes</h2>
<ul>
<li><strong>Ambition</strong>: You strive to prove your worth to yourself and/or others.</li>
<li><strong>Anger</strong>: You are a ticking bomb, always on the brink of rage.</li>
<li><strong>Belonging</strong>: You are afraid of being alone, forgotten or abandoned.</li>
<li><strong>Doubt</strong>: You need to find the answer to a burning question.</li>
<li><strong>Duty</strong>: You live to fulfill a promise you made or obey an order you received.</li>
<li><strong>Guilt</strong>: You wish to atone for your past mistakes.</li>
<li><strong>Hope</strong>: You seek a better world for yourself and/or others.</li>
<li><strong>Justice</strong>: You always side with the weak and defenseless.</li>
<li><strong>Mercy</strong>: You wish to help others, regardless of their past misdeeds.</li>
<li><strong>Vengeance</strong>: You seek to bring retribution upon someone or something.</li>
</ul>
<p>Just like with your Identity, pick something that will prove useful in play, and remember that you will be able to change your Theme over the course of the game.</p>
<p>Vengeance could be a fitting Theme for Camilla, but Robert doesnt want her to be consumed by bitterness and a grudge. The young hero's true goal is to create a land where her people can live in accordance with their customs and traditions, which the Empire has outlawed: therefore, Camilla's Theme will be Hope.</p>
<p>Philip Forlenza (Order #)</p>

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<h1>MAGIC AND TECHNOLOGY</h1>
<p>In every Fabula Ultima world, science and magic represent two different ways of studying and manipulating reality: one concerns itself with the tangible nature of matter, the other with the souls that dwell within it — two sides of the same coin.</p>
<p>Miraculous machinery might be hidden beneath the ruins of an ancient civilization, and even the most powerful wizards will often make use of vehicles and airships.</p>
<p>Many of these worlds also feature an unusual discipline that combines magic and technology into magitech: metal soldiers animated by the souls of the fallen, bombs that can unleash elemental mayhem, and flying machines fueled by wind spirits are only a few examples of what can be created by this hybrid craft.</p>
<h2>HEROES OF MANY SIZES AND SHAPES</h2>
<p>Fabula Ultimas protagonists are full-fledged heroes, extraordinary individuals that possess unique abilities and whose actions will shape the fate of the world. While some may not be noble paladins or virtuous paragons of justice, even the thieves and dark knights among them have a fundamentally good nature and can be trusted to do the right thing when the situation gets desperate.</p>
<p>In line with the video game genre Fabula Ultima draws inspiration from, our heroes do not follow any rule of realism: be they children with incredible magical powers or elderly warriors able to single-handedly challenge an entire army, all that matters is their strength of spirit.</p>
<h2>IT'S ALL ABOUT THE HEROES</h2>
<p>Any relevant event in a game of Fabula Ultima is tied to the heroes, either directly or indirectly. Dramatic plot twists shall happen when the protagonists are present on the scene, and the great powers (and evils) of the world shall pay them special attention.</p>
<p>Following the same logic, the heroes determination will allow them to achieve the impossible, such as defeating an empire or sealing away a powerful deity.</p>
<h2>MYSTERY, DISCOVERY, AND GROWTH</h2>
<p>This game is built upon discovery: of ancient mysteries and forgotten powers, yes, but most of all, of the heroes themselves, of their feelings, and of what they are willing to do in order to fight against darkness. Fabula Ultimas protagonists are complex and sometimes tragic figures, and their journey will change them forever.</p>
<p>Philip Forlenza (Order #)</p>

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<h1>CHOOSE OR CREATE YOUR ORIGIN</h1>
<p>All heroes come from somewhere: this is their Origin. It might be a humble village, a great city, or even something more fantastical such as a palace in the depths of the ocean, the Moons surface, or an entirely different solar system.</p>
<p>You may pick a location that is already present on the map sheet or create a new one. Just like your Identity and Theme, your Origin may be invoked to reroll one or both dice during a Check. However, you will normally be unable to change your Origin in play — unless you suddenly discover you come from an entirely different place and your memories are fake, which is a fantasy trope as well.</p>
<p>Robert came up with the concept for Platea while creating Camilla; because of this, Platea must be added to the map sheet. Robert chooses an area in the South and describes Platea as a once-peaceful and bright citadel atop a cliff overseeing a vast lake. Right now, the city has been seized by the Empire.</p>
<p>In Fabula Ultima, your character's species and heritage has no mechanical impact unless you want it to — perhaps their Identity is that of a Fallen Elven Prince, or some of their Class Skills can be explained as a consequence of their unique anatomy or bloodline.</p>
<h2>FANTASY SPECIES</h2>
<div class="species-listing">
<h3>Philip Forlenza</h3>
<p>Order #</p>
</div>

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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 distribute among any of the fifteen available Classes. Your character must have at least two Classes when they begin play, and no more than three.</p>
<p>Entries describing each Class can be found starting on page 176, but the table below offers a quick summary of their individual focus.</p>
<h2>Classes</h2>
<ul>
<li><strong>Arcanist</strong> Summon magical avatars of ancient, godlike entities.</li>
<li><strong>Chimerist</strong> Learn spells from creatures and speak with beasts.</li>
<li><strong>Darkblade</strong> Unleash dark attacks and draw power from Bonds.</li>
<li><strong>Elementalist</strong> Wield the destructive power of the elements.</li>
<li><strong>Entropist</strong> Channel the dark energy of the Cosmos.</li>
<li><strong>Fury</strong> Provoke enemies and hit harder when damaged.</li>
<li><span class="class-note">w</span> Allows you to equip martial melee weapons and armors.</li>
<li><strong>Guardian</strong> Protect your allies and fight clad in heavy armor.</li>
<li><span class="class-note">w</span> Allows you to equip martial armor and shields.</li>
<li><strong>Loremaster</strong> Be a master of knowledge and support your allies.</li>
<li><strong>Orator</strong> Use your words to gain allies and influence conflicts.</li>
<li><strong>Rogue</strong> Seize opportunities and steal unique items from enemies.</li>
<li><strong>Sharpshooter</strong> Excel at ranged combat and negate ranged attacks.</li>
<li><span class="class-note">w</span> Allows you to equip martial ranged weapons and shields.</li>
<li><strong>Spiritist</strong> Support your allies with magic and cast light spells.</li>
<li><strong>Tinkerer</strong> Craft inventions and use Inventory Points in new ways.</li>
<li><strong>Wayfarer</strong> Be a master explorer and join forces with a loyal companion.</li>
<li><strong>Weaponmaster</strong> Excel at melee combat and counter melee attacks.</li>
<li><span class="class-note">w</span> Allows you to equip martial melee weapons and shields.</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h1>Class Composition and Benefits</h1>
<p>Every Class provides the following information:</p>
<ul>
<li><strong>A short description of the Class</strong>, covering its general role and premise.</li>
<li><strong>A list of questions</strong> that will help you define the goals, past experiences, and behavior of your character. You dont have to answer all of them straight away — in fact, it's much better to let these elements emerge during play, through your characters actions and choices. You also can decide to ignore some of these questions if your character concept isn't strongly tied to that particular Class.</li>
<li><strong>A list of free benefits</strong> that your character will gain simply by acquiring the Class, such as the ability to equip martial equipment or a slight increase to Hit Points, Mind Points or Inventory Points. If two or more of your Classes give you the same free benefits, they will stack!</li>
<li><strong>A set of five Class Skills</strong> that are unique to the Class in question. Whenever you invest a level in a Class, you acquire one of its Skills; any Skills marked with <span style="font-family:monospace;">(çç)</span> can be acquired multiple times, usually making them stronger or more flexible. The number following the <span style="font-family:monospace;">(çç)</span> symbol tells you the maximum number of times that Skill can be acquired — for instance, a <span style="font-family:monospace;">(çç5)</span> Skill can be taken up to five times.</li>
</ul>
<p><strong>Key Definitions:</strong></p>
<ul>
<li>When the text of a Skill mentions <strong>&lt;span class="monospace"&gt;【SL】&lt;/span&gt;</strong>, that is the Skill Level, which is to say how many times you have acquired that Skill.</li>
</ul>
<p>When choosing Classes, keep in mind these simply represent your current abilities — they will not impact your character's role in the narrative unless you want them to, and you may steer your character in entirely different directions later on.</p>
<p>For instance, a knight might have invested levels in Elementalist to learn a few combat spells, without necessarily being a student of elemental magic.</p>
<p>If you are short on time or ideas, feel free to take a look at the <em>Classic Characters</em> starting on page 172: these level 5 archetypes will prove solid in play.</p>
<p>Robert is intrigued by the Loremaster and Orator Classes but also realizes Camilla trained with some of the best fighters in the land, which means Weaponmaster would be another fitting choice.</p>
<p>In the end, he decides to invest two levels in <strong>Orator</strong> (acquiring Encourage and Unexpected Ally), then three levels in <strong>Weaponmaster</strong> (acquiring Bone Crusher twice and then the powerful Counterattack).</p>
<hr>
<p>Philip Forlenza (Order #)</p>

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<h1>Attribute Dice Mechanics</h1>
<p>Each of a Player Characters main Attributes (Dexterity, Insight, Might, and Willpower) is represented by a die size, from a minimum of d6 to a maximum of d12.</p>
<p>Bigger die sizes indicate a more trained Attribute or a stronger natural talent.</p>
<h2>Attributes Defined</h2>
<ul>
<li><strong>Dexterity</strong> measures precision, coordination, finesse and reflexes.</li>
<li><strong>Insight</strong> represents observation, understanding and reasoning.</li>
<li><strong>Might</strong> is a measure of strength, resilience and physical fortitude.</li>
<li><strong>Willpower</strong> represents determination, charisma and the ability to influence others.</li>
</ul>
<h2>Character Profile Selection</h2>
<p>Choose one of the following profiles for your hero, then distribute the corresponding die sizes among their four Attributes (on your character sheet, these should be written in the “base size” column).</p>
<ul>
<li><strong>Jack of All Trades:</strong> d8, d8, d8, d8</li>
<li><strong>Average:</strong> d10, d8, d8, d6</li>
<li><strong>Specialized:</strong> d10, d10, d6, d6</li>
</ul>
<p><strong>Example Application:</strong></p>
<p>Camilla is very insightful (Insight d10), fairly agile and determined (Dexterity d8 and Willpower d8), but not particularly imposing (Might d6).</p>
<p><em>When allocating Attribute dice, you should take into account your choices of Classes and Skills!</em></p>
<h2>Recent Enrollment</h2>
<h3>Philip Forlenza</h3>
<p>(Order #)</p>

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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 calculated as follows:</p>
<ul>
<li>Your maximum Hit Points are equal to your total character level + five times your characters base Might die size.</li>
<li>Your Crisis score is equal to half your maximum Hit Points, rounded down.</li>
</ul>
<p>Your maximum Mind Points are equal to your total character level + five times your characters base Willpower die size.</p>
<p>Your character begins the game with full Hit Points and Mind Points.</p>
<p>These values may be further modified by your characters choices of Class, Skills and equipment.</p>
<p>Note that while some game elements might temporarily alter the die size of your Attributes, this will never increase or decrease your Hit Points and Mind Points.</p>
<h3>Example Calculation</h3>
<p>Camilla has 40 maximum Hit Points (level 5 + five times her Might of 6 + an additional 5 Hit Points granted by the Weaponmaster Class) and 50 maximum Mind Points (level 5 + five times her Willpower of 8 + an additional 5 Mind Points granted by the Orator Class).</p>
<p>Camilla's Crisis score is 20.</p>
<h2>CALCULATE YOUR INVENTORY POINTS</h2>
<p>Your maximum Inventory Points are calculated as follows:</p>
<ul>
<li>Your maximum Inventory Points are equal to 6.</li>
</ul>
<p>Your character begins the game with full Inventory Points.</p>
<p>Note that this number may be further modified by your characters choices of Class, Skills and equipment.</p>
<p>Since neither Orator nor Weaponmaster increase maximum Inventory Points, Camilla has 6 maximum Inventory Points.</p>
<div class="metadata">
<p>Philip Forlenza (Order #)</p>
</div>

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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>
<ul>
<li>Your Defense is equal to your current Dexterity die size.</li>
<li>Your Magic Defense is equal to your current Insight die size.</li>
<li>Your Initiative modifier is equal to 0.</li>
</ul>
<p>Your defenses will be further influenced by the armor and shields you are wearing; your Initiative modifier will also be influenced by your choice of armor.</p>
<p>Note that some game elements might temporarily alter your Attribute die sizes, which will affect your Defense and Magic Defense (since these are based on the current Attribute die size, not your base Attribute die size).</p>
<p>Camilla has a Defense score of 8, a Magic Defense score of 10 and no Initiative modifier. Later on, her equipment choices will modify these numbers.</p>
<h2>PURCHASE STARTING EQUIPMENT</h2>
<p>You get a total budget of 500 zenit to purchase equipment with. By default, you can only purchase basic weapons and basic armor and shields; these items are listed on the next four pages for easy reference. If you want to purchase rare items (page 266) or transports (page 125), discuss it with the rest of your group.</p>
<p>To purchase a martial (E) item, you must first be able to equip it — a benefit granted by specific Classes:</p>
<ul>
<li><strong>Darkblade</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Fury</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Guardian</strong> allows you to equip martial armor and martial shields.</li>
<li><strong>Sharpshooter</strong> allows you to equip martial ranged weapons and martial shields.</li>
<li><strong>Weaponmaster</strong> allows you to equip martial melee weapons and martial shields.</li>
</ul>
<p>Write any items you purchase on your sheet and take note of their effects; remember that ranged weapons do not require you to track ammunition.</p>

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<h1>33PRESS START</h1>
<p>W</p>
<h2>CHAPTER</h2>
<h3>The Weaponmaster Class</h3>
<p>The Weaponmaster Class allows Camilla to equip martial melee weapons and shields.</p>
<p>Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very good!) and another 100 zenit on a travel garb.</p>
<p>Robert writes all these items on Camilla's sheet, noting how her armor and shield increase Defense and Magic Defense by three points (Defense 11 and Magic Defense 13) but also give her an Initiative modifier of -1.</p>
<p>Needless to say, you are free to alter the name of any item that doesn't fit your character's concept — for instance, your bronze sword might become a scimitar or your silk vest might become a kimono.</p>
<p>If none of the basic weapon options fit your character concept and your group is okay with it, you may use the rules for creating rare weapons found on page 268. However, remember that by default, starting weapons don't have any Quality and always deal physical damage. You may ignore one or both limitations as long as the rest of your group agrees on it (and you have enough zenit to afford the improvements).</p>
<h2>ROLL FOR INITIAL SAVINGS</h2>
<p>Your character begins play with an amount of zenit equal to 2d6 × 10 (for instance, rolling an 8 on the dice means you begin with 80 zenit).</p>
<p>Any left-over zenit from the previous step is added to these initial savings!</p>
<p>Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left from the previous step — for a total of 120 zenit in initial savings.</p>
<h2>GAIN YOUR STARTING FABULA POINTS</h2>
<p>Each Player Character enters play with 3 Fabula Points.</p>
<p><strong>Philip Forlenza</strong> (Order #)</p>

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<h2>WEAPON COST ACCURACY DAMAGE</h2>
<section>
<h3>Arcane Category</h3>
<ul>
<li><strong>Staff</strong> 100 z 【WLP + WLP】 【HR + 6】 physical <p>Two-handed w Melee w No Quality.</p></li>
<li><strong>Tome</strong> 100 z 【INS + INS】 【HR + 6】 physical <p>Two-handed w Melee w No Quality.</p></li>
</ul>
</section>
<section>
<h3>Bow Category</h3>
<ul>
<li><strong>Crossbow</strong> 150 z 【DEX + INS】 【HR + 8】 physical <p>Two-handed w Ranged w No Quality.</p></li>
<li><strong>Shortbow</strong> 200 z 【DEX + DEX】 【HR + 8】 physical <p>Two-handed w Ranged w No Quality.</p></li>
</ul>
</section>
<section>
<h3>Brawling Category</h3>
<ul>
<li><strong>Unarmed Strike</strong> - 【DEX + MIG】 【HR + 0】 physical <p>One-handed w Melee w Automatically equipped in each empty hand slot.</p></li>
<li><strong>Improvised (Melee)</strong> - 【DEX + MIG】 【HR + 2】 physical <p>One-handed w Melee w Breaks after the attack.</p></li>
<li><strong>Iron Knuckle</strong> 150 z 【DEX + MIG】 【HR + 6】 physical <p>One-handed w Melee w No Quality.</p></li>
</ul>
</section>
<section>
<h3>Dagger Category</h3>
<ul>
<li><strong>Steel Dagger</strong> 150 z 【DEX + INS】 +1 【HR + 4】 physical <p>One-handed w Melee w No Quality.</p></li>
</ul>
</section>
<section>
<h3>Firearm Category</h3>
<ul>
<li><strong>Pistol E</strong> 250 z 【DEX + INS】 【HR + 8】 physical <p>One-handed w Ranged w No Quality.</p></li>
</ul>
</section>
<section>
<h3>Flail Category</h3>
<ul>
<li><strong>Chain Whip</strong> 150 z 【DEX + DEX】 【HR + 8】 physical <p>Two-handed w Melee w No Quality.</p></li>
</ul>
</section>
<h2>BASIC WEAPONS</h2>
<p>Philip Forlenza (Order #)</p>

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<h1>33 PRESS START</h1>
<h2>Equipment List</h2>
<h3>Heavy Category</h3>
<ul>
<li><strong>Iron Hammer</strong>: 200 z 【MIG + MIG】 【HR + 6】 physical <p>One-handed w Melee w No Quality.</p></li>
<li><strong>Broadaxe E</strong>: 250 z 【MIG + MIG】 【HR + 10】 physical <p>One-handed w Melee w No Quality.</p></li>
<li><strong>Waraxe E</strong>: 250 z 【MIG + MIG】 【HR + 14】 physical <p>Two-handed w Melee w No Quality.</p></li>
</ul>
<h3>Spear Category</h3>
<ul>
<li><strong>Light Spear E</strong>: 200 z 【DEX + MIG】 【HR + 8】 physical <p>One-handed w Melee w No Quality.</p></li>
<li><strong>Heavy Spear E</strong>: 200 z 【DEX + MIG】 【HR + 12】 physical <p>Two-handed w Melee w No Quality.</p></li>
</ul>
<h3>Sword Category</h3>
<ul>
<li><strong>Bronze Sword E</strong>: 200 z 【DEX + MIG】 +1 【HR + 6】 physical <p>One-handed w Melee w No Quality.</p></li>
<li><strong>Greatsword E</strong>: 200 z 【DEX + MIG】 +1 【HR + 10】 physical <p>Two-handed w Melee w No Quality.</p></li>
<li><strong>Katana E</strong>: 200 z 【DEX + INS】 +1 【HR + 10】 physical <p>Two-handed w Melee w No Quality.</p></li>
<li><strong>Rapier E</strong>: 200 z 【DEX + INS】 +1 【HR + 6】 physical <p>One-handed w Melee w No Quality.</p></li>
</ul>
<h3>Thrown Category</h3>
<ul>
<li><strong>Improvised (Ranged)</strong>: 【DEX + MIG】 【HR + 2】 physical <p>One-handed w Ranged w Breaks after the attack.</p></li>
<li><strong>Shuriken</strong>: 150 z 【DEX + INS】 【HR + 4】 physical <p>One-handed w Ranged w No Quality.</p></li>
</ul>
<aside class="notes">
<p><strong>Note:</strong> A starting character gets 500 zenit to purchase equipment with.</p>
<p>Philip Forlenza (Order #)</p>
</aside>

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<h1>BASIC ARMORS</h1>
<p><strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong> <strong>M. DEFENSE</strong> <strong>INITIATIVE</strong></p>
<p>No Armor - DEX die INS die -</p>
<p><em>No Quality.</em></p>
<h2>Basic Armors</h2>
<dl>
<dt>Silk Shirt</dt>
<dd><span class="armor-cost">100 z</span> <span>DEX die</span> <span>INS die +2</span> <span>-1</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Travel Garb</dt>
<dd><span class="armor-cost">100 z</span> <span>DEX die +1</span> <span>INS die +1</span> <span>-1</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Combat Tunic</dt>
<dd><span class="armor-cost">150 z</span> <span>DEX die +1</span> <span>INS die +1</span> <span>-</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Sage Robe</dt>
<dd><span class="armor-cost">200 z</span> <span>DEX die +1</span> <span>INS die +2</span> <span>-2</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Brigandine E</dt>
<dd><span class="armor-cost">150 z</span> <span>10</span> <span>INS die</span> <span>-2</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Bronze Plate E</dt>
<dd><span class="armor-cost">200 z</span> <span>11</span> <span>INS die</span> <span>-3</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Runic Plate E</dt>
<dd><span class="armor-cost">250 z</span> <span>11</span> <span>INS die +1</span> <span>-3</span></dd>
<dd><em>No Quality.</em></dd>
<dt>Steel Plate E</dt>
<dd><span class="armor-cost">300 z</span> <span>12</span> <span>INS die</span> <span>-4</span></dd>
<dd><em>No Quality.</em></dd>
</dl>
<h2>Basic Armor and Shields</h2>
<p>Philip Forlenza (Order #)</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, sprawling ruins brimming with magical golems and powerful artifacts. A High Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima story.</p>
<h2>HIGH FANTASY THEMES AND PROTAGONISTS</h2>
<p>High fantasy stories often revolve around themes such as hope, friendship, and fighting together against supernatural and world-ending threats.</p>
<p>Their protagonists often come from many different backgrounds:</p>
<ul>
<li>The princess who lost her kingdom to the antagonist's army.</li>
<li>The veteran soldier who pledged to protect the people with her life.</li>
<li>The young, inexperienced hero from a remote village.</li>
<li>The dashing sky pirate with a heart of gold.</li>
<li>The old wizard mentor who spent his life searching for a legendary spell.</li>
<li>The dark knight seeking redemption for his crimes.</li>
</ul>
<p>Together they must overcome their differences and disagreements, forging strong bonds that will allow them to save the world from a terrible fate.</p>
<h2>YOUR WORLD COULD BE...</h2>

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<h1>BASIC SHIELDS</h1>
<table>
<thead>
<tr>
<th>SHIELD</th>
<th>COST</th>
<th>DEFENSE M. DEFENSE INITIATIVE</th>
</tr>
</thead>
<tbody>
<tr>
<td>Bronze Shield</td>
<td>100 z</td>
<td>+2 / -</td>
<td>-</td>
</tr>
<tr>
<td>Runic Shield</td>
<td>150 z</td>
<td>+2 / +2</td>
<td>-</td>
</tr>
</tbody>
</table>
<p><em>Remember: A starting character gets 500 zenit to purchase equipment with.</em></p>
<p>The weapons, armors, and shields you choose during character creation will accompany you for quite a few levels, so make sure they work well with the way you built your character.</p>
<h2>Useful Tips</h2>
<ul>
<li>Choose a main weapon that complements your choice of Attributes. Ideally, you want to be able to roll at least 1d10 + 1d8 for Accuracy. More accurate weapons, such as swords and daggers, can compensate for low Attributes.</li>
<li>Even if your character tends to rely on spells, purchase a weapon for them to use when low on Mind Points — a dagger, a staff, or a tome.</li>
<li>While lighter armors increase your Defense score (which would otherwise be equal to your Dexterity size), martial (E) armors replace that score with a fixed value. This can make quite the difference: even if you have a low Dexterity or suffer a status effect, your Defense score will not be affected.</li>
</ul>
<p>The bonus to Defenses granted by shields still applies, of course: a character with d8 Dexterity wearing a brigandine and wielding a bronze shield will have a Defense score of 12, for instance.</p>
<h2>SHOPPING ADVICE</h2>
<p>Philip Forlenza (Order #)</p>

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<h1>NAME AND FINISHING TOUCHES</h1>
<p>Give your character a name, note their pronoun(s), and briefly describe what they look like to the rest of the group!</p>
<p>It may seem counterintuitive for this step to be the last one, but theres a good reason: its easier to choose a name once you have a good grasp of your character's appearance and abilities.</p>
<p>On the next page, you can find a chart with a variety of names that work particularly well for a Fabula Ultima game; however, if your world is inspired by specific folklore or mythology, you should research fitting naming conventions and come up with something more appropriate!</p>
<p>Now that Camilla is ready, Robert describes her to the rest of the group: she has greyish brown hair and deep blue eyes, and her demeanor showcases her strong will — it's almost impossible to be around her and not feel inspired!</p>
<p>Her clothes are light and comfortable, perfect for traveling, and she fights with an elegant rapier and a small elbow shield inscribed with a circle of defensive runes.</p>
<p>Philip Forlenza (Order #)</p>

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<h2>Character Names</h2>
<ul>
<li>Abel</li>
<li>Adalbert</li>
<li>Agnes</li>
<li>Aiko</li>
<li>Alberic</li>
<li>Albin</li>
<li>Almond</li>
<li>Andreas</li>
<li>Angela</li>
<li>Ashe</li>
<li>Astor</li>
<li>Aya</li>
<li>Azel</li>
<li>Azura</li>
<li>Baern</li>
<li>Belka</li>
<li>Berenice</li>
<li>Biel</li>
<li>Blair</li>
<li>Blanche</li>
<li>Bow</li>
<li>Bram</li>
<li>Brandon</li>
<li>Bryde</li>
<li>Cale</li>
<li>Camilla</li>
<li>Cassandra</li>
<li>Celeste</li>
<li>Cetra</li>
<li>Cinder</li>
<li>Clarimonde</li>
<li>Clarissa</li>
<li>Clemence</li>
<li>Conner</li>
<li>Croma</li>
<li>Cross</li>
<li>Crow</li>
<li>Cynthia</li>
<li>Daige</li>
<li>Dale</li>
<li>Daphne</li>
<li>Denys</li>
<li>Divel</li>
<li>Edel</li>
<li>Edgar</li>
<li>Edna</li>
<li>Eko</li>
<li>Eleanor</li>
<li>Elise</li>
<li>Emet</li>
<li>Eric</li>
<li>Etrian</li>
<li>Fabian</li>
<li>Fedra</li>
<li>Felicia</li>
<li>Fenis</li>
<li>Finn</li>
<li>Fionne</li>
<li>Forrest</li>
<li>Fraan</li>
<li>Francisca</li>
<li>Frederick</li>
<li>Galatea</li>
<li>Garlan</li>
<li>Garm</li>
<li>Gilpher</li>
<li>Gizal</li>
<li>Glenn</li>
<li>Gray</li>
<li>Gregor</li>
<li>Grimm</li>
<li>Gyle</li>
<li>Halia</li>
<li>Hanna</li>
<li>Hanzel</li>
<li>Harper</li>
<li>Hera</li>
<li>Hope</li>
<li>Ilyen</li>
<li>Inja</li>
<li>Isabella</li>
<li>Izanne</li>
<li>Jabari</li>
<li>Jeanne</li>
<li>Joel</li>
<li>Jun</li>
<li>Kallan</li>
<li>Kaspar</li>
<li>Lara</li>
<li>Langa</li>
<li>Lansel</li>
<li>Laurence</li>
<li>Lazom</li>
<li>Leanna</li>
<li>Leda</li>
<li>Liam</li>
<li>Locke</li>
<li>Logan</li>
<li>Loren</li>
<li>Lucian</li>
<li>Lulu</li>
<li>Lumi</li>
<li>Maha</li>
<li>Mako</li>
<li>Markus</li>
<li>Maribel</li>
<li>Minerva</li>
<li>Miranda</li>
<li>Momo</li>
<li>Monica</li>
<li>Montblanc</li>
<li>Morgan</li>
<li>Nadia</li>
<li>Neela</li>
<li>Neto</li>
<li>Nibel</li>
<li>Nico</li>
<li>Noah</li>
<li>Noor</li>
<li>Nyles</li>
<li>Ode</li>
<li>Olivia</li>
<li>Oona</li>
<li>Orion</li>
<li>Orne</li>
<li>Osira</li>
<li>Owen</li>
<li>Pharia</li>
<li>Prim</li>
<li>Pyre</li>
<li>Remora</li>
<li>Ricard</li>
<li>Riza</li>
<li>Robin</li>
<li>Rolan</li>
<li>Rosa</li>
<li>Royce</li>
<li>Runo</li>
<li>Sabine</li>
<li>Sabra</li>
<li>Sarah</li>
<li>Selene</li>
<li>Silas</li>
<li>Silida</li>
<li>Solomon</li>
<li>Sonya</li>
<li>Talon</li>
<li>Tamara</li>
<li>Tharja</li>
<li>Therese</li>
<li>Thomas</li>
<li>Tika</li>
<li>Toris</li>
<li>Tristan</li>
<li>Uma</li>
<li>Undine</li>
<li>Usher</li>
<li>Valea</li>
<li>Veronica</li>
<li>Vikes</li>
<li>Vincent</li>
<li>Vosca</li>
<li>Winter</li>
<li>Xenia</li>
<li>Yado</li>
<li>Yin</li>
<li>Ylua</li>
<li>Yuri</li>
<li>Zen</li>
<li>Zima</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<div class="character-sheet">
<h2>CLASSIC CHARACTERS</h2>
<!-- ALCHEMIST Profile -->
<section class="character-profile">
<h3>ALCHEMIST</h3>
<p><strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8</p>
<h4>Tinkerer (3 levels):</h4>
<ul>
<li>Gadgets (Alchemy: Basic)</li>
<li>Potion Rain</li>
<li>Secret Formula</li>
</ul>
<h4>Wayfarer (2 levels):</h4>
<ul>
<li>Resourceful</li>
<li>Tavern Talk</li>
</ul>
<p><strong>Equipment & Cost:</strong> Steel dagger, crossbow, travel garb, 170 zenit.</p>
</section>
<!-- BLACK KNIGHT Profile -->
<section class="character-profile">
<h3>BLACK KNIGHT</h3>
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<h4>Darkblade (2 levels):</h4>
<ul>
<li>Shadow Strike (SL 2)</li>
</ul>
<h4>Entropist (1 level):</h4>
<ul>
<li>Entropic Magic (Drain Vigor)</li>
</ul>
<h4>Weaponmaster (2 levels):</h4>
<ul>
<li>Bladestorm, Melee Weapon Mastery</li>
</ul>
<p><strong>Equipment & Cost:</strong> Greatsword, runic plate, 120 zenit.</p>
</section>
<!-- GAMBLER Profile -->
<section class="character-profile">
<h3>GAMBLER</h3>
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8</p>
<h4>Entropist (2 levels):</h4>
<ul>
<li>Entropic Magic (Gamble), Lucky Seven</li>
</ul>
<h4>Rogue (2 levels):</h4>
<ul>
<li>Dodge, High Speed</li>
</ul>
<h4>Weaponmaster (1 level):</h4>
<ul>
<li>Melee Weapon Mastery</li>
</ul>
<p><strong>Equipment & Cost:</strong> Rapier, shuriken (reskinned as throwing cards!), silk shirt, 120 zenit.</p>
</section>
<!-- GUNSLINGER Profile -->
<section class="character-profile">
<h3>GUNSLINGER</h3>
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d8, Willpower d6</p>
<h4>Sharpshooter (3 levels):</h4>
<ul>
<li>Barrage, Crossfire, Ranged Weapon Mastery</li>
</ul>
<h4>Tinkerer (2 levels):</h4>
<ul>
<li>Inventions (SL 2: Infusions: Basic and Advanced)</li>
</ul>
<p><strong>Equipment & Cost:</strong> Pistol, travel garb, runic shield, 70 zenit.</p>
</section>
<!-- HEALER Profile -->
<section class="character-profile">
<h3>HEALER</h3>
<p><strong>Stats:</strong> Dexterity d6, Insight d8, Might d8, Willpower d10</p>
<h4>Orator (2 levels):</h4>
<ul>
<li>Encourage, My Trust in You</li>
</ul>
<h4>Spiritist (3 levels):</h4>
<ul>
<li>Spiritual Magic (SL 3: Cleanse, Heal, Lux)</li>
</ul>
<p><strong>Equipment & Cost:</strong> Staff, sage robe, 270 zenit.</p>
</section>
<!-- Signature/Footer -->
<footer>
<p class="signature">Philip Forlenza (Order #)</p>
</footer>
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<section class="character-profile">
<h1>MAGITECHNICIAN</h1>
<p><strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8</p>
<h3>Skills/Abilities</h3>
<ul>
<li><strong>Loremaster (2 levels):</strong> Quick Assessment (SL 2)</li>
<li><strong>Tinkerer (3 levels):</strong> Gadgets (SL 3: Magitech: Basic, Advanced, and Superior; magisphere spells: Elemental Shroud, Flare, Heal)</li>
</ul>
<p><strong>Starting Equipment:</strong> Steel dagger, sage robe, bronze shield, 120 zenit.</p>
</section>
<hr>
<section class="character-profile">
<h1>MONSTER MAGE</h1>
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<h3>Skills/Abilities</h3>
<ul>
<li><strong>Chimerist (3 levels):</strong> Feral Speech, Spell Mimic (SL 2)</li>
<li><strong>Wayfarer (1 level):</strong> Faithful Companion</li>
<li><strong>Weaponmaster (1 level):</strong> Breach</li>
</ul>
<p><strong>Starting Equipment:</strong> Broadaxe, travel garb, runic shield, 70 zenit.</p>
</section>
<hr>
<section class="character-profile">
<h1>NINJA</h1>
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8</p>
<h3>Skills/Abilities</h3>
<ul>
<li><strong>Rogue (3 levels):</strong> Cheap Shot, Dodge (SL 2)</li>
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (T orpor)</li>
<li><strong>Weaponmaster (1 level):</strong> Counterattack</li>
</ul>
<p><strong>Starting Equipment:</strong> Steel dagger, shuriken, combat tunic, 120 zenit.</p>
</section>
<hr>
<section class="character-profile">
<h1>PIRATE</h1>
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<h3>Skills/Abilities</h3>
<ul>
<li><strong>Elementalist (1 level):</strong> Elemental Magic (Thunderbolt)</li>
<li><strong>Fury (2 levels):</strong> Adrenaline, Provoke</li>
<li><strong>Weaponmaster (2 levels):</strong> Breach (SL 2)</li>
</ul>
<p><strong>Starting Equipment:</strong> Broadaxe, silk shirt, runic shield, 70 zenit.</p>
</section>
<hr>
<section class="character-profile">
<h1>PUGILIST</h1>
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<h3>Skills/Abilities</h3>
<ul>
<li><strong>Fury (3 levels):</strong> Frenzy, Withstand (SL 2)</li>
<li><strong>Weaponmaster (2 levels):</strong> Bone Crusher, Counterattack</li>
</ul>
<p><strong>Starting Equipment:</strong> Iron knuckle (x2), combat tunic, 120 zenit.</p>
</section>
<footer>
<p class="metadata">Philip Forlenza (Order #)</p>
</footer>

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<h2>WANDER RANGER</h2>
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d8, Willpower d6</p>
<ul>
<li><strong>Sharpshooter (3 levels):</strong> Ranged Weapon Mastery, Warning Shot (SL 2)</li>
<li><strong>Wayfarer (2 levels):</strong> Resourceful, Well-traveled</li>
</ul>
<p><strong>Equipment:</strong> Steel dagger, shortbow, silk shirt, 120 zenit.</p>
<h2>RED SORCERER</h2>
<p><strong>Stats:</strong> Dexterity d8, Insight d10, Might d8, Willpower d6</p>
<ul>
<li><strong>Elementalist (3 levels):</strong> Elemental Magic (Iceberg), Spellblade (SL 2)</li>
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Heal)</li>
<li><strong>Weaponmaster (1 level):</strong> Melee Weapon Mastery</li>
</ul>
<p><strong>Equipment:</strong> Rapier, combat tunic, runic shield, 70 zenit.</p>
<h2>SAGE</h2>
<p><strong>Stats:</strong> Dexterity d6, Insight d10, Might d6, Willpower d10</p>
<ul>
<li><strong>Elementalist (3 levels):</strong> Elemental Magic (SL 3: Fulgur, Glacies, Ignis)</li>
<li><strong>Loremaster (2 levels):</strong> Flash of Insight, Focused</li>
</ul>
<p><strong>Equipment:</strong> Tome, sage robe, 270 zenit.</p>
<h2>SAMURAI</h2>
<p><strong>Stats:</strong> Dexterity d8, Insight d8, Might d8, Willpower d8</p>
<ul>
<li><strong>Guardian (2 levels):</strong> Defensive Mastery (SL 2)</li>
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Soul Weapon)</li>
<li><strong>Weaponmaster (2 levels):</strong> Counterattack, Melee Weapon Mastery</li>
</ul>
<p><strong>Equipment:</strong> Katana, runic plate, 70 zenit.</p>
<h2>SOLDIER</h2>
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<ul>
<li><strong>Guardian (2 levels):</strong> Bodyguard, Protect</li>
<li><strong>Weaponmaster (3 levels):</strong> Bone Crusher (SL 2), Breach</li>
</ul>
<p><strong>Equipment:</strong> Bronze sword, brigandine, runic shield, 70 zenit.</p>
<footer>
Philip Forlenza (Order #)
</footer>

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<p>33PRESS START</p>
<p>175</p>
</div>
<section class="character-profile">
<h2>SPELL FENCER</h2>
<p><strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8</p>
<ul>
<li><strong>Elementalist (2 levels):</strong> Elemental Magic (SL 2: Elemental Shroud, Elemental Weapon)</li>
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Aura)</li>
<li><strong>Weaponmaster (2 levels):</strong> Bladestorm, Counterattack</li>
</ul>
<p><strong>Equipment:</strong> Rapier, silk shirt, runic shield, 120 zenit.</p>
</section>
<section class="character-profile">
<h2>SUMMONER</h2>
<p><strong>Attributes:</strong> Dexterity d8, Insight d8, Might d6, Willpower d10</p>
<ul>
<li><strong>Arcanist (3 levels):</strong> Arcane Regeneration (SL2), Bind and Summon (Grimoire or Tower)</li>
<li><strong>Spiritist (2 levels):</strong> Spiritual Magic (SL 2: Barrier, Mercy)</li>
</ul>
<p><strong>Equipment:</strong> Staff, sage robe, 270 zenit.</p>
</section>
<section class="character-profile">
<h2>THIEF</h2>
<p><strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8</p>
<ul>
<li><strong>Rogue (3 levels):</strong> High Speed, Soul Steal (SL 2)</li>
<li><strong>Weaponmaster (2 levels):</strong> Bone Crusher (SL 2)</li>
</ul>
<p><strong>Equipment:</strong> Steel dagger (x2), travel garb, 170 zenit.</p>
</section>
<section class="character-profile">
<h2>TROUBADOUR</h2>
<p><strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8</p>
<ul>
<li><strong>Orator (2 levels):</strong> Condemn, Unexpected Ally</li>
<li><strong>Spiritist (2 levels):</strong> Spiritual Magic (SL 2: Awaken, Enrage)</li>
<li><strong>Wayfarer (1 level):</strong> Well-traveled</li>
</ul>
<p><strong>Equipment:</strong> Steel dagger, silk shirt, bronze shield, 220 zenit.</p>
</section>
<section class="character-profile">
<h2>VALKYRIE</h2>
<p><strong>Attributes:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
<ul>
<li><strong>Elementalist (2 levels):</strong> Elemental Magic (SL 2: Soaring Strike, Vortex)</li>
<li><strong>Guardian (1 level):</strong> Fortress</li>
<li><strong>Weaponmaster (2 levels):</strong> Bladestorm, Melee Weapon Mastery</li>
</ul>
<p><strong>Equipment:</strong> Light spear, brigandine, runic shield, 70 zenit.</p>
</section>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>

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<h1>Arcanist</h1>
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>
<h2>Definition / Description</h2>
<p><em>Some fates are not easily avoided.</em></p>
<h3>Abilities & Concept</h3>
<p>Arcanists can fall into a deep trance and temporarily project a considerable portion of their soul outside the body, giving it physical form. Surrounded by this magical shroud, the Arcanist gains a variety of supernatural abilities; these summoned forms are said to be manifestations of the ancestral souls belonging to mythical entities of legend, known as the Arcana.</p>
<p>In some worlds, the Arcana are even worshipped as deities.</p>
<h3>Attribution</h3>
<p>Philip Forlenza (Order #)</p>

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<h2>ARCANIST FREE BENEFITS</h2>
<p>Permanently increase your maximum Mind Points by 5.</p>
<h2>ARCANIST SKILLS</h2>
<h3>ARCANE CIRCLE (<abbr title="Conceptualized Calculation">çç4</abbr>)</h3>
<p>After you willingly dismiss an Arcanum on your turn during a conflict (see next page), if that Arcanum had not been summoned during this same turn and you have an arcane weapon equipped, you may immediately perform the Spell action for free. The spell you cast this way must have a total Mind Point cost of <code>[SL × 5]</code> or lower (you must still pay the spell's MP cost).</p>
<h3>ARCANE REGENERATION (<abbr title="Conceptualized Calculation">çç2</abbr>)</h3>
<p>When you summon an Arcanum, you immediately recover <code>[SL × 5]</code> Hit Points.</p>
<h3>BIND AND SUMMON</h3>
<ul>
<li>You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question.</li>
<li>You may use an action and spend 40 Mind Points to summon an Arcanum you have bound: the details of this process are explained on the next page.</li>
<li>If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you, chosen from the list on the next pages. Other than that, you may only obtain new Arcana through exploration and story progression.</li>
</ul>
<h3>EMERGENCY ARCANUM (<abbr title="Conceptualized Calculation">çç6</abbr>)</h3>
<p>As long as you are in Crisis, the cost for summoning your Arcana is reduced by <code>[SL × 5]</code> Mind Points.</p>
<h3>RITUAL ARCANISM</h3>
<p>You may perform Rituals of the Arcanism discipline, as long as their effects fall within the domains of one or more Arcana you have bound (see next pages).</p>
<p>Arcanism Rituals use <code>[WLP + WLP]</code> for the Magic Check.</p>
<h2>Related Questions</h2>
<ul>
<li>Where do your powers come from? Are they a gift from your bloodline?</li>
<li>Have you ever communicated with an Arcanum, or are they silent and distant?</li>
<li>Do people see you as mysterious, powerful, or otherworldly?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
<p><em>"Some fates are not easily avoided."</em></p>
<p>— Philip Forlenza (Order #)</p>

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<h1>The Arcana</h1>
<p><strong>MERGING WITH AN ARCANUM</strong></p>
<p>When you summon an Arcanum, you gain its merge benefits; those benefits last until the Arcanum is dismissed (see below).</p>
<p>You cannot summon an Arcanum while already merged with one; you must first dismiss the current Arcanum.</p>
<h2>DISMISSING AN ARCANUM</h2>
<p>An Arcanum can be dismissed in several ways:</p>
<ul>
<li>Once the current scene ends, all Arcana are automatically dismissed.</li>
<li>If you die or fall unconscious while merged with an Arcanum, they are dismissed.</li>
<li>If you leave the scene while merged with an Arcanum, they are dismissed.</li>
<li>You may willingly dismiss your Arcanum: this doesn't require an action, but during a conflict it can only be done on your turn, before or after an action.</li>
</ul>
<h2>DISMISS EFFECTS</h2>
<p>Most Arcana have a powerful dismiss effect, which may only be activated when you willingly dismiss the Arcanum as described above — if the Arcanum is dismissed for any other reason, the dismiss effect cannot be triggered.</p>
<ul>
<li>If the dismiss effect of an Arcanum deals damage, it will deal 10 extra damage if you are level 20 or higher, or 20 extra damage if you are level 40 or higher.</li>
</ul>
<p>You are also free to ignore the dismiss effect if you don't want to use it.</p>
<h2>DOMAINS</h2>
<p>Each Arcanum is associated with a few key concepts or domains. The Game Master should use these to establish the trials needed to bind the Arcanum, and to adjudicate Rituals performed through the Ritual Arcanism Skill.</p>
<p>If you create new Arcana for your world, make sure to associate them with domains that allow for interesting Rituals.</p>
<hr>
<p>Philip Forlenza (Order #)</p>

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<h2>HIGH FANTASY LOCATIONS</h2>
<p>Every location in a high fantasy world has some magical element to it: a floating castle inside a volcano, a silver palace orbiting the moon, a forest populated by fairies and natural spirits, a great tower built to reach the gods and destroyed over a single night as a form of divine punishment. Everything is bizarre and wondrous.</p>
<h2>HIGH FANTASY MAGIC</h2>
<p>Magic is abundant, omnipresent, and employed in a variety of ways and by a variety of people, from powerful court wizards to traveling healers. Golems, airships, and elementally-infused weapons are a common sight. However, the most ancient and world-altering rituals have been lost to time, hidden within sunken ruins or guarded by centuries-old monsters.</p>
<h2>HIGH FANTASY ANTAGONISTS</h2>
<p>In a high fantasy world, antagonists are larger-than-life figures with armies and incredible magic at their disposal. Each of them is a dark and twisted reflection of one or more of the protagonists: they are shadows that must be confronted for the heroes to grow and eventually triumph. Towards the end of the story, driven into a corner by the protagonists' actions, high fantasy villains often resort to extreme measures and transform into divine or demonic entities that defy space and time.</p>

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<h2>ARCANUM OF THE FORGE</h2>
<p><strong>Domains:</strong> fire, heat, metal.</p>
<ul>
<li>You have Resistance to fire damage.</li>
<li>Any fire damage you deal ignores Resistances.</li>
</ul>
<p>When you dismiss this Arcanum, choose <strong>Forge</strong> or <strong>Inferno</strong>:</p>
<ul>
<li><strong>Forge.</strong> You create a basic armor, shield or weapon of your choice (see pages 130 to 133). If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire damage instead of physical.</li>
<li><strong>Inferno.</strong> Choose any number of creatures you can see: each of them suffers 30 fire damage. This damage ignores Resistances.</li>
</ul>
<h2>ARCANUM OF THE FROST</h2>
<p><strong>Domains:</strong> cold, ice, silence.</p>
<ul>
<li>You have Resistance to ice damage and are immune to enraged.</li>
<li>Any ice damage you deal ignores Resistances.</li>
</ul>
<p><strong>Ice Age.</strong> Choose any number of creatures you can see: each of them suffers 30 ice damage. This damage ignores Resistances.</p>
<h2>ARCANUM OF THE GATE</h2>
<p><strong>Domains:</strong> space, travel, void.</p>
<ul>
<li>You have Resistance to dark damage.</li>
<li>You gain a +1 bonus to your Magic Defense.</li>
</ul>
<p>When you dismiss this Arcanum, choose <strong>Oblivion</strong> or <strong>Warp</strong>:</p>
<ul>
<li><strong>Oblivion.</strong> Choose any number of creatures you can see: each of them suffers 30 dark damage. This damage ignores Resistances.</li>
<li><strong>Warp.</strong> You teleport yourself and up to five other nearby willing creatures to a location you previously visited, if that location is within 1 travel day.</li>
</ul>
<p>cc Work with your group and create custom Arcana for your world!</p>
<p>MERGE DISMISS MERGEDISMISS MERGEDISMISS</p>
<p>Philip Forlenza (Order #)</p>

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<p>180 W</p>
<article>
<h2>ARCANUM OF THE GRIMOIRE</h2>
<p>Domains: knowledge, revelations, understanding.</p>
<ul>
<li>You are able to read, write, speak and understand all languages.</li>
<li>You treat your Insight as if it were one die size higher (up to a maximum of d12).</li>
</ul>
<h3>Oracle</h3>
<p>You ask the Game Master a single question. The Game Master must answer truthfully, describing the vision shown to you by the Grimoire.</p>
<p class="restriction">Once used, this dismiss effect will not be available until the next dawn. Furthermore, the same question may never be asked more than once. The Game Master has final say on which questions are too similar to be asked again.</p>
</article>
<article>
<h2>ARCANUM OF THE OAK</h2>
<p>Domains: earth, plants, poison.</p>
<ul>
<li>You have Resistance to earth and poison damage and are immune to poisoned.</li>
<li>Whenever you recover Hit Points, you recover 5 extra Hit Points.</li>
</ul>
<h3>Blossom</h3>
<p>Choose any number of creatures you can see (you may also choose yourself): each of them recovers from the poisoned status effect and recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.</p>
</article>
<article>
<h2>ARCANUM OF THE SKY</h2>
<p>Domains: fog, rain, storms.</p>
<ul>
<li>You have Resistance to air and bolt damage.</li>
</ul>
<h3>Weather Prediction</h3>
<p>You may use an action to accurately predict weather conditions for the next day within a range of two travel days — the Game Master will tell you what the weather conditions will be.</p>
<h3>Thunderstorm</h3>
<p>Choose any number of creatures you can see: each of them suffers 30 bolt damage. This damage ignores Resistances.</p>
</article>
<div class="metadata">
<h1>MERGE DISMISS</h1>
</div>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>

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<h2>ARCANUM OF THE SWORD</h2>
<p><strong>Domains:</strong> conquest, heroism, leadership.</p>
<p>Your attacks deal 5 extra damage, and all damage dealt by your attacks is treated as having no type (thus being unaffected by damage Affinities). Damage dealt by your attacks cannot gain a type as long as you are merged with this Arcanum.</p>
<p>When you perform an attack, you may have that attack gain the multi (any number of targets) property. If you do, this Arcanum will be automatically dismissed after the attack is resolved (this is not considered a willing dismiss).</p>
<h2>ARCANUM OF THE TOWER</h2>
<p><strong>Domains:</strong> judgment, protection, sacrifice.</p>
<p>When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, fire, or ice. Until this Arcanum is dismissed, each of your allies present on the scene has Resistance to the chosen damage type (you do not gain this Resistance).</p>
<h3>Judgment</h3>
<p>Choose any number of creatures you can see: each of them suffers 30 light damage. This damage ignores Resistances.</p>
<h2>ARCANUM OF THE WHEEL</h2>
<p><strong>Domains:</strong> destiny, speed, time.</p>
<ul>
<li>You are immune to slow.</li>
<li>You gain a +1 bonus to your Defense.</li>
</ul>
<h3>Time Freeze</h3>
<p>Choose any number of creatures you can see: each of them suffers slow. If a creature chosen this way is already slow, that creature will instead perform one fewer action during their next turn (to a minimum of 0 actions).</p>
<h2>The Merge</h2>
<p>Legends tell of a long-lasting passion between the Sword and the Tower... a passion that often erupted into war.</p>
<p>— Philip Forlenza (Order #)</p>

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<h1>Chimerist</h1>
<p><strong>ALSO:</strong> Druid, Shapeshifter, Wild Mage</p>
<p><em>Power without harmony will only lead to suffering.</em></p>
<p>Chimerists gather their power from the souls of the monsters and beasts they encounter.</p>
<p>By manipulating their inner wild energy, these mages may mimic the magical abilities of monsters and have reached a supernatural understanding of feral creatures.</p>
<p>Chimerists frequently rely on their toughness and physical prowess in addition to magic; they are often seen traveling the world in search of rare and enchanted creatures.</p>
<hr role="separator">
<small>Philip Forlenza (Order #)</small>

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<h2>CHIMERIST FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
<li>You may perform Rituals whose effects fall within the Ritualism discipline.</li>
</ul>
<h2>CHIMERIST SKILLS</h2>
<h3>CONSUME (çç5)</h3>
<p>After you deal damage to one or more creatures with a spell, if you have an arcane dagger or flail weapon equipped, you recover <strong>【SL × 2】</strong> Mind Points.</p>
<h3>FERAL SPEECH</h3>
<p>You can communicate with creatures of the beast, monster and plant Species.</p>
<h3>PATHOGENESIS</h3>
<p>When you deal damage to one or more creatures with one of your Chimerist spells, each of those creatures that share their Species with the creature you originally learned that spell from suffers poisoned.</p>
<h3>RITUAL CHIMERISM</h3>
<p>You may perform Rituals whose effects fall within the Chimerism discipline. When you acquire this Skill, choose <strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>. From now on, your Chimerism Rituals will use the chosen Attributes for the Magic Check.</p>
<h3>SPELL MIMIC (çç10)</h3>
<p>When you see a creature belonging to the beast, monster or plant Species cast a spell, you may immediately choose to learn that spell as a Chimerist spell of your own: if you do, record the Species of the creature you learned it from.</p>
<p>When you first acquire this Skill, choose <strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>. From now on, your offensive (rr) Chimerist spells will use the chosen Attributes for the Magic Check, regardless of the Attributes used by the creature you learned the spell from.</p>
<p>You may have up to <strong>【SL + 2】</strong> different Chimerist spells memorized this way. If you want to memorize a new Chimerist spell but are already at your limit, you must forget one of your old spells and replace it with the new spell.</p>
<h3>Story Prompts</h3>
<ul>
<li>Who taught you the art of Chimerism? Is your mentor human or monstrous?</li>
<li>Can people and monsters live in harmony, or are they bound to threaten each other?</li>
<li>What does your magic look like?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
<p>Philip Forlenza (Order #)</p>

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<h1>DARKBLADE</h1>
<p><strong>Today you shall know the full extent of my suffering.</strong></p>
<h2>Darkblades</h2>
<p>Darkblades are somber and powerful warriors who hide a sorrowful past. Due to tragic experiences on the battlefield or in personal life, their souls have developed an affinity for pain and shadow energy.</p>
<p>An unlikely hero to say the very least, a Darkblade may now sacrifice their lifeforce to unleash mighty attacks and is able to draw resolve, power and even knowledge from the suffering they experience.</p>
<h3>Details</h3>
<ul>
<li><strong>Name:</strong> DARKBLADE</li>
<li><strong>Power Level:</strong> 184</li>
</ul>
<hr>
<h4>ALSO Associated With</h4>
<ul>
<li>Avenger</li>
<li>Black Knight</li>
<li>Death Knight</li>
</ul>
<hr>
<h6>File Metadata</h6>
<p>Written by Philip Forlenza (Order #)</p>

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<h2>DARKBLADE FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial armor.</li>
</ul>
<h2>DARKBLADE SKILLS</h2>
<section>
<h3>AGONY (çç5)</h3>
<p>After you deal damage to one or more creatures, if you have a Bond towards at least one of those creatures, you may recover <strong>【SL × 2】</strong> Hit Points and <strong>【SL × 2】</strong> Mind Points.</p>
</section>
<section>
<h3>DARK BLOOD</h3>
<p>As long as you are in Crisis, you have Resistance to dark damage and poison damage.</p>
</section>
<section>
<h3>HEART OF DARKNESS</h3>
<p>Once per scene upon entering Crisis, you may choose a specific creature you can see that you don't have a Bond towards. If you do, create a Bond of hatred towards that creature.</p>
</section>
<section>
<h3>PAINFUL LESSON (çç3)</h3>
<p>After another creature causes you to lose Hit Points (with an attack, a spell or any other method), you may immediately perform the Study action on that creature (see page 74) for free. If you do, gain a bonus equal to <strong>【SL】</strong> to your Check. <br><em>Remember, you can study the same aspect of a creature only once.</em></p>
</section>
<section>
<h3>SHADOW STRIKE (çç5)</h3>
<p>You have learned to channel your vital force into your attacks. You may use an action to perform a Shadow Strike: roll your current Might die and lose an amount of Hit Points equal to <strong>【the number rolled on your Might die】</strong>. If this didn't reduce your Hit Points to 0, you may perform a free attack with a weapon you have equipped: if this attack hits one or more targets, it deals extra damage equal to <strong>【SL + the number rolled on your Might die 】</strong>. However, all damage dealt by this attack becomes dark and its damage type cannot be changed.</p>
</section>
<h3>Character Reflection Prompts</h3>
<ul>
<li>What tragic experience awakened your abilities?</li>
<li>Many would regard your powers as evil. How do you feel about them?</li>
<li>What do your weapons and fighting style look like?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
<p><em>"Today you shall know the full extent of my suffering."</em></p>
<footer>
<p>Philip Forlenza (Order #)</p>
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<h1>Elementalist</h1>
<p><strong>ALSO:</strong> Battle Mage, Geomancer, Sorcerer</p>
<h2>ELEMENTALIST</h2>
<p class="warning">Ignore the warnings of this World at your own risk.</p>
<p>An Elementalist has learned to channel the souls that flow within the basic elements of creation: Air, Earth, Fire and Water. Some of them develop complex spells to contain the powerful energies of nature; others seek its protection in harmony and communion.</p>
<p>Elemental magic can be highly destructive, causing damage and inflicting negative status effects. Due to this, there are many who would covet an Elementalists abilities... often for nefarious purposes.</p>
<hr>
<p class="source-credit">Philip Forlenza (Order #)</p>

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<h1>ELEMENTALIST FREE BENEFITS</h1>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
<li>You may perform Rituals whose effects fall within the Ritualism discipline.</li>
</ul>
<h2>ELEMENTALIST SKILLS</h2>
<h3>CATACLYSM (çç3)</h3>
<p>When you cast an instantaneous spell, if you have an arcane weapon equipped, you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points. If you do so and the spell deals damage to one or more creatures, it will deal 5 extra damage to each creature for every 10 Mind Points by which you increased its total MP cost.</p>
<h3>ELEMENTAL MAGIC (çç10)</h3>
<p>Each time you acquire this Skill, learn one Elementalist spell (see next two pages).</p>
<p>Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.</p>
<h3>MAGICAL ARTILLERY (çç3)</h3>
<p>When you cast an offensive ( rr) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to 【SL × 2】.</p>
<h3>RITUAL ELEMENTALISM</h3>
<ul>
<li>You may perform Rituals whose effects fall within the Elementalism discipline.</li>
</ul>
<p>Elementalism Rituals use 【INS + WLP】 for the Magic Check.</p>
<h3>SPELLBLADE (çç4)</h3>
<p>When you cast an offensive ( rr) spell targeting a single creature, if the spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or more bow, brawling, dagger, flail, spear or sword weapons equipped, you may choose one of those weapons. If you do, your Magic Check for the spell will use the chosen weapon's Accuracy Check formula; for instance, the Magic Check for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.</p>
<h2>Questions</h2>
<ul>
<li>Who trained you in the way of the Elements?</li>
<li>Your magic can be devastating... are you afraid of yourself?</li>
<li>Elemental magic is often used in war. Did you serve in the military?</li>
<li>What does your magic look like?</li>
</ul>
<p><strong>Option:</strong> Ignore the warnings of this World at your own risk.</p>
<p>Philip Forlenza (Order #)</p>

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