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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 <a href="/books/core/#page-46">page 46</a>).
</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>
<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>
<table>
<thead>
<tr>
<th>Villain Tier</th>
<th>Ultima Points</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Minor</td>
<td>5</td>
<td>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</td>
</tr>
<tr>
<td>Major</td>
<td>10</td>
<td>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</td>
</tr>
<tr>
<td>Supreme</td>
<td>15</td>
<td>Archdemons, immortal entities, and alien deities bent on destruction or domination.</td>
</tr>
</tbody>
</table>
<h2>SPENDING ULTIMA POINTS</h2>
<p>A Villain has three options for spending Ultima Points:</p>
<table>
<thead>
<tr>
<th>Action</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Escape</td>
<td>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".</td>
</tr>
<tr>
<td>Invoke Trait</td>
<td>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 <a href="/books/core/#page-46">page 46</a>).</td>
</tr>
<tr>
<td>Recovery</td>
<td>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
Mind Points.</td>
</tr>
</tbody>
</table>
<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>

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<article>
<h2>VILLAIN AND FABULA POINTS</h2>
<h2>SHOULD THIS VILLAIN ESCALATE?</h2>
<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>
<p>
Escalating your Villains sparingly will make them more memorable and also
ensure that Players feel like their actions have an impact on the world.
</p>
<p>
In general, you should only have two to four escalations per campaign.
</p>
<h2>VILLAIN AND FABULA POINTS</h2>
<p>
Whenever a Villain makes an entrance during a scene, each Player Character
gains 1 Fabula Point.
</p>
<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>
<blockquote>
<p>
Whenever a Villain makes an entrance during a scene, each Player Character
gains 1 Fabula Point.
Great evil is born when good intentions are met with mistrust and despair.
</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>
</section>
</article>
</blockquote>

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<p><strong>104</strong></p>
<h2>W</h2>
<h2>INVENTORY POINTS</h2>
<p>
Player Characters have an abstract reserve of useful gear and consumable
items, represented by Inventory Points (IP).
@@ -8,6 +8,7 @@
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
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</tr>
</tbody>
</table>
<p>INVENTORY POINTS</p>

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<a href="/books/core/#page-86">page 86</a>.
</li>
</ul>
<h2>HIT POINTS AND MIND POINTS</h2>

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<h1>MIND POINTS</h1>
<h2>MIND POINTS</h2>
<p>
Abbreviated as MP, this number measures a characters inner force, magical
Abbreviated as MP, this number measures a character's inner force, magical
potential, and ability to focus. In the game, Mind Points are often spent to
fuel magic or to perform heroic feats that verge on the superhuman.
</p>
@@ -8,10 +8,10 @@
<li>
<strong>Current MP</strong>. This is how many Mind Points a character has at
the moment. This number can never go below 0, nor can it go above the
characters maximum MP.
character's maximum MP.
</li>
<li>
<strong>Maximum MP</strong>. A characters current Mind Points can never be
<strong>Maximum MP</strong>. A character's current Mind Points can never be
brought above this value.
</li>
<li>
@@ -21,7 +21,7 @@
with a cost of 10 MP if you only have 9 MP left.
</li>
<li>
<strong>0 MP</strong>. If a characters current Mind Points reach 0, they
<strong>0 MP</strong>. If a character's current Mind Points reach 0, they
are mentally exhausted but suffer no other consequence — aside from being
unable to use spells and abilities that consume MP.
</li>

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<h2></h2>
<h2>0 HIT POINTS</h2>
<p>
When a characters Hit Points fall to 0, the dangers and harm they endured
When a character's Hit Points fall to 0, the dangers and harm they endured
have become unbearable. Will they break? Will they run?
</p>
<p>
Depending on their role within the story, defeated characters will have
different options available to them.
</p>
<h3>NON-PLAYER CHARACTERS</h3>
<p>
When a Non-Player Characters Hit Points reach 0, that character loses all
When a Non-Player Character's Hit Points reach 0, that character loses all
will to fight. Whoever defeated them gets the right to determine their fate:
they may be:
</p>
@@ -27,9 +30,9 @@
body. Because of this, Yezma decides to spare the creature and simply scare it
off, in the hope of finding a way to restore its mind later on.
</p>
<p>
This being said, some creatures might simply be destroyed when reduced to 0
Hit Points — constructs such as golems and robots will cease to function,
elemental beings will vanish or dissipate, and undead often crumble to dust.
</p>
<h3>0 HIT POINTS</h3>

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<h2>CHAPTER VILLAINS</h2>
<h3>CHAPTER VILLAINS</h3>
<p>
Some Non-Player Characters are a bit more important than others — these are
Villains, the main antagonists in the story. You will find more information
@@ -10,7 +10,9 @@
When reduced to 0 Hit Points, a Villain must choose one of two options:
escaping or surrendering.
</p>
<h3>Escaping</h3>
<p>
Villains have a pool of special points, mirroring the Player Characters'
Fabula Points: these are called <q>Ultima Points</q> (see
@@ -18,6 +20,7 @@
Villain may spend 1 Ultima Point and safely disappear from the scene; the Game
Master describes how this happens.
</p>
<p>
<strong>Example:</strong> Held at gunpoint by the sky pirate Morgan, Commander
Duna grins and leaps from the airship's deck, plummeting towards the ocean
@@ -31,7 +34,9 @@
into a more dangerous version of themselves (see
<a href="/books/core/#page-102">page 102</a>).
</p>
<h3>Surrendering</h3>
<p>
The Villain surrenders and is treated as any other Non-Player Character; their
fate rests in the hands of those who defeated them. In general, a Villain will

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<h1>PLAYER CHARACTERS</h1>
<h3>PLAYER CHARACTERS</h3>
<p>
Like Villains, Player Characters follow their own special rules. When reduced
to 0 Hit Points, a Player Character must either Sacrifice themselves or
Surrender.
</p>
<h2>SACRIFICE</h2>
<h4>SACRIFICE</h4>
<p>
When reduced to 0 Hit Points, a Player Character may give their life in order
to accomplish a seemingly impossible deed, such as putting an end to a
@@ -34,6 +34,9 @@
because they peacefully became one with the stream of souls. It isn't a bad
way to go.
</p>
<h4>RESURRECTION</h4>
<p>
In the cosmology of Fabula Ultima, the spirits of the deceased generally
return to the stream of souls that permeates the world — but some might be
@@ -46,4 +49,3 @@
should be meaningful; and secondly, the mystery of the afterlife should be
something you explore and shape together as part of your story.
</p>
<h2>RESURRECTION</h2>