From fe2b5bca0cd066890950985129056d906f6c3477 Mon Sep 17 00:00:00 2001 From: Drew Malzahn Date: Wed, 10 Jun 2026 01:34:55 +0000 Subject: [PATCH] bug: Formatting --- books/core/101.html | 124 ++++++++++++++++++++++++-------------------- books/core/103.html | 116 ++++++++++++++++++++--------------------- books/core/104.html | 6 +-- books/core/84.html | 1 - books/core/85.html | 10 ++-- books/core/86.html | 11 ++-- books/core/87.html | 7 ++- books/core/88.html | 8 +-- 8 files changed, 149 insertions(+), 134 deletions(-) diff --git a/books/core/101.html b/books/core/101.html index 0d406d1..8d9b70e 100644 --- a/books/core/101.html +++ b/books/core/101.html @@ -1,56 +1,68 @@ -

GAME RULES

-
-

ULTIMA POINTS

-

- 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. -

-

How Villains Receive Ultima Points

-
-
Minor (5)
-
- Enemy commanders, unique and infamous monsters, and antagonists causing - trouble in small settlements. -
-
Major (10)
-
- Tyrants, powerful mages, legendary creatures, and entities that threaten - entire countries. -
-
Supreme (15)
-
- Archdemons, immortal entities, and alien deities bent on destruction or - domination. -
-
-

SPENDING ULTIMA POINTS

-

A Villain has three options for spending Ultima Points:

-
-
Escape (1 Point)
-
- 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". -
-
Invoke Trait (1 Point)
-
- 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). -
-
Recovery (1 Point)
-
- A Villain may use an action and spend 1 Ultima Point to recover from all - status effects and also recover 50 Mind Points. -
-
-

- 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). -

-
+

ULTIMA POINTS

+

+ 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. +

+

How Villains Receive Ultima Points

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Villain TierUltima PointsDescription
Minor5Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.
Major10Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.
Supreme15Archdemons, immortal entities, and alien deities bent on destruction or domination.
+

SPENDING ULTIMA POINTS

+

A Villain has three options for spending Ultima Points:

+ + + + + + + + + + + + + + + + + + + + + +
ActionDescription
EscapeA 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".
Invoke TraitAfter 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).
RecoveryA Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50 + Mind Points.
+

+ 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). +

\ No newline at end of file diff --git a/books/core/103.html b/books/core/103.html index fae7600..a90f485 100644 --- a/books/core/103.html +++ b/books/core/103.html @@ -1,63 +1,57 @@ -
-

VILLAIN AND FABULA POINTS

+

SHOULD THIS VILLAIN ESCALATE?

+

+ 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. +

+

+ 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. +

+

+ Escalating your Villains sparingly will make them more memorable and also + ensure that Players feel like their actions have an impact on the world. +

+

+ In general, you should only have two to four escalations per campaign. +

+ +

VILLAIN AND FABULA POINTS

+

+ Whenever a Villain makes an entrance during a scene, each Player Character + gains 1 Fabula Point. +

+ +

+ 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". +

+ +

- 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.

-

Rules for Fabula Points

-
    -
  • - Multiple identities. 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. -
  • -
  • - Multiple Villains. 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. -
  • -
  • - Back-to-back scenes with Villains. 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. -
  • -
-

- 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". -

-

General Guidance

-
-

- Great evil is born when good intentions are met with mistrust and despair. -

-
-

- 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. -

-

- 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. -

-
    -
  • - Escalating your Villains sparingly will make them more memorable and also - ensure that Players feel like their actions have an impact on the world. -
  • -
  • - In general, you should only have two to four escalations per campaign. -
  • -
-
-

SHOULD THIS VILLAIN ESCALATE?

-
-
+ \ No newline at end of file diff --git a/books/core/104.html b/books/core/104.html index b593bfe..58ddfa0 100644 --- a/books/core/104.html +++ b/books/core/104.html @@ -1,5 +1,5 @@ -

104

-

W

+

INVENTORY POINTS

+

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.

+

SPENDING INVENTORY POINTS

Whenever you need a consumable item from the list below, you may spend an @@ -66,4 +67,3 @@ -

INVENTORY POINTS

diff --git a/books/core/84.html b/books/core/84.html index a718ee8..699e778 100644 --- a/books/core/84.html +++ b/books/core/84.html @@ -50,4 +50,3 @@ page 86. -

HIT POINTS AND MIND POINTS

diff --git a/books/core/85.html b/books/core/85.html index f59d1b2..868d429 100644 --- a/books/core/85.html +++ b/books/core/85.html @@ -1,6 +1,6 @@ -

MIND POINTS

+

MIND POINTS

- Abbreviated as MP, this number measures a character’s 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.

@@ -8,10 +8,10 @@
  • Current MP. 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 - character’s maximum MP. + character's maximum MP.
  • - Maximum MP. A character’s current Mind Points can never be + Maximum MP. A character's current Mind Points can never be brought above this value.
  • @@ -21,7 +21,7 @@ with a cost of 10 MP if you only have 9 MP left.
  • - 0 MP. If a character’s current Mind Points reach 0, they + 0 MP. 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.
  • diff --git a/books/core/86.html b/books/core/86.html index fe90695..33e13a8 100644 --- a/books/core/86.html +++ b/books/core/86.html @@ -1,15 +1,18 @@ -

    +

    0 HIT POINTS

    +

    - When a character’s 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?

    +

    Depending on their role within the story, defeated characters will have different options available to them.

    +

    NON-PLAYER CHARACTERS

    - When a Non-Player Character’s 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:

    @@ -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.

    +

    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.

    -

    0 HIT POINTS

    diff --git a/books/core/87.html b/books/core/87.html index 215f11d..97453d6 100644 --- a/books/core/87.html +++ b/books/core/87.html @@ -1,4 +1,4 @@ -

    CHAPTER VILLAINS

    +

    CHAPTER VILLAINS

    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.

    +

    Escaping

    +

    Villains have a pool of special points, mirroring the Player Characters' Fabula Points: these are called Ultima Points (see @@ -18,6 +20,7 @@ Villain may spend 1 Ultima Point and safely disappear from the scene; the Game Master describes how this happens.

    +

    Example: 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 page 102).

    +

    Surrendering

    +

    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 diff --git a/books/core/88.html b/books/core/88.html index 96521bd..f18cff8 100644 --- a/books/core/88.html +++ b/books/core/88.html @@ -1,10 +1,10 @@ -

    PLAYER CHARACTERS

    +

    PLAYER CHARACTERS

    Like Villains, Player Characters follow their own special rules. When reduced to 0 Hit Points, a Player Character must either Sacrifice themselves or Surrender.

    -

    SACRIFICE

    +

    SACRIFICE

    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.

    + +

    RESURRECTION

    +

    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.

    -

    RESURRECTION