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 Tier |
+ Ultima Points |
+ Description |
+
+
+
+
+ | 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:
+
+
+
+ | Action |
+ Description |
+
+
+
+
+ | Escape |
+ 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 |
+ 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 |
+ 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).
+
\ 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.
+
+
+ -
+ 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".
+
+
+
- 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