bug: Formatting
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<h1>GAME RULES</h1>
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<section>
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<h2>ULTIMA POINTS</h2>
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<p>
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<h2>ULTIMA POINTS</h2>
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<p>
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Ultima Points are the dark mirror to Fabula Points. When a Villain is
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introduced, the Game Master must also decide whether that character is a
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minor, major, or supreme Villain — the GM can keep this a secret or openly
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reveal it.
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<dl>
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<dt>Minor (5)</dt>
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<dd>
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Enemy commanders, unique and infamous monsters, and antagonists causing
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trouble in small settlements.
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</dd>
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<dt>Major (10)</dt>
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<dd>
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Tyrants, powerful mages, legendary creatures, and entities that threaten
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entire countries.
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</dd>
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<dt>Supreme (15)</dt>
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<dd>
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Archdemons, immortal entities, and alien deities bent on destruction or
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domination.
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</dd>
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</dl>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<dl>
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<dt>Escape (1 Point)</dt>
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<dd>
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A Villain may spend 1 Ultima Point to safely leave the scene — the Game
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Master describes how they do so, perhaps leaving a few henchmen behind to
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"keep the heroes company".
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</dd>
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<dt>Invoke Trait (1 Point)</dt>
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<dd>
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After performing a Check, a Villain may spend 1 Ultima Point to invoke one
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of their Traits and reroll one or both dice (this follows the same rules
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seen on <a href="/books/core/#page-46">page 46</a>).
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</dd>
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<dt>Recovery (1 Point)</dt>
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<dd>
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A Villain may use an action and spend 1 Ultima Point to recover from all
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status effects and also recover 50 Mind Points.
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</dd>
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</dl>
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<p>
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<table>
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<thead>
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<tr>
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<th>Villain Tier</th>
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<th>Ultima Points</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Minor</td>
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<td>5</td>
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<td>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</td>
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</tr>
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<tr>
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<td>Major</td>
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<td>10</td>
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<td>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</td>
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</tr>
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<tr>
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<td>Supreme</td>
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<td>15</td>
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<td>Archdemons, immortal entities, and alien deities bent on destruction or domination.</td>
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</tr>
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</tbody>
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</table>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<table>
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<thead>
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<tr>
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<th>Action</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Escape</td>
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<td>A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so,
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perhaps leaving a few henchmen behind to "keep the heroes company".</td>
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</tr>
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<tr>
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<td>Invoke Trait</td>
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<td>After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or
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both dice (this follows the same rules seen on <a href="/books/core/#page-46">page 46</a>).</td>
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</tr>
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<tr>
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<td>Recovery</td>
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<td>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
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Mind Points.</td>
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</tr>
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</tbody>
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</table>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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determination and will to pursue their objectives. A Villain with no
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remaining Ultima Points is no longer a Villain and becomes equivalent to any
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other NPC; alternatively, they may choose to escalate (see next page).
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</p>
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</section>
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</p>
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@@ -1,11 +1,29 @@
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<article>
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<h2>VILLAIN AND FABULA POINTS</h2>
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<p>
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<h2>SHOULD THIS VILLAIN ESCALATE?</h2>
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<p>
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When choosing whether a Villain will escalate, the Game Master should
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consider the antagonist's importance within the story, their personality,
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and the way the heroes chose to confront them: a Villain's escalation shows
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that the heroes might win a conflict but still make the situation worse.
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</p>
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<p>
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Most of the time it's best to simply let a Villain be defeated: maybe their
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resolve is broken, maybe they even realized they were wrong and will turn
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into an ally.
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</p>
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<p>
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Escalating your Villains sparingly will make them more memorable and also
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ensure that Players feel like their actions have an impact on the world.
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</p>
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<p>
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In general, you should only have two to four escalations per campaign.
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</p>
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<h2>VILLAIN AND FABULA POINTS</h2>
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<p>
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Whenever a Villain makes an entrance during a scene, each Player Character
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gains 1 Fabula Point.
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</p>
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<h3>Rules for Fabula Points</h3>
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<ul>
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</p>
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<ul>
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<li>
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<strong>Multiple identities.</strong> If a Villain has more than one
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identity, the heroes only receive Fabula Points when they appear using
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@@ -25,39 +43,15 @@
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only gain 1 Fabula Point at the beginning, and no additional Fabula Points
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for the following scenes.
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</li>
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</ul>
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<p>
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</ul>
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<p>
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Whenever the heroes are running low on Fabula Points, the Game Master should
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run a Game Master scene and show a Villain in action — this is a great way
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to push the story forward while also giving the heroes a bit more "fuel".
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</p>
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<h3>General Guidance</h3>
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<blockquote>
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</p>
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<blockquote>
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<p>
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Great evil is born when good intentions are met with mistrust and despair.
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</p>
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</blockquote>
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<p>
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When choosing whether a Villain will escalate, the Game Master should
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consider the antagonist's importance within the story, their personality,
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and the way the heroes chose to confront them: a Villain's escalation shows
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that the heroes might win a conflict but still make the situation worse.
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</p>
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<p>
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Most of the time it's best to simply let a Villain be defeated: maybe their
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resolve is broken, maybe they even realized they were wrong and will turn
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into an ally.
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</p>
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<ul>
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<li>
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Escalating your Villains sparingly will make them more memorable and also
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ensure that Players feel like their actions have an impact on the world.
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</li>
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<li>
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In general, you should only have two to four escalations per campaign.
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</li>
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</ul>
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<section aria-labelledby="escalate-question">
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<h2 id="escalate-question">SHOULD THIS VILLAIN ESCALATE?</h2>
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</section>
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</article>
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</blockquote>
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@@ -1,5 +1,5 @@
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<p><strong>104</strong></p>
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<h2>W</h2>
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<h2>INVENTORY POINTS</h2>
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<p>
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Player Characters have an abstract reserve of useful gear and consumable
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items, represented by Inventory Points (IP).
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@@ -8,6 +8,7 @@
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A character can normally carry a maximum of 6 Inventory Points; however, some
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Classes and special Skills will increase this limit.
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</p>
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<h3>SPENDING INVENTORY POINTS</h3>
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<p>
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Whenever you need a consumable item from the list below, you may spend an
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@@ -66,4 +67,3 @@
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</tr>
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</tbody>
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</table>
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<p>INVENTORY POINTS</p>
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@@ -50,4 +50,3 @@
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<a href="/books/core/#page-86">page 86</a>.
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</li>
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</ul>
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<h2>HIT POINTS AND MIND POINTS</h2>
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@@ -1,6 +1,6 @@
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<h1>MIND POINTS</h1>
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<h2>MIND POINTS</h2>
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<p>
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Abbreviated as MP, this number measures a character’s inner force, magical
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Abbreviated as MP, this number measures a character's inner force, magical
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potential, and ability to focus. In the game, Mind Points are often spent to
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fuel magic or to perform heroic feats that verge on the superhuman.
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</p>
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@@ -8,10 +8,10 @@
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<li>
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<strong>Current MP</strong>. This is how many Mind Points a character has at
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the moment. This number can never go below 0, nor can it go above the
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character’s maximum MP.
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character's maximum MP.
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</li>
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<li>
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<strong>Maximum MP</strong>. A character’s current Mind Points can never be
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<strong>Maximum MP</strong>. A character's current Mind Points can never be
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brought above this value.
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</li>
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<li>
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@@ -21,7 +21,7 @@
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with a cost of 10 MP if you only have 9 MP left.
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</li>
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<li>
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<strong>0 MP</strong>. If a character’s current Mind Points reach 0, they
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<strong>0 MP</strong>. If a character's current Mind Points reach 0, they
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are mentally exhausted but suffer no other consequence — aside from being
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unable to use spells and abilities that consume MP.
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</li>
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@@ -1,15 +1,18 @@
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<h2></h2>
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<h2>0 HIT POINTS</h2>
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<p>
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When a character’s Hit Points fall to 0, the dangers and harm they endured
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When a character's Hit Points fall to 0, the dangers and harm they endured
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have become unbearable. Will they break? Will they run?
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</p>
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<p>
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Depending on their role within the story, defeated characters will have
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different options available to them.
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</p>
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<h3>NON-PLAYER CHARACTERS</h3>
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<p>
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When a Non-Player Character’s Hit Points reach 0, that character loses all
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When a Non-Player Character's Hit Points reach 0, that character loses all
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will to fight. Whoever defeated them gets the right to determine their fate:
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they may be:
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</p>
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@@ -27,9 +30,9 @@
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body. Because of this, Yezma decides to spare the creature and simply scare it
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off, in the hope of finding a way to restore its mind later on.
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</p>
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<p>
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This being said, some creatures might simply be destroyed when reduced to 0
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Hit Points — constructs such as golems and robots will cease to function,
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elemental beings will vanish or dissipate, and undead often crumble to dust.
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</p>
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<h3>0 HIT POINTS</h3>
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@@ -1,4 +1,4 @@
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<h2>CHAPTER VILLAINS</h2>
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<h3>CHAPTER VILLAINS</h3>
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<p>
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Some Non-Player Characters are a bit more important than others — these are
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Villains, the main antagonists in the story. You will find more information
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@@ -10,7 +10,9 @@
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When reduced to 0 Hit Points, a Villain must choose one of two options:
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escaping or surrendering.
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</p>
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<h3>Escaping</h3>
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<p>
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Villains have a pool of special points, mirroring the Player Characters'
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Fabula Points: these are called <q>Ultima Points</q> (see
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@@ -18,6 +20,7 @@
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Villain may spend 1 Ultima Point and safely disappear from the scene; the Game
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Master describes how this happens.
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</p>
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<p>
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<strong>Example:</strong> Held at gunpoint by the sky pirate Morgan, Commander
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Duna grins and leaps from the airship's deck, plummeting towards the ocean
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@@ -31,7 +34,9 @@
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into a more dangerous version of themselves (see
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<a href="/books/core/#page-102">page 102</a>).
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</p>
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<h3>Surrendering</h3>
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<p>
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The Villain surrenders and is treated as any other Non-Player Character; their
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fate rests in the hands of those who defeated them. In general, a Villain will
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@@ -1,10 +1,10 @@
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<h1>PLAYER CHARACTERS</h1>
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<h3>PLAYER CHARACTERS</h3>
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<p>
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Like Villains, Player Characters follow their own special rules. When reduced
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to 0 Hit Points, a Player Character must either Sacrifice themselves or
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Surrender.
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</p>
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<h2>SACRIFICE</h2>
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<h4>SACRIFICE</h4>
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<p>
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When reduced to 0 Hit Points, a Player Character may give their life in order
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to accomplish a seemingly impossible deed, such as putting an end to a
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@@ -34,6 +34,9 @@
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because they peacefully became one with the stream of souls. It isn't a bad
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way to go.
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</p>
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<h4>RESURRECTION</h4>
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<p>
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In the cosmology of Fabula Ultima, the spirits of the deceased generally
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return to the stream of souls that permeates the world — but some might be
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@@ -46,4 +49,3 @@
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should be meaningful; and secondly, the mystery of the afterlife should be
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something you explore and shape together as part of your story.
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</p>
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<h2>RESURRECTION</h2>
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