62 Commits

Author SHA1 Message Date
ce1f0fee41 feat: Add class levels; only allow for 3 primary classes
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Deploy / deploy (push) Successful in 49s
2026-06-28 12:32:45 -04:00
4a61eeaf46 fix: Add empty content from 161 2026-06-28 12:27:52 -04:00
dfe4e1d189 feat: Add armor and shields to equipment picker
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Import armor_shields.yml and merge it with weapons in the '+ Add Equipment' picker. Armor/shield entries are formatted with DEF/MDEF/Init fields. Adds armor and shield filter categories alongside existing weapon categories.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 12:13:33 -04:00
e6e37d5819 feat: Enforce mutual exclusivity for bond feelings
Reorder feelings so opposing pairs (Admiration/Inferiority, Loyalty/Mistrust, Hatred/Affection) are stacked vertically in the grid. Checking one feeling disables and prevents selecting its opposite.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 12:09:32 -04:00
0215d8b87b feat: Add weapon selection to backpack 2026-06-28 12:06:35 -04:00
84b156313a fix: Format weapons, armor, shields tables 2026-06-27 19:10:09 -04:00
6c20ed870b fix: Formatting 2026-06-27 17:42:12 -04:00
4936b11847 fix: Fill blank pages which didn't get copied correctly 2026-06-27 17:41:45 -04:00
b716f8111a fix: Format the rest of the classes 2026-06-27 14:42:19 -04:00
0df867ffa6 fix: Format Chimerist pages 2026-06-27 13:39:05 -04:00
8abe6d4fd2 fix: Format Arcanist pages
They were *real* messed up

Starting to re-think this whole AI OCR business
2026-06-26 21:36:50 -04:00
8e990c8d31 fix: Format example blocks 2026-06-26 21:13:23 -04:00
9ec45ad556 fix: Format Page 72
Was *really* wonky because of a flowchart that just didn't get copied
correctly by the AI
2026-06-26 21:01:59 -04:00
5327b524d2 feat: Multiple book improvements
- Format spell tables like they are in the book
- Add permalinks to headers
- Formatting
- Book-wide search
2026-06-26 20:50:36 -04:00
7f81f85735 feat: Add template spell picker from spells.yml; polish spell table
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- Add yaml-loader; import data/spells.yml at build time
- Add SpellTemplate/SpellsFile types to globals.d.ts
- Add 'Add Template Spell' button that opens a modal picker pre-filling
  all spell fields from the YAML data
- Move spell data files into data/ directory
- Split spell rows into inputs row + full-width notes row (colspan=6)
- Shrink delete column to fit-content; bold spell name input
- Add class column to spell table; change MP cost to free-text input
- Auto-resize spell notes textarea on load and on input
- Add 10px padding between spells for visual separation

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 17:54:36 -04:00
d655ad4afc fix: Expand spell notes textarea full-width; add inter-spell padding
Split each spell into two table rows: the inputs row (name, MP, targets,
duration, delete) and a full-width notes row (colspan=5). Adds 10px
padding above/below each spell for visual separation between entries.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 17:54:36 -04:00
5643b31fb0 fix: Auto-resize spell/class textareas on load; shrink delete column
- Add autoResize helper and wire it via ref callback (mount) and onInput
  (typing) to spell notes and class skills textareas
- Change .spell-del-col from width:40px to width:1px + white-space:nowrap
  so the delete button column shrink-wraps to its content

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 17:54:36 -04:00
85c02d7f7f ci: Atomically replace share-svc binary on deploy
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scp overwrites in place, which fails with ETXTBSY ("text file busy") on
repeat deploys because systemd is executing /usr/local/bin/share-svc.
Copy to a temp path, chmod, then mv it over the destination so rename(2)
swaps the dir entry without touching the busy inode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 21:48:21 -04:00
de37809eec fix: Copy share URL over HTTP via execCommand fallback
Some checks failed
Deploy / deploy (push) Failing after 44s
navigator.clipboard is only available in a secure context (HTTPS or
localhost), so the Copy URL button threw over plain HTTP. Fall back to
the deprecated document.execCommand("copy") when the Clipboard API is
unavailable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 01:41:17 +00:00
efea999a2b ci: Decode base64-encoded deploy SSH key
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Storing the raw PEM as a secret mangled it (CRLF/whitespace/newline),
causing ssh to fail with "error in libcrypto" at the copy step. Store the
key base64-encoded and decode it in the workflow so the PEM round-trips
intact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 00:46:53 +00:00
aed051afaa ci: Add Gitea Actions deploy workflow
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Deploy / deploy (push) Failing after 1m28s
Build the frontend and the Go share-service, rsync/scp both to the Caddy
host, and restart share-svc + reload caddy. Triggers on push to master
(and manual dispatch). Requires a DEPLOY_SSH_KEY secret; host/user/paths
default to the Justfile values and are overridable via repo variables.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 02:16:23 +00:00
410eb3a5a8 chore: Add deploy plumbing for the share service
Add a hardened systemd unit, a Caddy reverse-proxy snippet that maps
/fabula/api/* to the loopback service, and Justfile build-server/
deploy-server recipes that build a static binary and ship + restart it.
Includes server/README documenting the API, config, and deploy steps.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 02:01:37 +00:00
6609956711 chore: Add go feature to devcontainer, bump node version 2026-06-16 21:46:51 -04:00
122a4cc881 feat: Add share-link backend and wire up the sheet
Add a small Go + SQLite service (server/) that stores character-sheet
JSON blobs and returns short, content-addressed IDs, so sheets can be
shared via a compact ?s=<id> link instead of an oversized inline payload.

CharacterSheet.tsx now POSTs to the service on share and fetches by ID on
load, falling back to the self-contained ?c= inline link when the backend
is unreachable. Legacy ?c= links still decode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 01:44:15 +00:00
21c8bf5be1 perf: Shorten shared character sheet URLs
Use URL-safe base64 (base64url) for the ?c= payload so it no longer
needs percent-encoding, and prune empty string/array fields before
encoding. Decoding accepts standard base64, so existing links still load.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 01:13:12 +00:00
6461039bd7 refactor: Migrate the app to TypeScript
Convert the React app from JS/JSX to TS/TSX and add type-checking:
- Rename sheet-main, book, BookIndex, CharacterSheet to .ts(x) and
  add types (Fields, Bond, ClassEntry, Spell, CheckMap; loose
  SavedData for abbreviated save/share payloads)
- Add globals.d.ts for CSS imports and the __BOOK_DATA__ global
- tsconfig.json (strict, noEmit) and a 'typecheck' npm script
- webpack: handle ts/tsx via @babel/preset-typescript
- Enforce types with a tracked pre-commit hook (core.hooksPath),
  wired up automatically via the 'prepare' script
- Update stale Justfile format target for the src/ layout

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 00:51:53 +00:00
0ba87ac547 chore: organize scripts 2026-06-17 00:03:04 +00:00
406641c522 chore: Organize PDFs 2026-06-17 00:02:30 +00:00
f462205463 feat: Printable character sheet 2026-06-16 02:10:22 +00:00
fcbd0acfb2 refactor: Move source files from root into src/
Relocates book.js, fabula-ultima-sheet.css, and fabula-ultima-sheet.html
into src/ to consolidate all source files under one directory. Updates
webpack entry points, HTML template path, and CSS import accordingly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 04:14:30 +00:00
26d7a4a7fc refactor: Convert main page to React 2026-06-11 03:44:22 +00:00
e1efd7dd37 fix: Swap positions of max and current boxes for vitals 2026-06-11 02:30:41 +00:00
a44a54ff8a refactor: Convert book viewer to idiomatic React
Replace the SSR + injected vanilla-JS navigation script with a proper
client-side React app. BookIndex now uses useState/useEffect/useCallback
for all navigation state, scroll tracking, keyboard shortcuts, and history
management. webpack.config.js switches from renderToStaticMarkup to
embedding page data as window.__BOOK_DATA__ JSON; book.js becomes a
createRoot entry point. Also adds babel-loader for JSX bundling, fixes
#root display:contents so the flex height chain is preserved, and
restores missing CSS for header, .logo, .toolbar, and .tab buttons.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-10 02:12:29 +00:00
fe2b5bca0c bug: Formatting 2026-06-10 01:35:03 +00:00
17274235ed chore: Fix pipeline 2026-06-08 22:57:36 +00:00
6f5795b1e3 bug: Fix numbering on Table of Contents 2026-06-08 22:57:24 +00:00
8de734cee5 bug: Fix ugly margin on page header 2026-06-08 22:43:45 +00:00
b8ba7728db refactor: Extract inline book layout CSS to css/book-layout.css
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 22:40:33 +00:00
df68d1309d feat: Replace build.py with JSX-based webpack-native book index generation
Port the Python HTML-generation script to a React component (src/BookIndex.jsx)
rendered at build time via renderToStaticMarkup, removing the need to run
build.py separately before webpack.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 22:37:03 +00:00
3c3c5a332f bug: Fix page scroll detection and add browser history support
- Use getBoundingClientRect() in the scroll listener so the active-page
  threshold is measured relative to the content container rather than
  the document body, fixing off-by-one page detection.
- Replace history.replaceState with pushState for user-initiated
  navigation (sidebar, prev/next, keyboard) and add a popstate listener
  so the browser back/forward buttons work correctly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 22:26:48 +00:00
1977a5d966 bug: Fix incorrectly labled table 2026-06-08 22:22:11 +00:00
19798b703c bug: Fix incorrectly numbered list 2026-06-08 22:19:54 +00:00
1d837103c5 bug: Fix extraneous styling on h2 2026-06-08 22:17:14 +00:00
f7574aee21 bug: Update rare weapons tables 2026-06-08 22:13:31 +00:00
41d89cb632 bug: Fix issue with page links going to the wrong place 2026-06-08 21:48:52 +00:00
4dbdb12876 feat: Links to pages 2026-06-08 21:33:39 +00:00
006307a62e chore: formatting 2026-06-08 21:11:07 +00:00
373eb19fe4 chore: Remove extraneous CSS <link> 2026-06-07 00:32:36 +00:00
54d560980b chore: More formatting 2026-06-07 00:30:21 +00:00
b4ee0eb212 chore: Remove watermarks 2026-06-07 00:12:02 +00:00
74c4fc2c2a chore: Build pipeline for books/core 2026-06-06 23:44:13 +00:00
88a2778e6f chore: Format HTML in books/core 2026-06-06 23:44:01 +00:00
6a7e988ca0 bug: Remove extraneous pages in books/core 2026-06-06 23:33:41 +00:00
b4a31d9e56 feat: Combine all core book pages into a single scrollable index.html
Replaces the iframe-based viewer with a self-contained file where each
page is a <section id="page-N">. Navigation (sidebar, prev/next, arrow
keys, URL hash) scrolls to sections instead of loading separate files.
Added build.py to regenerate index.html from the individual page files.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 23:08:28 +00:00
1de1377033 bug: Pages numbered correctly in books/core 2026-06-06 22:44:37 +00:00
75c6ab9975 feat: Add core rules 2026-06-06 13:03:00 +00:00
c75cd188c1 feat: Add book viewer at /book with shared design system
- Add html/index.html: book viewer with auto-discovering sidebar,
  prev/next navigation, keyboard shortcuts, and URL hash persistence
- Add html/book-page.css: shared stylesheet for all book pages derived
  from fabula-ultima-sheet.css (dark theme, CSS variables, Cinzel/
  Crimson Text fonts, common class styles)
- Add book.js entry point so webpack injects the shared CSS into the
  book viewer; update webpack.config.js for two entry points, split
  CSS chunk, CopyWebpackPlugin for book pages, and /book dev server
  rewrite rule
- Add scripts/strip_watermark.py: removes "Guest Customer (Order
  #52072168)" watermark artifacts from all 210 book pages
- Add scripts/restyle_book.py: strips per-page <style> blocks and
  injects <link rel="stylesheet" href="book-page.css"> into all pages
- Update Justfile deploy to scp -r dist/* for the new /book subtree

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 03:36:35 +00:00
58552b536f chore: Use webpack to build production version 2026-06-05 03:04:58 +00:00
41bbb7a44b chore: Format code with Prettier 2026-06-05 02:41:10 +00:00
a9dc508940 chore: Add Node.js .gitignore
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-05 02:38:42 +00:00
32991843d8 perf: Minify JSON save keys to reduce serialized state size
Replace verbose key names with short identifiers in collectData/applyData
(e.g. name→n, zenit→z, heroicSkills→hs). Nested bond, class, and spell
objects are mapped at the boundary so in-memory state and rendering code
are unchanged. applyData uses ?? fallbacks to remain compatible with data
saved under the old key names.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-05 02:36:13 +00:00
52ee6ea26b feat: Add Manage page, light/dark theme toggle, and URL sharing
- Move Save, Load, Export, Import buttons to a dedicated Manage page
- Add light theme with warm parchment palette; auto-detect via prefers-color-scheme, persisted to localStorage
- Add URL sharing: sheet state is deflate-raw compressed, base64-encoded, and stored in ?c= parameter; auto-save is suppressed when viewing a shared URL
- Extract JS to fabula-ultima-sheet.js

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-05 02:28:12 +00:00
617 changed files with 60152 additions and 829 deletions

View File

@@ -5,10 +5,28 @@
"resolved": "ghcr.io/anthropics/devcontainer-features/claude-code@sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a", "resolved": "ghcr.io/anthropics/devcontainer-features/claude-code@sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a",
"integrity": "sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a" "integrity": "sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a"
}, },
"ghcr.io/devcontainers/features/node:1": { "ghcr.io/devcontainers-community/npm-features/typescript:1": {
"version": "1.7.1", "version": "1.1.0",
"resolved": "ghcr.io/devcontainers/features/node@sha256:8c0de46939b61958041700ee89e3493f3b2e4131a06dc46b4d9423427d06e5f6", "resolved": "ghcr.io/devcontainers-community/npm-features/typescript@sha256:13a0f63e88513a6022431c39b7ca4ec732ba0760cdb6d882638f4ddf73deb0e7",
"integrity": "sha256:8c0de46939b61958041700ee89e3493f3b2e4131a06dc46b4d9423427d06e5f6" "integrity": "sha256:13a0f63e88513a6022431c39b7ca4ec732ba0760cdb6d882638f4ddf73deb0e7",
"dependsOn": [
"ghcr.io/devcontainers/features/node"
]
},
"ghcr.io/devcontainers/features/go:1": {
"version": "1.3.4",
"resolved": "ghcr.io/devcontainers/features/go@sha256:d85e921f91b41340055bb12b325d9d551170ed04b3b832e33530bf42f167c032",
"integrity": "sha256:d85e921f91b41340055bb12b325d9d551170ed04b3b832e33530bf42f167c032"
},
"ghcr.io/devcontainers/features/node:2.1.0": {
"version": "2.1.0",
"resolved": "ghcr.io/devcontainers/features/node@sha256:586c9a6f7dd40bd3ba2cd41e7f2f88dcc31fbe5d1442afcbf07ffbc66b686857",
"integrity": "sha256:586c9a6f7dd40bd3ba2cd41e7f2f88dcc31fbe5d1442afcbf07ffbc66b686857"
},
"ghcr.io/jsburckhardt/devcontainer-features/just:1": {
"version": "1.0.0",
"resolved": "ghcr.io/jsburckhardt/devcontainer-features/just@sha256:5c90013b36669270be21c69e7d8e5b6148b4b0b34fca9e104a599edf0d7c11af",
"integrity": "sha256:5c90013b36669270be21c69e7d8e5b6148b4b0b34fca9e104a599edf0d7c11af"
} }
} }
} }

View File

@@ -1,7 +1,11 @@
{ {
"image": "mcr.microsoft.com/devcontainers/base:ubuntu", "image": "mcr.microsoft.com/devcontainers/base:ubuntu",
"features": { "features": {
"ghcr.io/devcontainers/features/node:1": {}, "ghcr.io/devcontainers/features/node:2.1.0": {},
"ghcr.io/anthropics/devcontainer-features/claude-code:1.0": {} "ghcr.io/devcontainers/features/go:1": {},
"ghcr.io/jsburckhardt/devcontainer-features/just:1": {},
"ghcr.io/anthropics/devcontainer-features/claude-code:1.0": {},
"ghcr.io/devcontainers/features/node:2": {},
"ghcr.io/devcontainers-community/npm-features/typescript:1": {}
} }
} }

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@@ -0,0 +1,87 @@
name: Deploy
# Builds the static frontend and the Go share-service, ships both to the
# Caddy host, and restarts the service.
#
# Required repo secret:
# DEPLOY_SSH_KEY - base64-encoded private SSH key authorized for
# ${DEPLOY_USER}@${DEPLOY_HOST}. Generate with:
# base64 -w0 < deploy_key # Linux
# base64 -i deploy_key | tr -d '\n' # macOS
#
# Override host/user/paths via repo variables (Settings > Actions > Variables)
# if they ever change; the defaults below match the Justfile.
on:
push:
branches: [master]
workflow_dispatch:
env:
DEPLOY_HOST: ${{ vars.DEPLOY_HOST || 'goldfish.malzahn.lan' }}
DEPLOY_USER: ${{ vars.DEPLOY_USER || 'root' }}
WWW_ROOT: ${{ vars.WWW_ROOT || '/usr/share/caddy/public_html/fabula' }}
GO_ARCH: ${{ vars.GO_ARCH || 'amd64' }}
jobs:
deploy:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
# --- Build frontend ---
- uses: actions/setup-node@v4
with:
node-version: 20
cache: npm
- run: npm ci
- run: npm run build # -> dist/
# --- Build backend (static, no cgo) ---
- uses: actions/setup-go@v5
with:
go-version-file: server/go.mod
cache-dependency-path: server/go.sum
- name: Build share-svc
working-directory: server
run: CGO_ENABLED=0 GOOS=linux GOARCH="$GO_ARCH" go build -o share-svc .
# --- Deploy ---
- name: Configure SSH
run: |
command -v rsync >/dev/null || { apt-get update && apt-get install -y rsync; }
mkdir -p ~/.ssh && chmod 700 ~/.ssh
# DEPLOY_SSH_KEY is stored base64-encoded so the PEM survives the
# secret round-trip intact (no CRLF/whitespace/newline mangling).
echo "${{ secrets.DEPLOY_SSH_KEY }}" | base64 -d > ~/.ssh/deploy_key
chmod 600 ~/.ssh/deploy_key
ssh-keyscan -H "$DEPLOY_HOST" >> ~/.ssh/known_hosts 2>/dev/null
- name: Copy frontend
run: |
rsync -az --delete -e "ssh -i ~/.ssh/deploy_key" \
dist/ "$DEPLOY_USER@$DEPLOY_HOST:$WWW_ROOT/"
- name: Copy backend binary + unit file
run: |
# Copy to a temp path then atomically rename into place. You can't
# overwrite a running executable in place (ETXTBSY / "Text file busy"),
# but rename(2) just swaps the directory entry while the old inode keeps
# serving the running process until the restart step picks up the new
# binary. chmod first so the exec bit survives the rename (scp doesn't
# preserve mode without -p).
scp -i ~/.ssh/deploy_key server/share-svc \
"$DEPLOY_USER@$DEPLOY_HOST:/usr/local/bin/share-svc.new"
ssh -i ~/.ssh/deploy_key "$DEPLOY_USER@$DEPLOY_HOST" \
'chmod 0755 /usr/local/bin/share-svc.new && mv -f /usr/local/bin/share-svc.new /usr/local/bin/share-svc'
scp -i ~/.ssh/deploy_key server/share-svc.service \
"$DEPLOY_USER@$DEPLOY_HOST:/etc/systemd/system/share-svc.service"
- name: Restart services
run: |
ssh -i ~/.ssh/deploy_key "$DEPLOY_USER@$DEPLOY_HOST" '
systemctl daemon-reload &&
systemctl enable --now share-svc &&
systemctl restart share-svc &&
systemctl reload caddy
'

6
.githooks/pre-commit Executable file
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@@ -0,0 +1,6 @@
#!/bin/sh
# Run TypeScript type-checking before each commit.
# Babel strips types without checking them, so this is what actually
# enforces type correctness. Bypass with `git commit --no-verify`.
npm run typecheck

49
.gitignore vendored Normal file
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@@ -0,0 +1,49 @@
# Dependencies
node_modules/
.pnp
.pnp.js
# Build output
dist/
build/
out/
# Environment variables
.env
.env.local
.env.*.local
# Logs
logs/
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# Runtime data
pids/
*.pid
*.seed
# Coverage
coverage/
.nyc_output/
# Cache
.npm
.eslintcache
.parcel-cache
.cache/
# OS
.DS_Store
Thumbs.db
# Editor
.vscode/settings.json
.idea/
*.swp
*.swo
# TODO(DWM): Temporary fix
pdf/Fabula-Ultima-TTRPG

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@@ -1,11 +1,42 @@
user := "admin" # user := "admin"
host := "chimaera.malzahn.lan" # host := "chimaera.malzahn.lan"
www-root := "/home/admin/caddy/public_html/fabula" # www-root := "/home/admin/caddy/public_html/fabula"
user := "root"
host := "goldfish.malzahn.lan"
www-root := "/usr/share/caddy/public_html/fabula"
# Target architecture of the deploy host (override: `just go-arch=arm64 deploy-server`)
go-arch := "amd64"
clean:
rm -rf dist/*
rm -f server/share-svc
serve: serve:
python3 -m http.server npm run dev
build:
npm run build
deploy: build
scp -r dist/* {{ user }}@{{ host }}:{{ www-root }}/
# Build the share service as a static binary for the deploy host.
build-server:
cd server && CGO_ENABLED=0 GOOS=linux GOARCH={{ go-arch }} go build -o share-svc .
# Ship the binary + unit file and (re)start the service. Requires root on host.
deploy-server: build-server
scp server/share-svc {{ user }}@{{ host }}:/usr/local/bin/share-svc
scp server/share-svc.service {{ user }}@{{ host }}:/etc/systemd/system/share-svc.service
ssh {{ user }}@{{ host }} 'systemctl daemon-reload && systemctl enable --now share-svc && systemctl restart share-svc'
format:
npx prettier --write books/
npx prettier --write src/
npx prettier --write webpack.config.js
typecheck:
npm run typecheck
deploy:
scp fabula-ultima-sheet.html {{ user }}@{{ host }}:{{ www-root }}/index.html
scp fabula-ultima-sheet.css {{ user }}@{{ host }}:{{ www-root }}/fabula-ultima-sheet.css
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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.
<em
>You can find more about the Game Master's role on
<a href="/books/core/#page-26">page 26</a>!</em
>
</li>
<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.
<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
<a href="/books/core/#page-24">page 24</a>!</em
>
</p>
</li>
</ul>
<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>

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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... More information
on how to create and manage Villains can be found in the Game Master chapter,
on <a href="/books/core/#page-254">page 254</a>.
</p>

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<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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<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 (<a
href="/books/core/#page-87"
>page 87</a
>).
</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>

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<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>
Great evil is born when good intentions are met with mistrust and despair.
</p>
</blockquote>

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<div>
<h1>INVENTORY POINTS</h1>
<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>
</div>
<div>
<h2>SPENDING INVENTORY POINTS</h2>
<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 (<a href="/books/core/#page-210">page 210</a>) 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>
</div>

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<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 class="example">
<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 class="note">
<strong>Note:</strong> While tools and similar gear might allow you to perform
an otherwise impossible operation, they never grant any mechanical benefit.
</p>

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<div>
<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 <a href="/books/core/#page-148">page 148</a>); 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>
</div>
<div>
<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>
</div>
<div>
<h3>JOURNEYS AND TRAVELS</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>
</div>

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<div>
<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>
<div class="example">
<strong>Example:</strong>&nbsp;
<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>
</div>
</div>

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<div>
<h2>DANGERS</h2>
<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>
</div>
<div>
<h3>UPDATING THE WORLD MAP</h3>
<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
<a href="/books/core/#page-98">page 98</a>.
</p>
</div>

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<div>
<h2>DISCOVERIES</h2>
<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>
</div>
<hr />
<div>
<blockquote>
The first airship pilot, Oona Sabine, vanished during a flight over the
Whisperwoods.
</blockquote>
</div>

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<h2>The Basics of Play</h2>
<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>
<h2>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 />
<blockquote>
This is a tale of heroes and darkness. Of great hope... and even greater
sacrifice.
</blockquote>

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<h1>DUNGEONS</h1>
<div>
<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 class="note">
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>
</div>
<div>
<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
<a href="/books/core/#page-258">page 258</a>.
</p>
</div>

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<div>
<h2>DANGER CLOCKS</h2>
<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>
</div>

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<h1>MAGIC</h1>
<div>
<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>
</div>
<div>
<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>
</div>
<div>
<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>
<div>
<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
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
possible through the Arcane Rituals Skill.
</p>
</div>
</div>

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<div>
<h3>Chimerism</h3>
<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
<a href="/books/core/#page-183">page 183</a>).
</p>
</div>
<div>
<h3>Elementalism</h3>
<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>
</div>
<div>
<h3>Entropism</h3>
<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>
</div>
<div>
<h3>Ritualism</h3>
<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>
</div>
<div>
<h3>Spiritism</h3>
<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>
</div>

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<div>
<h2>Spells</h2>
<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>
</div>
<div>
<h2>Spell Format</h2>
<p>
Each spell description uses the format below and contains a variety of
information:
</p>
<div>
<h3>Example Spell Metadata</h3>
<table>
<thead>
<tr>
<th>Name</th>
<th>Cost</th>
<th>Targets</th>
<th>Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td>Ignis (rr)</td>
<td>10 × T</td>
<td>Up to three creatures</td>
<td>Instantaneous</td>
</tr>
<tr>
<td colspan="4">
You unleash a searing barrage against your foes, conjuring flames
out of thin air. Each target hit by this spell suffers
<span>【HR + 15】</span> fire damage.
<strong>Opportunity:</strong> Each target hit by this spell suffers
shaken.
</td>
</tr>
</tbody>
</table>
</div>
<div>
<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).
<em>
See <a href="/books/core/#page-116">page 116</a> 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>
</div>
</div>

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<div>
<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>
<li>Spend the required amount of Mind Points.</li>
<li>
If the spell is an offensive (rr) spell, you must also perform a Magic
Check. Elementalism, Entropism, and Spiritism Checks rely on
<span>【INS + WLP 】</span>, while Chimerism may choose between
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
<p>
Non-offensive spells are automatically successful and require no Check.
Fumbles and critical successes on Magic Checks generate opportunities as
normal.
</p>
</li>
<li>Apply the effects of the spell.</li>
</ol>
</div>

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<h2>CASTING A SPELL FURTIVELY</h2>
<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 (r) 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>
<p>
If you cast a spell with a duration of "Scene", you can end its effect at any
time. The effect will also end if you die or fall unconscious, or if you leave
the scene.
</p>
<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 class="example">
Example: 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>

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<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>

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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 <a href="/books/core/#page-93">page 93</a>.
</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>

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<h1>22GAME RULES</h1>
<h2>The Ritual</h2>
<p>
The Ritual is cast following the normal procedure for a spell (<a
href="/books/core/#page-115"
>page 115</a
>), 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>

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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>

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<div>
<h2>RITUALS AS GROUP CHECKS</h2>
<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 (<a href="/books/core/#page-50">page 50</a>), and the
character who performs the Ritual will act as the leader.
</p>
</div>
<div>
<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>
</div>
<div>
<h2>SAMPLE RITUALS</h2>
<p>Use these examples as guidelines when adjudicating Rituals.</p>
<p class="example">
Summoning a great globe made of fire and using it to destroy the engine of
an airship is an Elementalism Ritual of major potency targeting a small area
(80 MP, DL 13). If this Ritual fails, you might trigger a devastating
firestorm.
</p>
<p class="example">
Sensing whether a person is hostile is a Spiritism 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 class="example">
Erecting a barrier of energy to shield a castle from an avalanche is a
Ritualism 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 class="example">
Altering the flow of time to briefly restore the functions of a damaged
device is an Entropism Ritual of medium potency affecting an individual area
(30 MP, DL 10). On a failure, the mechanism and some of the nearby objects
might rapidly age before your eyes and crumble to dust.
</p>
</div>

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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
<a href="/books/core/#page-119">page 119</a>, 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
<a href="/books/core/#page-119">page 119</a>; 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>

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<div>
<h1>ECONOMY AND ITEMS</h1>
<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>
<div>
<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>
</div>
<div>
<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
<a href="/books/core/#page-125">page 125</a>).
</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>
</div>
</div>

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<div>
<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
<a href="/books/core/#page-266">page 266</a> 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
<a href="/books/core/#page-130">page 130</a>.
</p>
</div>
<div>
<h2>REWARDS</h2>
<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 (<a
href="/books/core/#page-286"
>page 286</a
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
(<a href="/books/core/#page-272">page 272</a>). 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>
</div>

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<div>
<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>
</div>
<div>
<h2>Artifacts</h2>
<p>
Player Characters will sometimes come into possession of incredibly powerful
magic items, known as artifacts (see
<a href="/books/core/#page-288">page 288</a>). 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>
</div>
<div>
<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>
<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>
<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 (<a href="/books/core/#page-217">page 217</a>).
</li>
</ul>
</div>

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<div>
<table>
<thead>
<tr>
<th>Service</th>
<th>Cost</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="3">Town Services</th>
</tr>
<tr>
<td>Recharge Inventory</td>
<td>10 z</td>
<td>Recharges a character's Inventory Points by one.</td>
</tr>
<tr>
<td>Full Rest (village)</td>
<td>5 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<td>Full Rest (town)</td>
<td>10 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<td>Full Rest (city)</td>
<td>20 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<th colspan="3">Travel Services</th>
</tr>
<tr>
<td>Land Transportation</td>
<td>10 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
<tr>
<td>Water Transportation</td>
<td>20 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
<tr>
<td>Air Transportation</td>
<td>40 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th>Service</th>
<th>Cost</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="3">Mounts</th>
</tr>
<tr>
<td>Terrestrial</td>
<td>200 z</td>
<td>One or two ×2</td>
</tr>
<tr>
<td>Aquatic</td>
<td>500 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Submarine</td>
<td>1000 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Flying</td>
<td>2000 z</td>
<td>Approximately six ×3</td>
</tr>
<tr>
<th colspan="3">Vehicles</th>
</tr>
<tr>
<td>Terrestrial</td>
<td>600 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Aquatic</td>
<td>2000 z</td>
<td>Approximately ten ×2</td>
</tr>
<tr>
<td>Submarine</td>
<td>4000 z</td>
<td>Approximately ten ×2</td>
</tr>
<tr>
<td>Flying</td>
<td>8000 z</td>
<td>Approximately twenty ×3</td>
</tr>
</tbody>
</table>
</div>

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<h1>EQUIPMENT</h1>
<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>
<div>
<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>
</div>
<div>
<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>
<table>
<thead>
<tr>
<th>Accessory</th>
<th>Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Crested Helm</strong></td>
<td>1000 z</td>
</tr>
<tr>
<td colspan="2">You gain a +1 bonus to your Accuracy Checks.</td>
</tr>
</tbody>
</table>
<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
<a href="/books/core/#page-285">page 285</a>.
</p>
</div>

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<div>
<h2>ARMORS</h2>
<p>Armor offers improved protection to its wearer.</p>
<p>
Each armor entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Armor</th>
<th>Cost</th>
<th>Defense</th>
<th>M. Defense</th>
<th>Initiative</th>
</tr>
</thead>
<tbody>
<tr>
<td>Sage Robe</td>
<td>200 z</td>
<td>DEX die + 1</td>
<td>INS die + 2</td>
<td>-2</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
<tr>
<td>Brigandine (E)</td>
<td>150 z</td>
<td>10</td>
<td>INS die</td>
<td>-2</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
</tbody>
</table>
<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>
<p>
For a list of all the basic armors available in the game, see
<a href="/books/core/#page-132">page 132</a>.
</p>
</div>

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<div>
<h2>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>
<table>
<thead>
<tr>
<th>Shield</th>
<th>Cost</th>
<th>Defense</th>
<th>M. Defense</th>
<th>Initiative</th>
</tr>
</thead>
<tbody>
<tr>
<td>Runic Shield (E)</td>
<td>150 z</td>
<td>+2</td>
<td>+2</td>
<td>-</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
</tbody>
</table>
<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
<a href="/books/core/#page-133">page 133</a>.
</p>
</div>
<div>
<h2>ARMOR AND DEFENSES</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>
</div>

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<div>
<blockquote>
Legends tell of a sword capable of striking fear in the hearts of Dragons
and Wyrms.
</blockquote>
</div>
<div>
<h2>WEAPONS</h2>
<p>
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
firearm, flail, heavy, spear, sword, and thrown.
</p>
<p>
Each weapon entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Weapon</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td>Rapier (E)</td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed - Melee - No Quality.</td>
</tr>
</tbody>
</table>
<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>
<h3>A NOTE ON UNARMED STRIKES</h3>
<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>
</div>

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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 <a href="/books/core/#page-16">page 16</a>!
</p>
<blockquote>"There is more than one side to each story..."</blockquote>

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<div>
<h1>Basic Weapons</h1>
<table>
<thead>
<tr>
<th>Name</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="4">Arcane Category</th>
</tr>
<tr>
<td><strong>Staff</strong></td>
<td>100 z</td>
<td>【WLP + WLP】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Tome</strong></td>
<td>100 z</td>
<td>【INS + INS】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Bow Category</th>
</tr>
<tr>
<td><strong>Crossbow</strong></td>
<td>150 z</td>
<td>【DEX + INS】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Ranged w No Quality.</td>
</tr>
<tr>
<td><strong>Shortbow</strong></td>
<td>200 z</td>
<td>【DEX + DEX】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Ranged w No Quality.</td>
</tr>
<tr>
<th colspan="4">Brawling Category</th>
</tr>
<tr>
<td><strong>Unarmed Strike</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 0】 physical</td>
</tr>
<tr>
<td colspan="4">
One-handed w Melee w Automatically equipped in each empty hand slot.
</td>
</tr>
<tr>
<td><strong>Improvised (Melee)</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 2】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w Breaks after the attack.</td>
</tr>
<tr>
<td><strong>Iron Knuckle</strong></td>
<td>150 z</td>
<td>【DEX + MIG】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Dagger Category</th>
</tr>
<tr>
<td><strong>Steel Dagger</strong></td>
<td>150 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 4】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Firearm Category</th>
</tr>
<tr>
<td><strong>Pistol (E)</strong></td>
<td>250 z</td>
<td>【DEX + INS】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w No Quality.</td>
</tr>
<tr>
<th colspan="4">Flail Category</th>
</tr>
<tr>
<td><strong>Chain Whip</strong></td>
<td>150 z</td>
<td>【DEX + DEX】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
</tbody>
</table>
</div>

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<table>
<thead>
<tr>
<th>Name</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="4">Heavy Category</th>
</tr>
<tr>
<td><strong>Iron Hammer</strong></td>
<td>200 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Broadaxe (E)</strong></td>
<td>250 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Waraxe (E)</strong></td>
<td>250 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 14】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Spear Category</th>
</tr>
<tr>
<td><strong>Light Spear (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Heavy Spear (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 【HR + 12】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Sword Category</th>
</tr>
<tr>
<td><strong>Bronze Sword (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Greatsword (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 +1</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Katana (E)</strong></td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Rapier (E)</strong></td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Thrown Category</th>
</tr>
<tr>
<td><strong>Improvised (Ranged)</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 2】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w Breaks after the attack.</td>
</tr>
<tr>
<td><strong>Shuriken</strong></td>
<td>150 z</td>
<td>【DEX + INS】</td>
<td>【HR + 4】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w No Quality.</td>
</tr>
</tbody>
</table>

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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>

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<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>

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<p>
Much like how spellcasters gain access to Ritual magic, characters with the
Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) 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>

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2 on <a href="/books/core/#page-134">page 134</a>). 2 on
<a href="/books/core/#page-134">page 134</a>).

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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 (<a href="/books/core/#page-217"
>page 217</a
>).
</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>
</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>

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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>

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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
<a href="/books/core/#page-148">page 148</a>). 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>

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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>
<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>

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<h2>PLAYER CHARACTER AGAINST PLAYER CHARACTER</h2>
<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>
<p>
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.
</p>
<p>
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.
</p>
</li>
<li>
<p>
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.
</p>
<p>
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.
</p>
</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>

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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
<a href="/books/core/#page-226">page 226</a>).
</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>

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<p><span>144</span></p>
<p><span>W</span></p>
<p><span>W</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>

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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 <a href="/books/core/#page-226">page 226</a>).
</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 <a href="/books/core/#page-143">page 143</a> 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 <a href="/books/core/#page-141">page 141</a> for suggestions.</p>
<h2>BEFORE YOU START</h2>

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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 (<a
href="/books/core/#page-82"
>page 82</a
>) and advancement (<a href="/books/core/#page-230">page 230</a>).
</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 (<a
href="/books/core/#page-140"
>page 140</a
>) 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>

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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 <a href="/books/core/#page-14">page 14</a>, 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>

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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 <a href="/books/core/#page-106">page 106</a>).
</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>

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<h2>MAGIC AND TECHNOLOGY</h2>
<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. 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. 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. 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. 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>

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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><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>

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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>
<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>
<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>

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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>

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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>

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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
<a href="/books/core/#page-229">page 229</a> 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>

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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 <a href="/books/core/#page-160">page 160</a>) 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>

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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>d20</th>
<th>d20</th>
<th>d20</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>

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<blockquote>
Once a fearsome pirate, Lady Morgan is now the respected protector of
Tidebreak Cove.
</blockquote>
<table>
<thead>
<tr>
<th colspan="2">Adjectives (roll or choose; up to two)</th>
<th>Detail (roll or choose; up to one)</th>
</tr>
</thead>
<tbody>
<tr>
<th>1-3</th>
<th>4-6</th>
<th>(no d6 roll)</th>
</tr>
<tr>
<td>1. Charming</td>
<td>1. Devout</td>
<td>1. from an Ancient Bloodline</td>
</tr>
<tr>
<td>2. Oathbreaker</td>
<td>2. Last</td>
<td>2. on the Run</td>
</tr>
<tr>
<td>3. Chosen</td>
<td>3. Distant</td>
<td>3. of the Old Faith</td>
</tr>
<tr>
<td>4. Former Imperial</td>
<td>4. Proud</td>
<td>4. Seeking Justice</td>
</tr>
<tr>
<td>5. Troubled</td>
<td>5. Wanted</td>
<td>5. in Disgrace</td>
</tr>
<tr>
<td>6. Brave</td>
<td>6. Fearful</td>
<td>6. of the Crimson Wings</td>
</tr>
<tr>
<td>7. Animal-loving</td>
<td>7. Kind</td>
<td>7. from the High Academy</td>
</tr>
<tr>
<td>8. Amnesiac</td>
<td>8. Respectable</td>
<td>8. from the Moon</td>
</tr>
<tr>
<td>9. Dashing</td>
<td>9. Tainted</td>
<td>9. of the Seven Seas</td>
</tr>
<tr>
<td>10. Imperial</td>
<td>10. Young</td>
<td>10. from the Future</td>
</tr>
<tr>
<td>11. Free-spirited</td>
<td>11. Eccentric</td>
<td>11. looking for Answers</td>
</tr>
<tr>
<td>12. Loyal</td>
<td>12. Well-connected</td>
<td>12. without a Homeland</td>
</tr>
<tr>
<td>13. Elderly</td>
<td>13. Naive</td>
<td>13. of the Royal Army</td>
</tr>
<tr>
<td>14. Chivalrous</td>
<td>14. Spoiled</td>
<td>14. from Another Dimension</td>
</tr>
<tr>
<td>15. Smiling</td>
<td>15. Gifted</td>
<td>15. of the Desert Clans</td>
</tr>
<tr>
<td>16. No-nonsense</td>
<td>16. Royal</td>
<td>16. of the Storm Knights</td>
</tr>
<tr>
<td>17. Apprentice</td>
<td>17. Reckless</td>
<td>17. with a Heart of Gold</td>
</tr>
<tr>
<td>18. Influent</td>
<td>18. Furtive</td>
<td>18. from the Ancient Forest</td>
</tr>
<tr>
<td>19. Ill-tempered</td>
<td>19. Famous</td>
<td>19. from the Past</td>
</tr>
<tr>
<td>20. Tough</td>
<td>20. Non-human*</td>
<td>20. of the Sacred Flame</td>
</tr>
</tbody>
</table>

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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>

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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>

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<h1>YOUR WORLD COULD BE... HIGH FANTASY</h1>
<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>

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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
<a href="/books/core/#page-176">page 176</a>, 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>

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Every Class provides the following information:
<ul>
<li>
A short description of the Class, covering its general role and premise.
</li>
<li>
A list of questions 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>
A list of free benefits 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>
A set of five Class Skills 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 a (ç) can be acquired multiple times, usually making them
stronger or more flexible. The number following the (ç) symbol tells you the
maximum number of times that Skill can be acquired — for instance, a (ç5)
Skill can be taken up to five times. When the text of a Skill mentions【
SL】, that is the Skill Level, which is to say how many times you have
acquired that Skill.
</li>
</ul>
<p class="example">
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>
<div class="example">
If you are short on time or ideas, feel free to take a look at the Classic
Characters starting on page 172: these level 5 archetypes will prove solid in
play. 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. In the end, he decides to
invest two levels in Orator (acquiring Encourage and Unexpected Ally), then
three levels in Weaponmaster (acquiring Bone Crusher twice and then the
powerful Counterattack).
</div>

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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>

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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>

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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 (<a href="/books/core/#page-266">page 266</a>) or transports (<a
href="/books/core/#page-125"
>page 125</a
>), 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>

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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>

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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>
</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>

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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>

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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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<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>

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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>

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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>
</div>

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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>

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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>

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<div class="document-metadata">
<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>

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<h1>Arcanist</h1>
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>
<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>
<blockquote>Some fates are not easily avoided.</blockquote>

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<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>
<h2>Arcanist Free Benefits</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
</ul>
<h2>Arcanist Skills</h2>
<h3>ARCANE CIRCLE (✦4)</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【 SL × 5】 or lower (you must still pay the spell's MP cost).
</p>
<h3>ARCANE REGENERATION (✦2)</h3>
<p>
When you summon an Arcanum, you immediately recove【r SL × 5】 Hit Points.
</p>
<h3>BIND AND SUMMON</h3>
<p>
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.
</p>
<p>
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. 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.
</p>
<h3>EMERGENCY ARCANUM (✦6)</h3>
<p>
As long as you are in Crisis, the cost for summoning your Arcana is reduced
by【 SL × 5】 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).
Arcanism Rituals use【 WLP + WLP】 for the Magic Check.
</p>

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<h2>The Arcana</h2>
<h3>MERGING WITH AN ARCANUM</h3>
<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>
<h3>DISMISSING AN ARCANUM</h3>
<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>
<h3>DISMISS EFFECTS</h3>
<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>
<h3>DOMAINS</h3>
<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>

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<h3>ARCANUM OF THE FORGE</h3>
<p><strong>Domains:</strong> fire, heat, metal.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<ul>
<li>You have Resistance to fire damage.</li>
<li>Any fire damage you deal ignores Resistances.</li>
</ul>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<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>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE FROST</h3>
<p><strong>Domains:</strong> cold, ice, silence.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<ul>
<li>You have Resistance to ice damage and are immune to enraged.</li>
<li>Any ice damage you deal ignores Resistances.</li>
</ul>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<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>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE GATE</h3>
<p><strong>Domains:</strong> space, travel, void.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<ul>
<li>You have Resistance to dark damage.</li>
<li>You gain a +1 bonus to your Magic Defense.</li>
</ul>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<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>
</td>
</tr>
</tbody>
</table>

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<h1>YOUR WORLD COULD BE... NATURAL FANTASY</h1>
<h2>Natural Fantasy Themes and Protagonists</h2>
<p>
Floating amidst a lush expanse of verdant forests, snow-capped mountains, and
crystal-clear lakes, small villages slumber peacefully, coexisting with the
beasts and elemental forces of the wilderness. Underneath it all lie the ruins
of mysterious past civilizations that once ruled this world of Natural
Fantasy.
</p>
<p>
Tales of natural fantasy often revolve around warmth and community, harmony
with nature and beasts, and the tragedy that befalls when the hearts of the
people grow so dark that they twist and corrupt the very places they live in.
</p>
<p>Their protagonists are often very young and come from the same village:</p>
<ul>
<li>The daughter of the village chief, seeking to prove her worth.</li>
<li>The apprentice blacksmith who saw a terrible creature in the forest.</li>
<li>The young hermit who stumbled upon the entrance to a magical ruin.</li>
<li>The witch who knows of a prophecy dating back to the Ancestors.</li>
<li>The wandering warrior who mistakenly angered a local spirit.</li>
</ul>
<p>
Together they must mend the hearts of their community and confront those who
stir sentiments of hatred and mistrust, to prevent this darkness from
corrupting the very balance of the world around them.
</p>

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<h3>ARCANUM OF THE GRIMOIRE</h3>
<p>Domains: knowledge, revelations, understanding.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<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>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<p>
<strong>Oracle:</strong>&nbsp;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>
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>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE OAK</h3>
<p>Domains: earth, plants, poison.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<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>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Blossom:</strong>&nbsp;
<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>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE SKY</h3>
<p>Domains: fog, rain, storms.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<ul>
<li>You have Resistance to air and bolt damage.</li>
<li>
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.
</li>
</ul>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Thunderstorm:</strong>&nbsp;
<p>
Choose any number of creatures you can see: each of them suffers 30
bolt damage. This damage ignores Resistances.
</p>
</td>
</tr>
</tbody>
</table>

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<h3>ARCANUM OF THE SWORD</h3>
<p><strong>Domains:</strong> conquest, heroism, leadership.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<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>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE TOWER</h3>
<p><strong>Domains:</strong> judgment, protection, sacrifice.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<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>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Judgment:</strong>&nbsp;
<p>
Choose any number of creatures you can see: each of them suffers 30
light damage. This damage ignores Resistances.
</p>
</td>
</tr>
</tbody>
</table>
<h3>ARCANUM OF THE WHEEL</h3>
<p><strong>Domains:</strong> destiny, speed, time.</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>Merge</td>
<td>
<ul>
<li>You are immune to slow.</li>
<li>You gain a +1 bonus to your Defense.</li>
</ul>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Time Freeze:</strong>&nbsp;
<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>
</td>
</tr>
</tbody>
</table>
<blockquote>
Legends tell of a long-lasting passion between the Sword and the Tower... a
passion that often erupted into war.
</blockquote>

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<h1>Chimerist</h1>
<blockquote>Power without harmony will only lead to suffering.</blockquote>
<p>Also: Druid, Shapeshifter, Wild Mage</p>
<p>
Chimerists gather their power from the souls of the monsters and beasts they
encounter. By manipulating their inner wild energy, these mages may mimic the
magical abilities of monsters and have reached a supernatural understanding of
feral creatures. 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>

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<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>
<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 (✦5)</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 (✦10)</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>

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<h1>DARKBLADE</h1>
<blockquote>Today you shall know the full extent of my suffering.</blockquote>
<p>Also: Avenger, Black Knight, Death Knight</p>
<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>

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