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Master chapter, on <a href="/books/core/#page-254">page 254</a>. Master chapter,
on <a href="/books/core/#page-254">page 254</a>.
<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>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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<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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<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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<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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<h3>NATURAL FANTASY LOCATIONS</h3>
<p>
In a natural fantasy world, every location and vista is deeply immersed in
vibrant colors and populated by great beasts and monsters. There are no cities
and roads, only small villages and narrow paths. But as our heroes venture
into ruins or deep into the darkest forests, things change — these forbidden
places are alien and magical, cold and terrifying. Things that were meant to
be forgotten dwell there...
</p>
<h3>d NATURAL FANTASY MAGIC</h3>
<p>
Magic is strongly tied to nature, life, and the elements: its traditions are
largely oral, passed down from elder to apprentice, and a mystery to most
people. The magic found in the ruins, however, is cold and artificial, a
remnant of an age of golems and machinery that defied and angered the forces
of nature.
</p>
<h3>d NATURAL FANTASY ANTAGONISTS</h3>
<p>
In a natural fantasy world, antagonists tend to be disastrous calamities or
ancient and powerful monsters. When the antagonist is a person, they are often
misguided or acting for what they believed to be good for their community:
most of the time, they will see reason after the heroes thwart their plans.
The "true enemy", however, is generally something that cannot be reasoned
with, such as the immortal embodiment of a natural disaster that will require
great sacrifices to placate.
</p>

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<h2>Revolutionaries</h2>
<p>Roll a d6 or choose one option that appeals to your group:</p>
<ol>
<li>
You are about to have a secret meeting with a potential ally. You won't have
much time to talk and must avoid being discovered at all costs. Who is this
person, and how can they help your cause? Who gave you their name?
</li>
<li>
A high-ranking official is giving a public speech escorted by several
soldiers. You are all present, unseen amidst the crowd. What is your
objective here? Have any of you met this official before?
</li>
<li>
The authorities have located your hideout and you are now faced with a
difficult choice — stay and fight or flee and hope you are not captured! How
did they find this place? Could someone have betrayed you?
</li>
<li>
You have just stolen a precious item that will help your rebellion when you
suddenly realize there is more to it than you expected — and the
implications are extremely sinister. What is it you have stolen, and what
darker truths did it conceal? Have any of you seen anything like it before?
Who will do everything in their power to get it back?
</li>
<li>
You were given the location of a secret enemy facility. This is a golden
opportunity and you would do well not to waste it! What is this facility,
and why is it so vital? Who or what is guarding it?
</li>
<li>
You are about to take down an important target when something goes terribly
wrong — you are in great danger! What was your mission, and who gave you the
information? Was it a trap?
</li>
</ol>

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<h2>SEEKERS</h2>
<p>Roll a d6 or choose one option that appeals to your group:</p>
<ol>
<li>
You are on your way towards a sacred or magical location. You hope to find
some answers there. What is this place, and how could it help you? Have any
of you been there before?
</li>
<li>
You have reached the edge of an ancient forest, home to dangerous creatures.
Scary as it may be, you do not have the luxury of time. What treasure can be
found in the heart of the forest? Who or what is rumored to guard it? Why
are you in a hurry to retrieve it?
</li>
<li>
You thought this place could serve as a safe haven and reveal your next
destination, but it has been horribly tainted. You must escape! What is this
place? What dark force corrupted it? Was this a trap?
</li>
<li>
The first step of your quest involves finding a precious item or ingredient.
Unfortunately, a powerful entity guards this treasure. What is it that you
seek? Where is it kept? Who or what protects it, and why?
</li>
<li>
Late at night in a warm tavern, you are all discussing your next move — but
someone approaches you with reports of a terrible event! What were your
plans? What sudden obstacle bars your way? Did your enemies finally make a
move?
</li>
<li>
You have managed to secure an audience with a wise and important figure. Who
is this person, and how can they help you in your quest? What will they ask
in exchange for their precious advice?
</li>
</ol>

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<h2>CHANGING IDENTITY OR THEME</h2>
<p>
If you choose to change your Identity and/or Theme upon gaining a level,
explain what prompted this change: perhaps you have abandoned Anger and
learned the importance of Mercy, or your days as an Oathsworn Paladin have
come to an end, and you are now a Rebellious Oathbreaker.
</p>
<p>
Don't be afraid of change: use it as a way to signal to your group that you
want to explore a new side of your character!
</p>
<h2>CREATING HIGH LEVEL CHARACTERS</h2>
<p>
If your group decides to start play at a level higher than five, you should
simply create your characters as normal and then proceed to level them up as
needed. You may also want to increase the amount of zenit to purchase starting
equipment with; an increase of 50 zenit per level should be appropriate — a
level 30 character would have a starting budget of 2000 zenit, for example.
Rare items and accessories should also be made available to higher-level
characters.
</p>
<h2>REPLACING A CHARACTER</h2>
<p>
Sometimes a Player Character will die a heroic death, or the Player might
decide that their story arc had reached a satisfying conclusion; if a Player
switches to a new character, the new character is created with a level equal
to that of their previous character, and with the same amount of Experience
Points.
</p>
<h2>"Weird" Characters</h2>
<p>
Sooner or later, your character will gain Classes they didnt have at the
start, which may lead to seemingly strange and unforeseen combinations. But
does gaining a few levels in Chimerist turn your mage researcher into a druid?
The answer is no. When your character picks a Class that is very different
from their initial concept, they are experimenting and evolving: where a druid
would seek communion with beasts, your mage might coldly analyze their
abilities. Embrace the variety of Class combinations and craft memorable
characters!
</p>

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<h3>TOKENS</h3>
<p>
Some characters will have special "points" at their disposal: Player
Characters have Fabula Points and Villains have Ultima Points. You will need
tokens of two different colors to represent these (green and red plastic
gemstones work great). The more tokens you have, the better.
</p>
<h3>DICE</h3>
<p>The game makes use of a variety of dice in different shapes:</p>
<ul>
<li>
Six-sided dice, also known as d6s — these you are surely familiar with.
</li>
<li>Eight-sided dice, also known as d8s.</li>
<li>
Ten-sided dice, also known as d10s — the "0" face should be read as 10.
</li>
<li>Twelve-sided dice, also known as d12s.</li>
<li>Twenty-sided dice, also known as d20s.</li>
</ul>
<p>
These dice are sometimes mentioned in notations such as "roll 1d6 + 1d10",
which means you need to roll a six-sided die and a ten-sided die and add them
together, or "roll 1d8 + 1", which means rolling an eight-sided die and adding
1 to the Result.
</p>
<p>
When the game uses the term "die size", it means the number of faces on that
die — for instance, a d10 has a size of 10. Some effects will reduce or
increase die size; for instance, a reduced d8 will turn into a d6, while an
increased d10 will become a d12. The full succession of die sizes, from
highest to lowest, is: You can find these sets of polyhedral dice in game
stores (or you can purchase them online). You can also download mobile apps
that roll dice for you!
</p>

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<h1>HEROIC SKILLS</h1>
<p>
When a Player Character masters a Class by bringing it to level 10, that
character may acquire one Heroic Skill from the list below.
</p>
<ul>
<li>
Unless otherwise noted, each Heroic Skill may only be taken once — however,
some Heroic Skills grow stronger as you reach certain levels.
</li>
<li>
Some Heroic Skills have requirements that must be fulfilled before you can
acquire them, such as having mastered a specific Class.
</li>
</ul>
<p>
Have fun and experiment with Heroic Skills and create unique combinations!
</p>
<h2>LIST OF HEROIC SKILLS</h2>
<p>Heroic Skills available to all characters</p>
<table>
<tbody>
<tr>
<td>Ambidextrous</td>
<td>Fight with two weapons of different categories.</td>
</tr>
<tr>
<td>Extra HP</td>
<td>Increase your maximum Hit Points.</td>
</tr>
<tr>
<td>Extra IP</td>
<td>Increase your maximum Inventory Points.</td>
</tr>
<tr>
<td>Extra MP</td>
<td>Increase your maximum Mind Points.</td>
</tr>
<tr>
<td>Extra Spells</td>
<td>Learn two spells from a Class of your choice.</td>
</tr>
</tbody>
</table>
<p>Heroic Skills with a Class mastery requirement</p>
<table>
<tbody>
<tr>
<td>Adversity</td>
<td>Darkblade</td>
<td>Status effects make you stronger.</td>
</tr>
<tr>
<td>Arcane Echoes</td>
<td>Arcanist</td>
<td>Arcana help you influence Clocks.</td>
</tr>
<tr>
<td>Chimeric Mastery</td>
<td>Chimerist</td>
<td>Learn spells from new Species and increase spell limit.</td>
</tr>
<tr>
<td>Comet</td>
<td>Entropist</td>
<td>Learn the Comet spell.</td>
</tr>
<tr>
<td>Deep Pockets</td>
<td>Tinkerer</td>
<td>Reduce Inventory Point costs.</td>
</tr>
<tr>
<td>Disarming Rhetoric</td>
<td>Orator</td>
<td>Persuade enemies to retreat.</td>
</tr>
<tr>
<td>Heartbreaker</td>
<td>Darkblade</td>
<td>Sacrifice HP for massive damage.</td>
</tr>
<tr>
<td>Heroic Companion</td>
<td>Wayfarer</td>
<td>Your Companion grows stronger.</td>
</tr>
<tr>
<td>Hope</td>
<td>Spiritist</td>
<td>Learn the Hope spell.</td>
</tr>
</tbody>
</table>

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<p>Heroic Skills with a Class mastery requirement (continued):</p>
<table>
<tbody>
<tr>
<td>Mathemagic</td>
<td>Loremaster</td>
<td>Extend single-target spells.</td>
</tr>
<tr>
<td>Monkey Grip</td>
<td>Fury</td>
<td>Equip some two-handed weapons in a single-hand slot.</td>
</tr>
<tr>
<td>Perfect Aim</td>
<td>Sharpshooter</td>
<td>Choose two options when using Warning Shot.</td>
</tr>
<tr>
<td>Pillage</td>
<td>Rogue</td>
<td>Steal from multiple creatures.</td>
</tr>
<tr>
<td>Powerful Shot</td>
<td>Sharpshooter</td>
<td>Deal extra damage at range.</td>
</tr>
<tr>
<td>Powerful Spell</td>
<td>Chimerist, Elementalist, Entropist or Spiritist</td>
<td>Deal extra damage with spells.</td>
</tr>
<tr>
<td>Powerful Strike</td>
<td>Fury or Weaponmaster</td>
<td>Deal extra damage in melee.</td>
</tr>
<tr>
<td>Predictable!</td>
<td>Loremaster</td>
<td>Force an enemy to spend MP to perform specific actions.</td>
</tr>
<tr>
<td>Rampart</td>
<td>Guardian</td>
<td>Resist damage and status effects during the first round.</td>
</tr>
<tr>
<td>Repetition</td>
<td>Orator</td>
<td>Condemn or Encourage twice.</td>
</tr>
<tr>
<td>Revelation</td>
<td>Arcanist</td>
<td>Bind a previously unknown Arcanum, and improve dismiss effects.</td>
</tr>
<tr>
<td>Status Immunity</td>
<td>Wayfarer</td>
<td>Ignore a status effect.</td>
</tr>
<tr>
<td>Unbreakable</td>
<td>Guardian</td>
<td>Survive a fatal hit once per scene.</td>
</tr>
<tr>
<td>Upgrade</td>
<td>Tinkerer</td>
<td>Modify equipment abilities.</td>
</tr>
<tr>
<td>Tempest Strike</td>
<td>Weaponmaster</td>
<td>Concentrate multi attacks on a single target.</td>
</tr>
<tr>
<td>Vanish</td>
<td>Rogue</td>
<td>Disappear after an attack.</td>
</tr>
<tr>
<td>Volcano</td>
<td>Elementalist</td>
<td>Learn the Volcano spell.</td>
</tr>
</tbody>
</table>

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<h2>SHARPSHOOTER</h2>
<ul>
<li>
As one of the more combat-oriented Classes in the game, a Sharpshooter is
relatively straightforward: they do one thing, and they do it well. When
designing battles for your group, create situations in which their abilities
can shine - flying enemies, in particular, are the bane of melee combatants.
</li>
<li>
If the Sharpshooter has spent some time in the army, build on that. Talk
with the Player and discuss warfare, battles, and historical events - they
will probably know the names of a few different generals and military
leaders.
</li>
</ul>
<h2>SPIRITIST</h2>
<ul>
<li>
If people realize a Spiritist is among them, they may grow wary or even
frightened: after all, Spiritism can influence the mind and emotions. This
can be a truly dreadful ability... think what it could do in the hands of a
Villain.
</li>
<li>
If a Spiritist makes frequent use of Ritual Spiritism to alter the feelings,
thoughts, and emotions of people, theres a good chance someone will get
angry; make sure the character is faced with the consequences of their
manipulations.
</li>
<li>
Spiritists manipulate soul energy in its purest form, and this power is
strongly tied with the concepts of life and death. If you have a Spiritist
in your group, you should spend some time exploring these themes.
</li>
<li>
Is the Spiritist part of a church or similar organization? Do they believe
their powers come from a deity? And if yes, what does this entity ask of
them in return?
</li>
<li>
Spiritists can help the group quickly recover from damage and status
effects. Keep this in mind when creating challenging situations.
</li>
<li>
Given how reliably their spells can deal light damage, Spiritists excel
against undead adversaries. Remember this when designing battles!
</li>
</ul>

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<h1>Rewards</h1>
<p>
Few things can make Players excited as finding treasures and rewards: whether
retrieved from the depths of a perilous labyrinth or gifted by a grateful
sovereign, these allow our heroes to develop new strategies, purchase
expensive equipment, or even work on personal Projects and inventions.
</p>
<h2>Handing out Rewards</h2>
<p>
There are a few guidelines to follow when you reward Player Characters,
regardless of how they obtained it. Strictly speaking, you have to worry about
two things:
</p>
<ul>
<li>
The highest Player Character level in your group. Most of the time, all
characters will be of the same level — but some optional rules can change
this.
</li>
<li>The number of Player Characters in your group.</li>
</ul>
<p>
You can then use the table below to "build" an appropriate reward. The table
indicates the average value you should be working with (in zenit), but you can
go a bit higher or lower for particularly rich rewards or minor findings; the
table also indicates the suggested maximum value of any single item found at a
given level range. You will find more information about rare items on the next
pages.
</p>
<table>
<thead>
<tr>
<th>Highest PC Level</th>
<th>Maximum Item Value</th>
<th>2 PCs</th>
<th>3 PCs</th>
<th>4+ PCs</th>
</tr>
</thead>
<tbody>
<tr>
<td>5+</td>
<td>500 z</td>
<td>500 z</td>
<td>750 z</td>
<td>1000 z</td>
</tr>
<tr>
<td>10+</td>
<td>1000 z</td>
<td>800 z</td>
<td>1200 z</td>
<td>1800 z</td>
</tr>
<tr>
<td>20+</td>
<td>1500 z</td>
<td>1000 z</td>
<td>1500 z</td>
<td>2000 z</td>
</tr>
<tr>
<td>30+</td>
<td>2000 z</td>
<td>1600 z</td>
<td>2400 z</td>
<td>3200 z</td>
</tr>
<tr>
<td>40+</td>
<td>any</td>
<td>2000 z</td>
<td>3000 z</td>
<td>4000 z</td>
</tr>
</tbody>
</table>
<p class="example">
Example: The average reward for a group of five level 26 characters is 2000
zenit, and no single item should have a value higher than 1500 zenit.
</p>
<p>
It is generally better to split the reward budget into a variety of weapons,
accessories, shields, armors, and valuables; avoid spending all of it on a
single powerful item or handing the heroes a huge pile of coins.
</p>

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<h2>DESIGNING RARE WEAPONS</h2>
<p>
Weapons are the most complex rare items to design — but this also makes them
one of the more unique and satisfying rewards to give!
</p>
<ol>
<li>
Choose an existing basic weapon from the list on pages 130 and 131 —ignore
the unarmed strike, improvised (melee), and improvised (ranged) weapons.
</li>
<li>
By default, weapons deal physical damage. If you want your weapon to deal
damage of another type (air, bolt, dark, earth, fire, ice, light, poison),
increase its cost by 100 zenit.
</li>
<li>
You may apply any of the following changes:
<ul>
<li>
If the weapon is a two-handed weapon, you may turn it into a one-handed
weapon. If you do, reduce its damage by 4.
</li>
<li>
If the weapon is a one-handed weapon and it does not belong to the
brawling, dagger, or thrown categories, you may turn it into a
two-handed weapon. If you do, increase its damage by 4.
</li>
<li>
You may add a +1 bonus to the weapon's Accuracy Check. If you do,
increase its cost by 100 zenit. You cannot add this bonus if the weapon
already grants a bonus of +1 or higher to Accuracy Checks.
</li>
<li>
You may increase the weapon's damage by 4. If you do, increase its cost
by 200 zenit.
</li>
<li>
You may modify the Attributes required by the Accuracy Check, but tread
carefully: much of a weapon Category's "feel" and balance comes from the
Attributes it relies on. Accuracy Checks relying on a single Attribute
are worth 50 more zenit than those relying on two different Attributes.
</li>
</ul>
</li>
<li>
Finally, you may give the weapon a single Quality chosen from the list on
the right or use the sample abilities as a guideline to come up with a
custom effect. This increases the final cost of the item by a variable
amount.
</li>
</ol>
<p>
If a weapon has a final damage modifier of +10 or higher, that weapon
automatically becomes a martial weapon (E).
</p>

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<p><em>This page is intentionally left blank.</em></p>

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<table>
<thead>
<tr>
<th>Accessory</th>
<th>Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td>Gloves, Crimson</td>
<td>1000 z</td>
</tr>
<tr>
<td colspan="2">
When you perform an attack with multi, you gain a +2 bonus to your
Accuracy Check.
</td>
</tr>
<td>Pointy Yellow Hat</td>
<td>1000 z</td>
<tr>
<td colspan="2">You gain a +1 bonus to your Magic Checks.</td>
</tr>
<tr>
<td>Ring of the Lion</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
You gain a +2 bonus to Opposed Checks that rely on Willpower.
</td>
</tr>
<td>Ring of the Owl</td>
<td>1500 z</td>
<tr>
<td colspan="2">
You gain a +2 bonus to Opposed Checks that rely on Insight.
</td>
</tr>
<tr>
<td>Ring of the Pupil</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
As long as you have at least two Bonds of admiration, you gain a +1
bonus to both your Defense and Magic Defense.
</td>
</tr>
<tr>
<td>Ring of Tales</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
When you roll a critical success, you may spend that opportunity to gain
1 Fabula Point.
</td>
</tr>
<tr>
<td>Gloves, Multigroa Skin</td>
<td>2000 z</td>
</tr>
<tr>
<td colspan="2">You are immune to all status effects.</td>
</tr>
<tr>
<td>Ring of Onions</td>
<td>2000 z</td>
</tr>
<tr>
<td colspan="2">
As long as you have this accessory equipped, increase your maximum Hit
Points and maximum Mind Points by 2 for each different Class you have.
</td>
</tr>
<tr>
<td>Ring of Frost</td>
<td>2500 z</td>
</tr>
<tr>
<td colspan="2">
You Absorb ice damage but have Vulnerability to fire damage.
</td>
</tr>
<tr>
<td>Ring of Magma</td>
<td>2500 z</td>
</tr>
<tr>
<td colspan="2">
You Absorb fire damage but have Vulnerability to ice damage.
</td>
</tr>
<tr>
<td>Ring of the Egg</td>
<td>3000 z</td>
</tr>
<tr>
<td colspan="2">
When reduced to 0 Hit Points, you may instead choose to resist with
exactly 1 Hit Point. If you do, the ring breaks (costs 2000 zenit to
repair).
</td>
</tr>
</tbody>
</table>

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<h2>VOICE SHARD</h2>
<em>A fist-sized shard of glassy crystal.</em>
<p>
It is said that whoever holds this crystal fragment can hear voices whose
wisdom leads to power, wealth and prosperity. Some believe the voices belong
to a pantheon of forgotten deities; others claim they are the voices of wise
and generous people that lived in a past age (or will exist in the future!).
However, the voices can only be heard by the person who grips this artifact...
which means others will have to trust their sincerity.
</p>
<h2>WAND OF THE WILDS</h2>
<em>A tiny, finger-long wooden wand, decorated with emerald leaves.</em>
<p>
Too tiny and fragile to be used as a weapon, this precious artifact allows
people to turn into animals. The wielder can use an action to change a willing
creature (including themselves) into a small beast — such as a cat, fish,
bird, pup, or squirrel.
</p>
<p>
Anything carried by the person becomes part of the animal form; while
transformed they cannot speak, fight or use magic. The wand itself, however,
can never become part of a transformed characters equipment... if you turn
yourself into an animal with it, youll have to carry the artifact in your
mouth, beak, or talons!
</p>
<p>
Anyone wielding or carrying the wand can use an action to reverse a creature's
transformation — if the artifact is lost or stolen, the transformation can
only be reversed by a powerful spellcaster (Chimerism discipline, extreme
potency).
</p>
<h2>WINDSCALE</h2>
<em>This translucent gold scale is about as wide as a human hand.</em>
<p>
It is unclear which creature shed this beautiful scale — but whatever it was,
it must have been a true marvel of nature. Whoever dons this artifact gains
the ability to fly and levitate at will as long as the scale remains in
contact with their skin. Some say that prolonged contact with this artifact
may permanently alter the bearer's physiology, gradually turning them into...
who knows what.
</p>

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@@ -0,0 +1,66 @@
<ol>
<li>
<strong>NAME, LEVEL, AND SPECIES:</strong>
<p>
At the top of the creature profile, you will find the creature's name,
their level (ranging from a minimum of 5 to a maximum of 60), and finally
their Species.
</p>
</li>
<li>
<strong>DESCRIPTION AND TYPICAL TRAITS:</strong>
<p>
Each profile features a short description of the creature, followed by a
list of typical (but not universal) Traits for that type of creature. The
Game Master should always consider these Traits when portraying the
creature or adjudicating the consequences of actions — a peaceful creature
is more likely to listen to reason than an aggressive one, for instance.
</p>
<p>
Villains can also spend Ultima Points to invoke Traits and reroll dice
(page 101).
</p>
</li>
<li>
<strong>ATTRIBUTES</strong>
<p>
This line provides you with the creature's main and secondary statistics:
</p>
<ul>
<li>
Dexterity (DEX), Insight (INS), Might (MIG) and Willpower (WLP) are all
listed using the creature's base die size. Status effects and various
abilities may temporarily influence these die sizes
</li>
<li>
HP indicates the creature's maximum Hit Points, followed by their Crisis
score.
</li>
<li>MP indicates the creature's maximum Mind Points.</li>
<li>
Init. indicates the creature's Initiative score. This calculation
already takes all relevant bonuses and penalties into account, such as
those from armor or Skills.
</li>
</ul>
</li>
<li>
<strong>DEFENSES:</strong>
<p>This section lists the creature's defensive statistics:</p>
<ul>
<li>
Defense (DEF) may be listed as a fixed number (if the creature is
wearing martial armor) or as a bonus to be added to their current
Dexterity die size.
</li>
<li>
Magic Defense (M.DEF) is always listed as a bonus to be added to the
creature's current Insight die size.
</li>
</ul>
<p>
These scores already take into account any benefits granted by shields and
Skills.
</p>
</li>
</ol>

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@@ -1,4 +1,44 @@
Bonds can be found on <a href="/books/core/#page-56">page 56</a>. Bonds can be
found on <a href="/books/core/#page-56">page 56</a>.
<a href="/books/core/#page-226">page 226</a>.
<a href="/books/core/#page-226">page 226</a>.
<h2>BONDS</h2>
<p>
Heroes need connections to grow stronger — and Bonds represent exactly that. A
Bond can be tied to one to three emotions, each belonging to one of three
different pairings, as shown on the character sheet:
</p>
<ul>
<li>Admiration or inferiority;</li>
<li>Loyalty or mistrust;</li>
<li>Affection or hatred.</li>
</ul>
<p>
For each emotion in a Bond, the strength of that Bond is increased by one (up
to a strength of 3 if you have an emotion in each pairing).
</p>
<p class="example">
Example: If you have a Bond of inferiority and loyalty towards the Sapphire
Princess, the strength of that Bond is 2. If you later begin to also feel
affection towards her, its strength becomes 3.
</p>
<p>
Just like Traits, Bonds can be invoked to improve your die rolls, and they can
also boost your ability to help your companions.
</p>
<p>
A character may have up to six Bonds at the same time. More information on
Bonds can be found on <a href="/books/core/#page-56">page 56</a>.
</p>
<h2>FABULA POINTS</h2>
<p>
A powerful currency in the game that will come and go is Fabula Points. They
can be earned by facing adversities, and spent to invoke Traits and Bonds, as
well as fuel a variety of special effects. Players can also spend Fabula
Points to introduce new elements into the story and shape the world around
their characters!
</p>
<h2>CHARACTER LEVEL</h2>
<p>
Your character's level is an abstract indication of their power. Characters
generally begin their adventures at level 5 and can climb up to level 50. On
average, you should gain enough Experience Points to reach a new level at the
end of every other session. The details of this system can be found on
<a href="/books/core/#page-226">page 226</a>.
</p>

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<h2>When to perform checks</h2>
<p>
For a Game Master, knowing when to call for a Check and when not to do so is a
Skill that develops over time through trial and error.
</p>
<p>The following guidelines can be of help:</p>
<ul>
<li>
The Player Characters are heroes. Unless theres a capable opposition or
immediate threat, a Player Character's actions should simply succeed.
Finding the tavern requires no roll — getting there without being noticed by
the local bandit gang, on the other hand, will take some effort.
</li>
<li>
Context and circumstances. The same action might require a Check depending
on when and where it takes place. Swimming in a calm river doesnt require a
Check, while doing the same during a flood is extremely dangerous and would
require a Check.
</li>
<li>
Relevant background. If a characters Traits or general background are
enough for them to succeed, the Game Master should simply allow it. For
instance, an aristocrat will have little to no trouble securing an
invitation for a court ball.
</li>
<li>
Impossible actions. Some actions simply cannot succeed, but you have to be
open to the Players creativity! You cant jump from Earth to the Moon, but
you can build a magical ship to get there. You just need to remember that
nothing comes for free, and build interesting situations around the Players
ideas.
</li>
<li>
Relevant failure. Failing a Check means the situation gets worse. If failure
has no relevant impact on the situation, the Game Master should simply
describe the outcome of the action and skip the Check. The same is true when
a character isnt acting under pressure: their actions may require time, but
they will no doubt achieve their goal.
</li>
<li>
Stick to the rules. If the rules ask for a Check — or if they dont —
theres probably a good reason. Think twice before doing the opposite, and
only do so if everyone at the table is okay with it.
</li>
</ul>

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@@ -0,0 +1,49 @@
<h2>PERFORMING AN ATTRIBUTE CHECK</h2>
<p>
in its most basic form, a Check is known as an Attribute Check and works as
follows:
</p>
<ol>
<li>
The character performing the Check states which goal they want to
accomplish; the Game Master may also want to further clarify what can be
achieved by succeeding at the Check. Sometimes, the goal will be the
successful application of a Skill.
</li>
<li>
The Player controlling the character describes their approach to the
situation, which is to say, how they intend to pursue their goal. Based on
that approach, the Game Master chooses which Attributes must be rolled, such
as <span>【 DEX + MIG】</span> or <span>【WLP + WLP】</span>. Sometimes, the
appropriate Attributes will be indicated by a specific rule.
</li>
<li>
The Game Master declares the Difficulty Level (DL) for the Check, using the
table on the next page as a reference. Sometimes, the Difficulty Level will
be indicated by a specific rule. The Game Master must also inform the Player
about what the consequences of a failure will be, making sure everyone
understands what is at stake.
</li>
<li>
The character rolls the appropriate dice, adding them together and applying
any relevant modifiers coming from Skills, spells, equipment, or other
effects.
</li>
<li>
If the character rolled a fumble or a critical success, apply the
corresponding effects (including the automatic failure or success).
Otherwise...
</li>
<li>
... if the Result of the Check is greater than or equal to the Difficulty
Level, the character succeeds. If it is lower, the character fails.
</li>
<li>
Finally, the outcome of the Check changes the current situation: either the
character achieved their goal, or things took a turn for the worse. For more
information on how to handle and describe the outcome of a Check, see
<a href="/books/core/#page-44">page 44</a>.
</li>
</ol>

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@@ -0,0 +1,32 @@
<h1>Publisher's Foreword</h1>
<p>
I grew up with JRPGs, I learned a lot and I shared powerful emotions and
incredible adventures: they're my greatest passion, second only to my love for
tabletop RPGs. I felt hatred for Kefka and his laughter; I screamed and cried
during "that scene" with the kind Aerith and the brilliant Sephiroth; I felt
the smell of gasoline and clanging of metal as I piloted Fei Fong Wong's mech
and the Monado gripped in my hands with each of Shulk's strikes; I jumped
through time together with Crono, Marie, Lucca and Robo; I was among the Stars
of Destiny in Tir's Liberation Army; I smelled the gunpowder from Squall's
gunblade; I was moved by Vivi's existential crisis and I fell in love with
Tifa. My whole generation fell in love with Tifa. Whenever I finished a JRPG,
I felt an emptiness inside. I wanted the plot to continue, I wanted the
protagonists I loved and villains I hated to stay with me: every single time,
I wished again and again for a tabletop RPG that would allow me to keep those
stories and emotions alive. I tried many systems; I hacked and pasted together
rules from different games, reskinned like there was no tomorrow, created
house rules, but it never worked. I wanted an accurate way to play the JRPGs I
loved, to create and experience new stories in the style of my favourite genre
with the people at my table, but I could not find anything that truly
satisfied me. Now, when I finish a JRPG and feel that familiar emptiness, I
can simply schedule a session of Fabula Ultima and fill it whenever I want. I
am very happy that Fabula Ultima is the first roleplaying game entirely
produced by Need Games. I still remember when Emanuele told me how they wished
to write a tabletop RPG based on JRPGs: I said "I know we're small today, but
I'd love for this Fabula Ultima to be our first original game!". And so it
was. To quote the greatest villain in the history of JRPGs (yes, of course I
mean Kefka Palazzo): "Son of a submariner!!!" You're still reading the
foreword! Come on! Go ahead, an airship awaits you to set sail for endless
adventures...
</p>

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@@ -1,4 +1,4 @@
<h2>CHAPTER ADVANCING A CLOCK</h2>
<h2>ADVANCING A CLOCK</h2>
<p>In general, Clocks advance through Checks:</p>
<ul>
<li>Fill one section for a successful Check.</li>
@@ -34,7 +34,7 @@
Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
for her failure, and another because she failed the Check by three or more.
</p>
<h3>CLOCKS AND THE STORY</h3>
<h2>CLOCKS AND THE STORY</h2>
<p>
Clocks should always interact with what happens in the story. The Game Master
should use situational modifiers and adjust the Difficulty Level to represent

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@@ -0,0 +1,23 @@
<h2>A THRESHOLD FOR FAILURE</h2>
<p>
If you use a Clock to represent a complex series of operations to achieve a
goal, you must also establish when that goal will be irredeemably lost: does
it take a single failed Check, or is there a parallel "failure" Clock that
fills whenever a character rolls poorly? The Game Master determines this on a
case-by-case basis, but must make sure to inform the Players as they approach
the challenge.
</p>
<h2>TURNING BACK A CLOCK</h2>
<p>
Characters can also take action to slow a Clock's advance and erase some of
the filled sections, eventually bringing it back to 0 — the method is
identical to that of filling a Clock. When a Clock reaches 0, the Game Master
may have the threat removed or simply keep it lurking in the shadows.
</p>
<p class="example">
Example: As the heroes fight the powerful sorceress Chrona, her ritual to open
a rift to the Demon Realm draws to its conclusion. The Player Characters must
balance their actions between defeating the sorceress and slowing down the
progress of the ritual, a ten-sections Clock that would end the scene in an
automatic defeat.
</p>

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@@ -1,7 +1,45 @@
everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>). everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>).
<h2>OTHER EVENTS</h2>
<p>
If the Game Master feels like a certain event should fill or erase sections of
a Clock (even if that event is not tied to a Check), they are free to fill or
erase one section, or two sections for a major event.
</p>
<p>
On the other end of that, some of the characters' choices might automatically
fill a Clock or make it completely useless — for instance, smashing the
Crystal of Life to pieces will make the "channel the power of the Crystal"
Clock irrelevant. The Game Master is responsible for discarding Clocks that no
longer matter within the story, provided this doesn't strip the Player
Characters of the ability to shape the story.
</p>
<h2>CLOCKS DURING CONFLICT SCENES</h2>
<p>
The next section details the rules for conflict scenes — chases, battles,
audiences, and more! These scenes will see characters working against each
other to achieve goals, and Clocks are an excellent way to keep track of
everyone's progress, as explained under the Objective action (page 72).
</p>
<p class="example">
Example: During a duel between the two rivals Bertrand and Duma, the Game
Master assigns each participant a six-section Clock. The first challenger to
complete their Clock will win the duel.
</p>
<h2>USING CLOCKS FOR PACING AND PRESSURE</h2>
<p>
The Game Master should also employ Clocks to signal that the heroes have a
limited amount of time to stop an antagonist's plans, obtain a specific item,
or learn information. In short, Clocks should be used to convey pressure and
keep the tension high — seeing how much time is left, the heroes will be able
to manage their resources appropriately and should feel like every action is
impactful.
</p>
<p class="example">
Example: The Obliterator Airship Babel will be operative within four days. If
they want to neutralize its soul core and prevent the Emperor from conquering
the region, the heroes have no time to lose!
The Game Master draws a huge Clock on the world map — four sections only!
</p>
<p>
Clocks like these are "time trackers" and normally can't be directly
influenced through Checks — they should be the focus of one or more sessions.
</p>

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@@ -31,7 +31,7 @@
Even if a character dies or leaves your story, any Bonds other characters had
with them will remain until erased.
</p>
<h3>The Role of Bonds</h3>
<h2>The Role of Bonds</h2>
<p>
Bonds make your character stronger while reminding you of their ties with the
rest of the world and its people.

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<h1>Conflict Scenes</h1>
<p>
When the story gets to a climax, when the stakes are high and when every split
second can make a difference, a conflict scene begins. A conflict is a series
of back-and-forth exchanges at a rapid pace. You have no doubt encountered
something like this in movies and TV series: time slows down and the camera
zooms in on every single action.
</p>
<p>All of the following might make for good conflicts:</p>
<ul>
<li>A chase scene amidst the narrow city alleys.</li>
<li>
An infiltration scene where some of the characters sneak past enemy
surveillance, perhaps while allies provide a useful distraction or cover
operation.
</li>
<li>
A skirmish between armed groups or a fight against a dangerous monster.
</li>
<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
<li>A tense audience with a powerful figure.</li>
<li>A duel between two ancient rivals.</li>
</ul>
<h2>USING CONFLICTS</h2>
<p>
As with any other scene, the Game Master is responsible for declaring the
beginning and end of conflicts. The ability to properly time conflicts is
something that can only be developed by playing the game. Draw inspiration
from how videogames, movies, and comics handle pacing — consuming a variety of
different media can really help keep things fresh!
</p>
<p>
Something you should never forget is that you are not bound to use conflict
rules for every battle, chase or debate — instead, you should save them for
truly dramatic situations. Checks and Clocks will often be more than enough to
resolve a scene, without the added complexity of conflict rules. In general,
aim for about one conflict scene every two hours of play.
</p>
<h2>THE STRUCTURE OF A CONFLICT</h2>
The flowchart on the right illustrates all the main steps of a conflict scene.
Each step will be explained in greater detail over the course of this section.

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@@ -1,8 +1,60 @@
<h2>ROUNDS AND TURNS</h2>
<p>Conflict scenes take place as a series of consecutive rounds.</p>
<p>
You can find more about actions starting on
<a href="/books/core/#page-66">page 66</a>.
During each round, the participants will alternate taking turns, starting with
one participant from the side who has the initiative. Back to the previous
example: Since the Player Characters seized the initiative, one of them
(Ricard or Silida) will be the first to take their turn during each round.
Then, the golem will take its turn; after the golem, the remaining Player
Character will finally be able to act. Then, a new round will begin.
</p>
<p>
You can find more about actions starting on
<a href="/books/core/#page-66">page 66</a>.
Each turn allows for a single action — that said, some powerful effects might
grant characters the ability to perform multiple actions during the same turn.
You can find more about actions starting on page 66.
</p>
<ul>
<li>
A character cannot choose to "pass" if they have the opportunity to take a
turn. If an enemy just acted and you are the only Player Character who
hasn't taken their turn this round, for instance, you must take your turn.
</li>
<li>
Sometimes one side will be outnumbered by their adversaries. If this
happens, keep alternating turns as long as possible, then let the side with
the numerical advantage take their remaining turns towards the end of the
round.
</li>
</ul>
<p>
Example: In a conflict with two PCs and three NPCs where the heroes have
seized the initiative, each round will be as follows:
<code
>PC Turn &rarr; NPC Turn &rarr; PC Turn &rarr; NPC Turn &rarr; NPC
Turn</code
>
</p>
<p>
The round ends once every participant has performed the turn (or turns, in the
case of some exceptionally powerful creatures) at their disposal.
</p>
<up
><li>
There is no fixed duration for rounds and turns: they represent cinematic
camera movements and dramatic spotlight, not specific segments of time.
</li>
<li>
Despite that, it is perfectly reasonable to tie a countdown or similar
gimmick to conflict rounds (such as a six-sections Clock named “collapsing
tower” that gets ticked at the end of each round — you don't want to be
there when it fills up).
</li></up
>

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@@ -1,4 +1,4 @@
<h3>DYNAMIC TURN ORDER</h3>
<h2>DYNAMIC TURN ORDER</h2>
<p>
Since turns do not belong to specific characters, you may switch the order of
your actions from round to round. For instance, a sorceress who took the last
@@ -8,7 +8,7 @@
will perform much better than those in which everyone is focusing on an
individual strategy.
</p>
<h3>THE ACTION ECONOMY</h3>
<h2>THE ACTION ECONOMY</h2>
<p>
Much like any game that limits the amount of “moves” a character can perform
before their opponents get a chance to act, Fabula Ultima rewards you for
@@ -27,7 +27,7 @@
normal foes.
</li>
</ul>
<h3>OPTIONAL: ENEMY INITIATIVE</h3>
<h2>OPTIONAL: ENEMY INITIATIVE</h2>
<p>
If you are the Game Master, it can be hard to remember which adversaries still
need to take their turn. An excellent solution is to have enemies take their

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While the explanation for the Objective action on
<a href="/books/core/#page-72">page 72</a> should give a pretty While the
explanation for the Objective action on
<a href="/books/core/#page-72">page 72</a> should give a pretty
<h2>SAMPLE GOAL CLOCKS</h2>
<p>
While the explanation for the Objective action on page 72 should give a pretty
good idea of how it should be used, below are examples of creative strategies
that can be used during conflicts.
</p>
<p>
When adjudicating whether the active character is performing an Attribute
Check against a set Difficulty Level or an Opposed Check against another
character that is present on the scene, remember that there is no limit to how
many times a character may oppose a Objective action within the same round.
</p>
<p>
A single defender with high Attributes can still prove challenging even when
severely outnumbered.
</p>
<h3>BRING IT DOWN</h3>
<p>
While fighting against a winged dragon, the heroes decide to work together to
keep it permanently on the ground and within reach of melee weapons.
</p>
<p>
This is a major goal since it will make the battle much easier but will not
end it by itself. The Clock should probably have 6 sections. Possible actions
would be...
</p>
<ul>
<li>
Use【 DEX + WLP】 to bravely taunt and lure the dragon near the ground,
striking when it's nearby. You will surely gain a +2 bonus if you are
carrying something the dragon desires!
</li>
<li>
If armed with a ranged weapon, use【 DEX + INS】 to aim at a wing and wound
the muscles governing its movements.
</li>
<li>
Use【 INS + WLP】 to help your group retreat towards a narrow canyon where
the dragon will have trouble maneuvering.
</li>
<li>
If the dragon is temporarily within reach, such as after someone attempted
the first approach on this list, use【 MIG + MIG】 to wrestle it and pin it
down! Most of these Checks will be performed against the dragon's own
Checks, but the Game Master might also decide that the second approach must
be made against the dragon's Defense score.
</li>
</ul>
<p>
Most of these Checks will be performed against the dragon's own Checks, but
the Game Master might also decide that the second approach must be made
against the dragon's Defense score.
</p>

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<h2>CHAPTER CATCH THE THIEF</h2>
<h3>CATCH THE THIEF</h3>
<p>
Heading towards their rooms in Caralon Castle, the heroes spot a suspicious
figure at the end of a corridor — and in their hands is the powerful artifact

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<h1>CONVINCE THE QUEEN</h1>
<h3>CONVINCE THE QUEEN</h3>
<p>
The heroes need to persuade the Queen of Armorica that attacking the Imperial
forces tomorrow would be a suicidal maneuver. For some reason, the Queen's

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@@ -0,0 +1,64 @@
<h3>KEEP THEM OUT</h3>
<p>
While facing off against a powerful necromancer, the heroes are swarmed by
hordes of zombies, making the battle much more dangerous. If only they could
get a couple of rounds without new undead arriving on the scene!
</p>
<p>
This is a minor goal and the Clock has 4 sections. Possible actions would
be...
</p>
<ul>
<li>Use【 DEX + MIG】 to quickly barricade a door to the room.</li>
<li>
If capable of casting light-type spells, use【 INS + WLP】 to keep the
undead at bay.
</li>
<li>Use【 MIG + MIG】 to physically block the zombies and push them back.</li>
</ul>
<p>
Most of the above Checks will be performed against the zombies, but the
necromancer might oppose the second approach with some magic of his own.
</p>
<h3>STOP THE RITUAL</h3>
<p>
This time, the heroes aren't pursuing a goal of their own — instead, they are
trying to stop a powerful witch from reaching the conclusion of a dangerous
Ritual, and all this while fighting against the witch's summoned beasts.
</p>
<p>
This is a resolutive goal for the witch, and the Clock has 10 sections. This
time, the Player Characters' goal is to prevent the Clock from filling while
they battle the witch.
</p>
<p>Possible actions would be...</p>
<ul>
<li>
Use【 DEX + INS】 to line up a shot with an elemental bow or pistol and
disrupt the flow of soul energy.
</li>
<li>
If capable of casting spells, use【 INS + WLP】 to manipulate the magic of
the Ritual.
</li>
<li>
Use【 DEX + MIG】 to pick up one of the witch's minions and fling it towards
her or inside the magic circle, causing a distraction.
</li>
<li>
Use【 MIG + WLP】 to appear dangerous enough that the witch will momentarily
have you, and not the Ritual, as her top priority!
</li>
</ul>
<p>
Most of these Checks will be made directly against the witch, although the
third approach might instead be made against the minion; the witch herself is
so powerful that her Clock automatically fills by 1 section at the end of each
round — and she can also choose to Objective on her turn to speed things up.
</p>

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@@ -0,0 +1,28 @@
<h1>Welcome to Fabula Ultima!</h1>
<p>
Welcome to Fabula Ultima! What you hold in your hands is the core rulebook for
a tabletop roleplaying game inspired by some of the most beloved JRPG
videogames, such as Bravely Default, Bravely Second, Granblue Fantasy, Ni No
Kuni, Octopath Traveler, and the legendary Final Fantasy series. The JRPG
acronym stands for Japanese (or Japanese-style) Roleplaying Game, a videogame
genre that saw its origin in Japan but is currently spread all over the world,
counting hundreds of titles. JRPG videogames share some major elements: they
tell fantastic stories in which extraordinary individuals confront the
darkness that threatens their world, growing and learning to trust each other:
only by struggling together and casting aside their suspicions and differences
will they save what they hold dear. This may read like a reasonably common
premise, but what makes JRPGs unique is that the worlds in which they are set
— often wondrous and bizarre! — are built around the protagonists and act as a
reflection of the doubts, hopes and feelings driving their actions: the
process of discovering the setting goes hand in hand with understanding who is
accompanying us in our journeys. Just like the JRPGs it was inspired by,
Fabula Ultima focuses on epic tales of growing heroes and powerful villains,
set in fantastic worlds brimming with wondrous locations and bizarre, unique
monsters, tightly connected to each protagonist's unique themes and choices.
Unlike a videogame, you won't play through a prewritten plot and grind for
experience by slaying monsters for countless hours or carrying out duties for
quest-givers. Instead, you will build your own story together little by
little, and you will be rewarded for playing your character in a way that fits
their role and identity in that story!
</p>

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