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.
| Villain Tier | Ultima Points | Description |
|---|---|---|
| Minor | 5 | Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements. |
| Major | 10 | Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries. |
| Supreme | 15 | Archdemons, immortal entities, and alien deities bent on destruction or domination. |
A Villain has three options for spending Ultima Points:
| Action | Description |
|---|---|
| Escape | A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so, perhaps leaving a few henchmen behind to "keep the heroes company". |
| Invoke Trait | After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or both dice (this follows the same rules seen on page 46). |
| Recovery | A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50 Mind Points. |
While Player Characters can gain Fabula Points in several ways, Villains cannot recharge their Ultima Points — in a way, they represent the Villain's determination and will to pursue their objectives. A Villain with no remaining Ultima Points is no longer a Villain and becomes equivalent to any other NPC; alternatively, they may choose to escalate (see next page).