When I started working on this game back in 2017, one thing was
already clear: in a time when tabletop roleplaying games seemed
dominated by dark fantasy titles and gruesome, gritty tales of
opportunistic characters steeped in nihilism, I felt the need for
a refreshing alternative.
I wanted a game of magical worlds and optimistic stories, steeped
in the wondrous aesthetics of the Japanese console RPGs that had
left me speechless as a kid. There was an element of nostalgia,
sure, but it was accompanied by a conscious need to write a game
based on cooperation, hope, and mutual trust; both in the stories
it was meant to tell and in its very ruleset.
For its working title I went with "Fabula Ultima" — a Latin phrase
that could be translated as "Last Fable" or "Ultimate Story".
Needless to say, this was a tongue-in-cheek homage to what is
probably the most notorious JRPG saga in existence, and also my
first encounter with the genre (Final Fantasy X, back in 2001).
During the spring of 2018, my health condition unfortunately
plummeted, and the name "Fabula Ultima" took on a bit of an
ominous ring. Luckily enough, this ended up being nothing too
serious — but that title had accompanied me during those harsh
months, so I decided to keep it for the final release. After all,
the whole point of the game was to tell tales of heroes who
achieve their goals by overcoming suffering and defeats, in the
hopes of a better future.
Working on Fabula Ultima was neither easy nor quick, but dozens of
people have given me the strength I needed over the years: some by
supporting me via Patreon, others simply sharing the game and
playing with me. Testing and experimenting, again and again, in a
process of constant rebuild and transformation that ultimately
resulted in the book you are reading today; speaking of which, my
collaboration with Need Games was crucial. While the release was
announced during 2020, our conversations about the game date back
to 2018: Nicola has followed the project since its beginning, and
sometimes I really think he's enamoured with it more than I am!
Anyway, I've definitely written too much already: now it's time
for the game to speak on its own. All I ask of you is to let
yourselves be swept into a heroic adventure rife with hope,
adversities, rebellion and emotions — and to do so by trusting
those who play with you, and being passionate about their ideas.
To fight for what you believe in, because this is your story.
W ORIGIN AND INSPIRATIONS
Fabula Ultima is partially based on the tabletop roleplaying game
Ryuutama, written by Atsuhiro
Okada and published in English by Kotodama Heavy Industries.
This game was written and produced under advisement of, with
permission from, and with the complete final approval of, both
Kotodama Heavy Industries and Atsuhiro Okada. Please visit
http://www.kotohi.com for more
information about Ryuutama.
Among the countless sources of inspiration for this game I want to
mention:
Jonathan Tweet & Rob Heinsoo's 13th Age; Alberto
Tronchi's Aegis; Christian Giffen's
Anima Prime; D. Vincent Baker's
Apocalypse World; Takeshi Kikuchi & Studio F.E.A.R.'s
Arianrhod; John Harper's
Blades in the Dark (from which the Clock mechanic was
directly derived); Luke Crane's Burning Wheel; Rob
Heinsoo, Andy Collins & James Wyatt's
Dungeons & Dragons: 4th Edition; Fred Hicks & Rob
Donoghue's Fate; Rikizō's Kamigakari; Junichi
Inoue's Tenra Bansho Zero; and Ron Edward's
Sword, Soul, and Sex
collection of supplements for Sorcerer.
SPECIAL ACKNOWLEDGMENTS
My heartfelt thanks go to Davide Baravalle, Andrea Bergamelli,
Gianluca Candiago, Gaia Cardinali, Francesco Castelli, Alberto
Ceirano, Lorenzo Costamagna, Cryo, Nicola DeGobbis, Deshter,
ExtantLily, Daniele Galliano, Alex Grisafi, Andy Kitkowski, Chiara
Listo, Andrea Lucca, Chris MacLean, Luca Maiorani, Marco Munari,
Enrico Orlandi, Alberto Orlandini, Marta Palvarini, Andrea
Parducci, Domenico Politi, Claudio Pustorino, Alec Rezanka, Matt
Sanchez, Aaron der Schaedel, Claudio Serena, Justin "Gyromitre"
Solatges, Sara "Kurolily" Stefanizzi, Marco Tarasconi, Alena
Tincher, Triex, Erica Viotto, and Giuseppe Vitale; to Lorenzo
Magalotti, Moryo, Sascha Naderer e Catthy Trinh for gifting shape
and color to Fabula Ultima;
to Lara "Phenrir Mailoki" Arlotta, Michele "Sabaku no Maiku" Poggi
and Marcus "epicnamebro" Sanders for the excellent JRPG-themed
content they tirelessly create;
to my parents; and to all those who made this impossible project
possible through their support on Patreon!
Roleplaying games (abbreviated RPGs) are a particular type of game
— they originated as tabletop games, but are nowadays often played
online as well.
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.
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.
ROLES IN THE GAME
The people who play this game will fulfill different roles:
Game Master. 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.
You can find more about the Game Master's role on
page 26!
Player. 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.
Characters that are controlled by the Game Master, on the
other hand, are called Non-Player Characters, or NPCs.
You can find more about each Player's role on
page 24!
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.
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.
The Basics of Play
In the conversation, Players describe their characters' actions
and choices:
"Isabelle raises her shield and guards your back!"
"I step forward and speak to the queen!"
"I run after the thief! Where did he go?"
Similarly, the Game Master describes what happens in the world and
also portrays the actions of every creature and character around
the protagonists:
"The village looks calm, its white windmills turning lazily
under the sun. "
"The king appears tired and struggles to speak, as if not in
control of his body. "
"The dragon turns his smoldering gaze towards you!"
Together, this is all known as roleplaying, and
these events will take place in your imagination — a space that is
often called "the fiction".
THE RULES
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.
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.
This is a tale of heroes and darkness. Of great hope... and even
greater sacrifice.
BUT WHAT IS THIS GAME ABOUT?
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.
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.
HEROIC AND FANTASTIC ACTION
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.
A GAME OF HEROES AND VILLAINS
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.
HEROIC DESTINY
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.
Challenging Battles
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!
Your World
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.
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!
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
page 16!
"There is more than one side to each story..."
THE EIGHT PILLARS
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
page 148). This fantastic land
will grow organically as you explore and travel across it, adding
new details and unraveling ancient mysteries!
What ties all Fabula Ultima worlds together are The Eight Pillars.
ANCIENT RUINS AND HARSH LANDS
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.
A WORLD IN PERIL
Villages, castles, and city-states are among the few areas that
aren’t 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: there’s a single, unspeakable terror
behind the dangers of the world, and our heroes are bound to cross
its path sooner or later.
CLASHING COMMUNITIES
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.
EVERYTHING HAS A SOUL
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.
YOUR WORLD COULD BE... HIGH FANTASY
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.
HIGH FANTASY THEMES AND PROTAGONISTS
High fantasy stories often revolve around themes such as hope,
friendship, and fighting together against supernatural and
world-ending threats.
Their protagonists often come from many different backgrounds:
The princess who lost her kingdom to the antagonist's army.
The veteran soldier who pledged to protect the people with her
life.
The young, inexperienced hero from a remote village.
The dashing sky pirate with a heart of gold.
The old wizard mentor who spent his life searching for a
legendary spell.
The dark knight seeking redemption for his crimes.
Together they must overcome their differences and disagreements,
forging strong bonds that will allow them to save the world from a
terrible fate.
HIGH FANTASY LOCATIONS
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.
HIGH FANTASY MAGIC
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.
HIGH FANTASY ANTAGONISTS
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.
YOUR WORLD COULD BE... NATURAL FANTASY
Natural Fantasy Themes and Protagonists
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.
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.
Their protagonists are often very young and come from the same
village:
The daughter of the village chief, seeking to prove her worth.
The apprentice blacksmith who saw a terrible creature in the
forest.
The young hermit who stumbled upon the entrance to a magical
ruin.
The witch who knows of a prophecy dating back to the Ancestors.
The wandering warrior who mistakenly angered a local spirit.
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.
YOUR WORLD COULD BE... TECHNO FANTASY
Heavy rain falls from polluted clouds, clanking sounds over the
brass and steel pipework spreading from one building to another.
Casting its shadow over the rundown districts is the massive shape
of an industrial chimney, the factory below draining energy and
power from the depths of this Techno Fantasy world.
TECHNO FANTASY THEMES AND PROTAGONISTS
Stories unfolding in a techno fantasy world are often darker and
more serious in tone; they revolve around the exploitation of
natural resources, unchecked and ruthless scientific
experimentation, and abuse of power from the wealthy elite.
Their protagonists are often people fighting against injustice:
The scarred hero who had everything taken from her by the elite.
The last survivor from a line of magic users who sought harmony
with the world.
The former mercenary disgusted by his past actions.
The failed experiment who was abandoned by their cold-hearted
creator.
The wealthy heir who realized her prosperity was built upon the
ruin of others.
Together, they engage a desperate struggle against those few who
rule the world and the hearts of its people.
TECHNO FANTASY LOCATIONS
Techno fantasy locations often take the form of a literal "above
and below," where the shining palaces of the wealthy steal the
very sun from the vast majority of the people who struggle daily
in the slums below. Outside the cities lies a barren world drained
of all life and beauty, turned grey by human greed.
TECHNO FANTASY MAGIC
In a techno fantasy world, magic has largely been claimed by
technology and turned into yet another source of power, wealth,
and warfare supremacy. The stream of souls has been gravely
wounded and corrupted, and the original ways of magic were
forgotten or — more likely — suppressed.
TECHNO FANTASY ANTAGONISTS
The antagonists of a techno fantasy world should represent the
darkness of modern society and the ruthlessness of industry and
exploitation. Wealthy and influential, they simultaneously base
their authority on brute military force and stolen magic or
artifacts. But perhaps their most insidious quality is that many
people still see them as ideal leaders and miraculously self-made
saviors, and are willing to be exploited and oppressed every day
in the vain hope of gaining their favor. Left unchecked, their
egotistical ambitions will lead to magical cataclysms or
full-scale war.
GAME MATERIALS
Among the best qualities of roleplaying games is that they
generally do not require particularly expensive materials beyond
the rulebook — and you already have that in your hands!
To play the game, you will need the following:
GAME SHEETS
These print-outs are used to keep track of important game
information.
Character sheets are used to track information
about each Player Character. The first sheet contains most of
the data, while the second sheet will generally be needed once
your character grows in power — or if they learn to use magic.
The group sheet is shared by all participants,
and it is used to keep track of the characters, creatures, and
locations they have encountered. It also features a list of
consumable items you will often use during your travels, such as
potions and antidotes.
The world sheet is generally managed by the
Game Master and used to record important information concerning
your game world — kingdoms, powerful characters, historical
events, and great mysteries yet unsolved.
The map sheet features the map of your game
world and is used to calculate travel distances and mark the
position of important features such as cities, temples,
fortresses, and ruins. You start the game with only one map
sheet, but might end up using more if you explore uncharted
territories.
If you have purchased this book, you probably already have a .pdf
version of each sheet; in case you don't, you can find them at
fabulaultima.com.
PAPER, PENCILS, AND ERASERS
Most of the time, you will want to write on your sheets in pencil
— this will allow you to easily correct mistakes and update any
information you have recorded.
You will also need a few pieces of blank paper for quick sketching
and notes.
The Players
If you are a Player, here's how you should approach the game:
READ THIS BOOK
Make sure to read the Introduction — hey, you’re already doing
that! — learn the Game Rules and familiarize yourself with the
World Creation, Group Creation, and Character Creation processes
in the Press Start chapter.
You might want to steer clear of the Bestiary chapter, since your
Game Master will likely pit you against some of the creatures
contained within it — spoilers!
GATHER THE PROPER TOOLS
To play the game you will need pencils, erasers, a character sheet
for your hero, a shared group sheet, and your own set of
polyhedral dice (d6, d8, d10, d12, and d20).
If you can, pick up a spare set of dice and share them with
everyone else at the table.
CREATE THE GAME WORLD
Together with everyone else you will give birth to a fantastical
setting, populated by bizarre monsters, great mysteries, and
powerful magic (see page 148).
While doing so, you must adhere to the Eight Pillars discussed on
the previous pages — but aside from that, you are free to come up
with whatever regions, characters, and legends you want!
CHOOSE AN ARCHETYPE FOR YOUR GROUP
Once you have created a game world for your story, you must choose
the kind of group your characters will form: will you be guardians
of a miraculous artifact, revolutionaries fighting against a
corrupt empire, or perhaps heroes who have been brought together
by fate?
Talk with your Game Master and with the other Players and discuss
the kind of story you all want to tell — then, choose an
appropriate group type!
For more information on group types, see
page 152.
INTRODUCTION
CREATE YOUR HEROIC CHARACTER
Keeping the unique characteristics of your group and world in
mind, create the Player Character (PC) you will control during
gameplay. Discuss each character’s role within your group, as well
as any Bonds and relationships!
COOPERATE WITH EVERYONE ELSE
When playing the game, pay attention to what everybody else is
saying and remember to leave room for everyone to shine: each hero
should get their time in the spotlight. Do your best to cooperate
with the other Players and make sure your table environment is
enjoyable and welcoming. Be curious and enthusiastic, suggest
goals for the group, and support each other!
CONTRIBUTE TO THE ONGOING STORY
Bring your energy and ideas to the table, creating a story by
cooperating with everyone else. If you want your character’s
emotions and flaws to be a living part of this shared tale, act
accordingly: in Fabula Ultima, all participants are equally
responsible for the quality of the game experience.
See your character as the tool with which you will shape part of
the ongoing narrative.
PLAY AS A HERO
The protagonists of Fabula Ultima are heroes and adventurers,
larger-than-life characters with unique abilities and an epic —
sometimes tragic — destiny. When you play the game, keep this
premise in mind: act heroically, don’t back down from challenges,
and try to make the world a better place. Sometimes, it will make
sense for your character to do something you wouldn't: this is
part of the beauty of roleplaying games — allow your character to
lead you on this journey of discovery!
PLAY TO CHANGE AND EVOLVE
Your character should be far from an immutable entity: while their
past may be complex and tragic, the way they will change and grow
during play is far more important.
Character evolution lies at the core of adventure: embrace
it!
THE GAME MASTER
If you are the Game Master, here's how you should approach the
game:
READ THIS BOOK
Make sure to read the Introduction — hey, you’re already doing
that! — learn the Game Rules and familiarize
yourself with the World Creation, Group Creation, and Character
Creation processes in the Press Start chapter. You should also pay
special attention to the Game Master chapter and learn how to
consult the Bestiary.
GATHER THE PROPER TOOLS
To play the game you will need pencils, erasers, a world sheet for
your game world and a variable amount of map sheets, depending on
the size of your setting — you will likely only need one at the
beginning, and then print some more as the heroes explore the
world. You will also need one or more sets of polyhedral dice (d6,
d8, d10, d12, and d20).
FOLLOW THE RULES
Learn the rules of the game and apply them as they are written. If
you think one or more elements should be altered, discuss the
matter with everyone else. Only change those elements if the
entire group has agreed on how to do so.
TAKE PART IN WORLD, GROUP AND CHARACTER CREATION
Assist the Players during World Creation (page 148), Group Creation (page 152), and Character Creation (page 154). Use this time to ask lots of questions: what are the core
themes of each protagonist? What experiences tie them together? Do
they have a common enemy? Take note of everything — all of this
will come back to help you create engaging situations during
gameplay.
BREATHE LIFE INTO THE GAME WORLD
Regardless of the game world you have created together, it falls
upon your shoulders to populate it with fantastic locations,
dangerous monsters, and powerful antagonists. Stay true to the
Eight Pillars and make sure you build on each Player Character’s
personal themes and motivations. Whenever you think a Player
Character might know about a place or event, ask the corresponding
Player for creative input.
BREATHE LIFE INTO YOUR VILLAINS
Pay great attention when portraying the main antagonists of the
game, and make sure you stay true to their goals and motivations.
Just as Fabula Ultima’s protagonists are larger-than-life heroes,
their adversaries are powerful and formidable individuals, who
often conceal terrible secrets. Do your best to always portray
their looming threat and keep the pressure high!
COOPERATE WITH EVERYONE ELSE
When playing the game, pay attention to what everybody else is
saying and encourage everyone to play an active role: each
participant should get their time in the spotlight. Do your best
to cooperate with everyone else and make sure the play environment
is enjoyable and welcoming.
PLAY TO FIND OUT WHAT HAPPENS
Never force the Players’ hand, and make sure not to “push” them
towards a specific event: let their actions and objectives guide
you instead. Resist the temptation to create a predetermined plot
— let the heroes’ choices and actions tell you what aspects of the
story the Players really care about.
If you're used to other RPGs in which the Game Master controls the
evolution of the story and prepares scenes ahead of time, let go
of that when playing this game — here, you must only weave
situations around what the Players decide to do and add details to
the world as required by the circumstances. The game gives them
plenty of tools to influence and shape the story, up to and
including the ability to alter plot elements you had previously
introduced. Embrace this creative flow!
ASK QUESTIONS, BUILD ON THE ANSWERS
Move the action forward by asking questions to everyone else. For
example: What will you do now? Where can you find this
information? How do you feel about what happened? Are you willing
to risk your life for this? What will you tell your mother?
Ask plenty of questions, then build on the Players’ answers.
LOOK FOR INSPIRATION
Stories, ideas, pictures, characters, music, and maps: make sure
to take advantage of all possible sources of inspiration.
GAME RULES
This chapter contains the core rules required to play Fabula
Ultima.
This is probably the most important chapter in the book and one
that should be read with great attention, regardless of if you are
the Game Master or a Player.
Throughout this chapter the game’s mechanics are presented in the
way that felt most intuitive; however, sometimes you will have to
jump between pages in order to get the full picture of how things
work. It won’t happen too often, promise!
USEFUL ADVICE AND CHANGING THE RULES
Along the way, you will find that a large part of this chapter
contains advice on how to make the most out of this game's rules
and mechanics. You will also find that sometimes the very same
situation can be resolved through different methods — there’s some
overlap between rules.
This is by design. Given the broad scope of the game and the many
possible scenarios, the rules must be flexible — but this also
means you will have to learn how and when to use them. That is why
plenty of advice has been included wherever possible: because this
book is meant to be understood in the easiest way possible so that
the goals and intentions behind each rule are clear.
As you grow more familiar with the rules, you will probably want
to change or tweak some of them, and that’s perfectly fine.
Nothing in this book was written to be set in stone, but to be a
functional game, whose components interact with each other and
work together to bring an epic, heroic and fantastic tale to your
gaming table. Because of this, make sure to think carefully about
the changes you make: they might influence a greater number of
elements than what you had anticipated. To make life easier, the
book includes a variety of optional rules that can be used to
safely customize your play experience.
Needless to say, whenever you want to change something, make sure
to discuss it with your game group: you shouldn’t change anything
unless everyone agrees.
SCENES
In order to play the game, you must first understand the concept
of scenes.
A scene is a segment of gameplay with a beginning and an end,
focused around a specific character, obstacle, or conflict.
Scenes are an easy way to split the game into manageable “time
sections” and also act as a “stage”: characters who are not part
of the current scene may not perform any kind of action to affect
the story. It is the Game Master’s responsibility to declare the
beginning and end of each scene, but the Players can ask the Game
Master to set up specific scenes as well.
Generally, a scene flows like this:
Beginning the Scene
The Game Master introduces the scene and describes the situation
(a process known as framing the scene), especially the
following:
Which characters are present on the scene (this is often
self-evident).
The time and location of the scene.
Creatures, items or other elements that the characters may
interact with.
Note: The GM should keep things simple — one or two
sentences are enough.
Playing the Scene
Player Characters interact with what is present on the scene, and
their actions and decisions push the story forward. The GM
describes how the environment and Non-Player Characters react, and
adds details to the scene as needed. Characters may also enter
and/or leave the scene, provided the GM agrees.
Additionally, there will be times when the outcome of a
character’s action needs to be determined by rolling dice (see
Checks, on
page 38).
Ending the Scene
The Game Master can end the scene at any point, often wrapping
things up with a short description of what happens. You should
generally end a scene when:
The situation has been resolved (for better or worse).
Gameplay has moved to a different time or location.
Once a scene has ended, another one will begin.
Once you start playing, you will find that scenes tend to flow
naturally, so you will rarely have to check whether a scene has
ended.
That said, some rules and effects rely heavily on the scene
structure: many spells, for instance, last "until the end of the
scene". Pay attention to these!
CONFLICT SCENES
When the heroes’ goals clash with those of another faction, things
can get heated and the Game Master may declare the beginning of a
conflict scene — be it a battle, a breakneck chase, or a tense
audience with a king. During a conflict, the camera “zooms in” and
the characters’ actions are tracked in greater detail.
You can find more about conflicts starting on
page 58, but you should read
the rules for Checks first — they’re on
page 38.
INTERLUDE SCENES
There will be moments in the game where the story moves at a
slower pace — a trek across the plains, the long descent down a
cavern, a night of rest in town, or even a month spent waiting for
an ally to recover. Instead of a moment-by-moment scene, we can
describe these situations as a sequence of short frames that shows
our heroes as they perform a variety of activities.
During an interlude scene (or "interlude"), each Player describes
the general task their character performs, whether it's searching
the village for someone or staying on the lookout for dangers in a
dungeon. However, if a Player wants to have a detailed interaction
with someone or something, you should switch back to a standard
scene.
Interlude scenes are especially useful when characters want to
pursue long-term objectives, such as
Projects (see
page 134), or to describe
journeys (page 106).
GAME MASTER SCENES
If the Game Master wants, they may play a scene in which no Player
Character is present, and in which the Players are simply
spectators, separate from their characters.
These Game Master scenes can be used to foreshadow an event,
introduce a future threat or show a Villain in action: they work
just like cut scenes in a video game, or pre-title scenes in many
movies and TV show episodes.
Game Master scenes are an excellent way to add depth to
antagonists and provide a sense of narrative tension.
Sessions and Campaigns
Now that you know how scenes work, let’s talk about sessions and
campaigns.
SESSIONS
When combined, multiple scenes form a session.
Simply put, a session starts when you sit down to play and ends
once you decide to stop playing, usually because you have run out
of time or think it is appropriate to “pause the story” — perhaps
once you've reached a suitably dramatic cliffhanger!
A typical session of Fabula Ultima will last approximately four
hours. The more people in your group, the longer each session
tends to be.
The contents of a game session generally end up being close to
what you would see in a single episode of a show: the protagonists
explore a specific location or situation and alter it in some way;
this, in turn, influences a larger overarching narrative — that of
the campaign.
CAMPAIGNS
Just as multiple scenes form a session, multiple sessions form a
campaign: this term indicates your group’s overarching story, the
heroic tale you are all contributing to.
There is no set duration for a campaign: some people play a game
for a couple of weeks, others commit to it for years. When you sit
down to play Fabula Ultima for the first time, discuss how long
you want to play — this will help you plan a schedule.
That being said, Fabula Ultima is designed to shine over the
course of approximately twenty to fifty game sessions. If you want
to speed things up, there are rules for faster advancement on
page 230!
IMPORTANT RULES
ALLIES
Some effects in the game affect "allies". In game terms, an ally
is simply anyone who you consider to be your ally in the current
scene. If an effect specifically targets allies (and not simply
creatures or characters), you cannot use it on yourself.
ALWAYS ROUND DOWN
While playing, you will sometimes need to halve numbers or
divide them by a certain value. When this happens, always round
down to a minimum of 0.
ADD, SUBTRACT, MULTIPLY, DIVIDE
If you ever need to perform multiple operations on the same
number, you must do so in the following order:
additions → subtractions → multiplications →
divisions.
SPECIFIC BEATS GENERAL
If a specific element of the game contradicts a general rule,
that specific element will take precedence. Example: Normally, a
Player Character cannot equip two shields at the same time.
However, the
Skill Dual Shieldbearer (page 197) allows you to do so!
TIMING ISSUES
Sometimes a rule or effect will cause multiple choices or
effects to trigger, and it will be important to know who gets to
act first.
If all the choices and/or effects are controlled by the same
person, that person will choose in which order to apply them.
If the choices and/or effects are controlled by different
Player Characters, the Players controlling them agree on which
order to apply them in. If they cannot find an agreement,
randomly determine who takes precedence.
If some of the choices and/or effects are controlled by Player
Characters and others are controlled by Non-Player Characters,
Player Characters always go first.
ANATOMY OF A CHARACTER
In Fabula Ultima, all information pertaining to your character is
tracked on a character sheet. In order to better understand the
rest of this chapter, it is important that you familiarize
yourself with the terms described below.
TRAITS
Each character has a total of three different Traits:
Identity. This is a short sentence that sums up
your character's general concept — something like "Sky Pirate"
or "Queenless Knight". You will choose your Identity when you
create your character, and may change it later on if you feel
like your character has developed enough that it is no longer
fitting.
Theme. This is a strong ideal or sentiment that
drives your character's actions, such as Anger, Justice, or
Ambition. This too is something you will choose during character
creation, and it can change as your character evolves during
play.
Origin. This is where the character comes from,
their homeland.
While playing, you will be able to invoke your character's Traits
to improve your odds when rolling dice.
Whenever your character gains a level, that level will be put in
one of the fifteen Classes available in this book: either to
develop an already obtained Class or start a new one. Each Class
grants a variety of Skills and abilities, and you choose which
ones you want to invest in — even if you and another hero share
some Class choices, your characters will end up being very
different in how they are built and played.
Some Class Skills can be taken multiple times, becoming stronger
or more flexible whenever you do so. When the same Skill is taken
multiple times, its Skill Level — abbreviated as
【SL】 — will also increase. For instance, if you
take the Guardian's Fortress Skill twice (see
page 197), its 【SL】 will be
equal to 2.
If you want to take a look at the various Classes and their
Skills, you can find them starting on
page 176.
Attributes
A character's Attributes are an abstract representation of their
training and aptitudes in four different fields:
Dexterity (DEX) measures precision,
coordination, finesse and reflexes. You will need it to move
cautiously, defend yourself from attacks, craft objects, and
fight using light weapons, bows, and firearms.
Insight (INS) represents observation,
understanding, and reasoning. It is important when investigating
situations, casting spells, and defending yourself from magic.
Might (MIG) is a measure of strength and
fortitude. Most heavy weapons rely on Might, and your ability to
withstand pain and fatigue is also tied to this Attribute in the
form of Hit Points (see below).
Willpower (WLP) represents determination,
charisma, and discipline. You use your Willpower for diplomacy
and persuasion, but it also directly influences your ability to
cast spells and use special Skills, in the form of Mind Points
(see below).
Each Attribute is represented by a die size, ranging from a
six-sided die (d6) up to a powerful twelve-sided die (d12). Some
effects will temporarily alter your Attribute die sizes: this is
known as the current Attribute die size, while your default size
is called the base Attribute die size.
HIT POINTS, MIND POINTS, AND INVENTORY POINTS
These pools of points represent three different "resources"
available to a character:
Hit Points (HP): Represent a character's
ability to withstand pain and fatigue.
Mind Points (MP): Represent a character's focus
and concentration.
Inventory Points (IP): Are an abstract resource
that characters can spend to create consumable items "on the
spot", such as potions and antidotes.
DEFENSE AND MAGIC DEFENSE
These two parameters are mostly used during conflicts:
Defense: Represents a character's ability to
avoid being hit. It may represent dodging blows (typically for
characters with high Dexterity) as well as absorbing and
deflecting them through a clever use of shield and armor.
Magic Defense: Represents a character's ability
to anticipate and resist offensive spells and similar magical
attacks. It is mostly based on Insight.
INITIATIVE MODIFIER
This number indicates the character's ability to act quickly in a
conflict scene.
EQUIPMENT AND BACKPACK
A character can equip a variety of items: weapons, shields, armor,
and even powerful magical accessories. Everything that cannot be
equipped — such as a second suit of armor or a different shield —
will be stored in your backpack.
Consumables and single-use items such as potions and elixirs, on
the other hand, are represented by your Inventory Points.
ZENIT
Zenit is the common currency used in the worlds of Fabula Ultima.
The hopes and fears of this land now rest on your shoulders. Ready
or not, this is your fate.
CHECKS
The word “Check” indicates a die roll based on a character's core
Attributes:
Dexterity, Insight,
Might, and Willpower.
In general, characters must perform Checks:
When required by the game rules. Striking a
target, casting a spell, and using a Class Skill often requires
a Check to determine success or failure. Effects that do not
explicitly call for a Check always succeed automatically.
When asked by the Game Master. The Game Master
has the right to ask characters to perform Checks when
attempting risky actions, facing opposition, or reacting to
danger. For the game to run smoothly, the Game Master must learn
when to ask for a Check and when not to do so (see next page).
Note that only the Game Master can ask for a Check; Players may
never do so.
A Check is presented as a formula indicating which dice you have
to roll and add up together. Checks always require you to roll
exactly two dice.
Example: An 【INS + WLP】 Check
performed by a character with d6 Insight and d10 Willpower will
result in that character rolling a d6 and a d10 and adding them
together, thus generating a total Result between 2 and 16.
Some Checks will also require you to add or subtract a certain
number from the total you rolled:
Example: A Character performing a
【MIG + MIG】+5 Check will roll their Might die twice
and then add 5 to the Result.
CHECK TERMINOLOGY
The following terms are key to understanding how Checks work:
Modifier
Any numerical value that is added to or subtracted from a Check.
If you perform a <DEX + MIG> +2 Check, for
instance, the modifier is “+2”. If the modifier is added, it is
a bonus; if it is subtracted, it is a penalty.
Result
The final number generated by the Check, after applying any
modifiers.
Difficulty Level (DL)
Abbreviated as DL. If the Result of the Check is greater than or
equal to this number, then the action is successful. The
Difficulty Level for a Check will either be set by the rules or
chosen by the GM.
High Roll (HR)
Abbreviated as HR. It indicates the higher of the two dice
rolled in a Check and will be used to calculate various effects
(typically weapon and spell damage). For instance, if you roll
d8 + d10 for a Check and the dice show a 6 and a 9, the HR for
the Check will be 9.
CRITICAL SUCCESS
When both dice rolled during a Check show the same number, and
that number is 6 or higher, the Result is a critical success.
Another way to put this is that you will score a critical success
on a double 6, double 7, double 8, double 9, double 10, double 11,
or double 12. If you roll a critical success, your Check is
automatically successful and you get to apply the effects of an
opportunity (see next page).
FUMBLE
When both dice rolled during a Check show a 1, the Result is a
fumble, which is the exact opposite of a critical success: no
matter the modifiers, a fumbled Check is always a failure — not
due to the character’s incompetence, but because of some
unfortunate twist. When you roll a fumble, whoever controls your
opposition in this scene gets an opportunity (see
next page).
When a Player Character rolls a fumble, they immediately earn 1
Fabula Point (see page 96).
Opportunities
Opportunities are unexpected twists in the story — sometimes good,
sometimes bad.
When you spend an opportunity, you may pick an option from the
list below or come up with a different twist that fits the current
scene. The Game Master has final say on whether an opportunity is
appropriate to the current situation, and some spells and Skills
will allow you to spend opportunities in new and powerful ways.
Example: Valea the thief is hopping from roof to
roof in an attempt to shake off Count Eligor's mercenaries. The
Game Master calls for a 【DEX + MIG】 Check and Valea
rolls a 7 and a 7, a critical success! The Player controlling
Valea describes how she loses her pursuers and chooses the
Favor opportunity: her daring performance will earn
her the sympathy of the villagers, who were already fed up with
the Count's tyranny!
OPPORTUNITIES
Advantage
The next Check performed by you or an ally will receive a +4
bonus.
Affliction
A creature suffers dazed, shaken, slow or weak (see page 94).
Bonding
You create a Bond towards someone or something or add an
emotion to one of your existing Bonds (see page 56).
Faux Pas
Choose a creature present on the scene: they make a
compromising statement chosen by the person who controls them.
Favor
Your actions earn you someone's support or admiration.
Information
You spot a useful clue or detail. The Game Master may tell you
what it is, or ask you to introduce that detail yourself.
Lost Item
An item is destroyed, lost, stolen, or left behind.
Progress
You may fill or erase up to two sections on a Clock (see page 52).
Plot Twist!
Someone or something of your choice sutdenly appears on the
scene.
Scan
You discover one Vulnerability (see page 92) or one Trait (see page 302) of a creature you can see.
Unmask
You learn the goals and motivations of a creature of your
choice.
DIFFICULTY LEVELS
A Check's Difficulty Level (DL) is a measure of how complex and
risky a certain operation can be. It abstracts several elements
into a single number:
The amount of knowledge and expertise required to complete the
operation.
Any helpful or hindering circumstances such as harsh weather
conditions, poor visibility, exhaustion, or supernatural
influences.
The lack or presence of important resources (time, space,
materials, etc.) that are needed to achieve the character’s
goal.
The kind of impact the action will have on the story, be it now
or later.
In summary, Difficulty is an abstraction of how the current
situation is opposing or hindering the character. The true
question you should ask yourself when determining the Difficulty
Level for a check, as indicated by the table below, is “Who is
likely to accomplish this?”
DETERMINING THE DIFFICULTY LEVEL FOR A CHECK
DL
Action Difficulty
Who is likely to accomplish this?
7
Easy
Anyone with a bit of training or natural talent.
10
Normal
A competent person, or a very talented one.
13
Hard
An expert or a prodigy.
16
Very Hard
Someone who is among the very best in that field.
GO WITH TEN
If you are the Game Master and find yourself stumped when choosing
an appropriate Difficulty Level for a Check, use 10: it is neither
too low nor too high, and it's easy to remember.
W CHECKS IN PLAY
Now that you know the mechanical process behind a Check, let's
take a look at how it will work in play.
Our heroes have been allowed before the High Master of Relde, a
village whose aid would prove invaluable in the struggle against
Empress Almara's forces. Since Relde's people are well-versed in
philosophy and magic, everyone agrees this negotiation should be
handled by Brigid, the group's scholar.
Brigid's Player, Emil, describes her goal and approach: "Brigid
doesn't like to beat around the bush, so... I'll simply stand
before the High Master and explain that Almara's army is getting
closer by the day. If the people of Relde forbid them from
crossing the mountain pass, the army will be forced to take a
longer route and we'll have more time to prepare for the battle
and evacuate the locals."
The Game Master nods. "Okay. Is there anything else you think you
can use to your advantage? This won't be easy, you're asking him
to endanger his own people."
"I... not really. But I'll add this: if he refuses, we still plan
on fighting the Empire, tooth and nail. Which means his village
and the pass will probably become a base of operations for the
Imperial forces, sooner or later."
"I see. I was thinking Insight + Willpower for the Check, but you
are almost threatening him... so Willpower + Willpower seems
better."
"Oh, I'm great at Willpower! So... thanks, I guess?"
"Yours is a bit of a risky play. If the Check fails, you'll
probably be kicked out of Relde. Still, Reldeans are keepers to
many secrets and wouldn't want them to fall into Imperial hands...
because of that, the Difficulty Level is just 10."
Brigid has a Willpower of d10, so she rolls 2d10 and adds them
together... only a 5!
It is normally the Game Master's role to describe the outcome of
an action by taking into account the character's stated goals and
the Result of their Check; however, taking a step back and asking
for input can make for great roleplay moments.
"That doesn't look good," the Game Master raises their eyebrows.
"How about you tell me where you messed up?"
"You know what? I think the problem is there's some bad blood
between Relde's 'faculty' and my own. The High Master probably
doesn't like that I'm implying his people wouldn't stand a chance
against the empire..."
"Oh, I like that a lot! But he doesn't. You're quickly escorted
outside the village."
SUCCESS AND FAILURE
Keep the following in mind when you describe the impact of a
Check:
Never subvert the outcome. No matter the
premise, the outcome of the Check must be applied for what it
is. No one at the table can turn a failure into a success and
vice versa: otherwise, why would dice be rolled in the first
place?
Relevant success. If a character succeeds at a
Check, they have confronted the odds and emerged victorious. The
Game Master shouldn't call for further Checks to “confirm” their
success: they have earned it.
If you think an objective requires multiple Checks, use a
Clock (see page 52).
No do-overs. Just like a success should not
require further confirmation, a failure means you can't "try
again" unless the situation is drastically altered in some way.
OPTIONAL: SUCCESS AT A COST
This rule allows Player Characters to turn failure into success,
but it comes at a steep price. When a character fails a Check,
anyone may propose a success at a cost. The Game Master can make
adjustments to the cost as they see fit, and then the Player who
performed the Check can accept or refuse.
When determining whether a given cost would be appropriate,
remember that it should put the character in a rough spot or take
something important away from them. If a cost can be remedied with
little effort, something is wrong.
Back to the previous example: The High Master might listen to
Brigid's reasons, but only if she publicly apologizes and admits
that Relde's scholars are better than her.
You cannot succeed at a cost if your character fumbled the Check.
When you succeed at a cost, the Check's High Roll and Result
remain the same.
Invoking a Trait to Reroll Dice
Player Characters can attempt to turn the tide in their favor by
calling upon one of their core Traits: their Identity, Origin, and
Theme.
For instance, a character might have Shadow Knight as their
Identity, Gaonia Empire as their
Origin, and Guilt as their
Theme.
After performing a Check, a Player Character may spend 1 Fabula
Point and invoke one of their Traits to immediately pick up one or
both dice and roll them again, replacing the old roll with the new
one. They may do so any number of times as part of the same
invocation, but each new reroll (of one or both dice) will cost
another Fabula Point.
You cannot invoke a Trait if your character fumbled the Check.
Example: Ricard the mage is rushing towards the
docking platform of Sorcerer Antigles’ airship. His companions,
Edgar and Valea, are held captive within the vessel. There are
only a few seconds left before the airship lifts off; Nadia (the
Game Master) asks Ricard’s Player, Mark, to perform a
【DEX + MIG】 Check with a
Difficulty Level of 13: given that Ricard only has a d6 in both
Attributes, the situation is pretty desperate.
Mark rolls the dice and gets a 6 and a 3, definitely not enough
for him to succeed. However, Ricard has 2 Fabula Points left.
“Ricard's Identity is that of a Young Traveling Mage, which isn't
that useful here...” Mark frowns, “And his Origin is Malorn
Village... which doesn't help either. But... I could still use my
Theme!”
“Tell me more!” Nadia inquires.
“Well, Ricard's Theme is Belonging. He is terribly afraid of
losing the companions he has found, of being on his own again. I
think this will push him beyond his limits!”
“Okay! Makes sense. I imagine you're only going to reroll that 3,
right?”
“Yeah, I'm hoping for a critical success here... oh wow! I just
rolled another 6!!!”
"Which means you succeed automatically...! Care to describe the
scene for us?"
Mark grins. "Sure! Oh, and by the way, here's the Fabula Point.
So, the guards patrolling the area see a thin boy wearing a pointy
hat plunge himself from the platform; but once the airship lifts
off, there's someone clinging desperately to the landing gear!...
Uhm, I mean, airships do have a landing gear, right?”
Players should describe their actions in a way that is coherent
with their Identity, Origin, or Theme if they want to spend a
Fabula Point. Basically, you shouldn't do this when it feels
forced within the narration — but then again, you as a Player have
final say on how and when you spend your Fabula Points.
INVOKING A BOND TO IMPROVE YOUR CHECK
Just like how a character's Traits can be used to reroll dice,
Bonds — which is to say, the feelings they harbor towards others —
allows them to increase the Result of Checks.
After performing a Check, a Player Character may spend 1 Fabula
Point and invoke one of their Bonds to add the strength of that
Bond to the Result. For more information about Bonds and their
strength, see
page 56.
This can only be done once per Check.
Back to the previous example: Let's say Ricard invokes his Theme
to reroll, but the dice come up a 6 and a 5; unfortunately, this
isn't enough. Mark has 1 Fabula Point left: he could spend it to
reroll the 5 and hope for a critical success, but there's a safer
alternative: he decides to invoke his Bond with Sorcerer Antigles
himself. This is a Bond of inferiority (because Antigles is a
stronger mage) and hatred (because he devastated Ricard's village
when he stole the Dragonstone).
"I think I simply cannot allow him to take anyone else away from
me. It won't be like the last time... I will be there and I will
stop him, no matter the cost."
Nadia nods. "That's a strength 2 Bond, which means you get to 13
and succeed!"
A Bond should only be invoked when it makes sense — just like
Traits, you shouldn't invoke them if it feels forced.
"Scared, Princess? I'm glad. Only when properly scared can we show
some good measure of courage!"
Optional Rule: Invoking to Fail
If you use this optional rule, Players may invoke their
character's Bonds and Traits to intentionally fail Checks and earn
Fabula Points.
Once per scene before making a Check, a Player may describe how
the character's Bonds or Traits prevent them from achieving
success — this is done instead of performing the Check itself.
The Check is then treated as an automatic failure with a Result
and High Roll equal to 0. Then, the character gains 1 Fabula
Point.
You cannot invoke to fail on Support Checks (page 50), and you cannot succeed at a cost (page 45) on a Check you already invoked to fail.
ACCURACY CHECKS
This type of Check works like a normal Attribute Check, but it is
performed when a character wants to strike targets that are ready
to defend themselves. Each weapon lists a specific Accuracy
formula; a Steel Dagger, for instance, requires a roll of
【DEX + INS】 +1. The Difficulty Level is generally
equal to the target's Defense score.
When performing an Accuracy Check, the High Roll (HR) will be used
to determine how much damage you deal.
You can find more about attacks on
page 68 and weapons on
page 128.
MAGIC CHECKS
This type of Check works just like a normal Attribute Check too,
but it is used when a character wants to cast an offensive spell
or perform a Ritual. The Attributes will depend on the kind of
magic used by the character.
When performing a Magic Check, the High Roll (HR) will sometimes
be used to determine the effectiveness of the spell cast.
You can find more about magic starting on
page 112.
OPPOSED CHECKS
This special kind of Attribute Check is the fastest way to
determine the outcome of a competition between characters, such as
a race, a chase or a debate.
Each character taking part in the Opposed Check performs the same
Attribute Check, with no Difficulty Level: whoever gets the
highest Result is the winner. In the case of a draw, the
characters that rolled the same Result simply repeat the Check
until one of them emerges victorious.
During Opposed Checks, fumbles are the lowest possible Result and
critical successes are the highest possible Result. They generate
opportunities as normal; if two or more characters roll a fumble
or a critical success, these count as a draw and the Checks should
be repeated.
Example: Montblanc the knight is struggling to
free himself from the formidable grasp of a dragon. The GM
declares this is an Opposed Check using
【DEX + MIG】.
Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 +
d12: when the dice hit the table: Montblanc gets 8 and 8, while
the dragon rolls 9 and 12. Despite the dragon rolling a total of
21, Montblanc’s 16 is a critical success: against all odds, the
brave knight manages to escape the monster’s deadly claws!
OPEN CHECKS
This particular kind of Attribute Check has no Difficulty Level:
instead, the Result tells us how well the character performed.
These Checks are often used when researching information,
examining an area or recalling important lore.
When you perform an Open Check, simply compare the Result with the
table below: rolling a 13 while studying an ancient painting means
you manage to get information worthy of an expert archaeologist,
while rolling an 8 would only net you basic hints of what the
artist wanted to portray.
Result
Equates to...
7+
What could be accomplished by a person with a bit of training
or talent.
10+
What could be achieved by someone competent or very talented.
13+
The work of an expert or true prodigy.
16+
A result worthy of being remembered in history.
SITUATIONAL MODIFIERS
If a character performs a Check while in a strongly advantageous
or disadvantageous position, the Game Master may impose a +2 bonus
or -2 penalty to the Result. For example: Princess Camilla is
attempting to persuade the Bandit Queen Remora to stop raiding the
nearby village of Karsa; however, Remora's lieutenant T oris is
arguing against her. This is an Opposed Check, but Camilla also
offers Remora a single favor on behalf of her family.
Because of this, the Game Master grants Camilla a +2 bonus to her
Check.
Most of the time you will not need to use situational modifiers —
adjusting the Difficulty Level will be more than enough. However,
they can prove useful when said Difficulty is established by the
rules (such as with an Accuracy Check) or during Opposed Checks
(as shown by the example above).
If you are the Game Master, use situational modifiers to reward
approaches that take advantage of the opposition's Traits,
personality and objectives.
GROUP CHECKS
Characters can choose to cooperate in order to increase their
chance of success within specific situations.
Group Checks are performed as follows:
The characters nominate a leader: this is the
character who will perform the final Check and determine the
action’s outcome. Everyone else acts as a supporting character.
Each supporting character performs a Support Check identical to
the one the leader will perform, but with a fixed Difficulty
Level of 10. Fumbles and critical successes rolled during
Support Checks generate no opportunities, but still count as
automatic failures and successes.
Each supporting character that successfully performed their
Check will grant a +1 bonus to
the leader's Check.
If any of the successful supporting characters have a Bond
towards the leader, the highest strength among those Bonds is
also added to the leader's Check. Remember, only add the single
highest Bond strength.
The leader performs the final Check, which works as normal and
may generate opportunities in case of a fumble or critical
success. The Check's outcome affects everyone who took part in
the Group Check.
Group Checks are extremely useful when two or more characters are
performing the same operation together; the Game Master always has
final say on whether a Group Check is possible or should be
performed.
Example:
Three heroes are trying to persuade the Great Owl to grant them
access to her ancient library. The leader performs a DL 13
【INS + WLP】 Check, and the two
supporting characters perform
【INS + WLP】 Checks with a Difficulty
of 10. They both succeed, and one has a strength 2 Bond towards
the leader. Thus, the leader's Check will receive a total bonus
equal to +4.
FREQUENTLY USED CHECKS
The table below contains a list of circumstances that might
require a Check and the typical Attributes that would be involved.
Situation
Suggested Check
Moving silently, hiding and acting unnoticed.
【DEX + DEX】
Avoiding a trap or finding a way to flee a collapsing
building.
【DEX + INS】
Anticipating someone's movements and catching them by
surprise.
【DEX + INS】
Completing a work of craftsmanship or repairing something.
【DEX + INS】
Moving gracefully to earn someone's attention.
【DEX + WLP】
Examining or investigating someone or something.
【INS + INS】
Remembering useful information about something.
【INS + INS】
Getting information from someone during a conversation.
【INS + WLP】
Persuading someone through authority or diplomacy.
【INS + WLP】
Hard work, such as lifting a portcullis or pushing a statue.
【MIG + MIG】
Resisting intense pain or fatigue.
【MIG + WLP】
Intimidating someone with your strength.
【MIG + WLP】
Optional Rule: Shared Attribute Choice
If you use this optional rule, Players can decide one of the
Attributes involved in each Check they perform, while the Game
Master decides the other (which can be the same Attribute or a
different one).
This rule does not apply to Checks whose Attributes are already
established by the rules, such as Accuracy Checks.
Beneath the Crystal Temple slumbers the Great Dragon God, who once
turned the Babel Empire to ash.
CLOCKS
Also called timers, counters, trackers, or countdowns: Clocks are
a useful tool for tracking an evolving situation, an approaching
danger, or the characters' progress with a certain task.
Clocks are designed to handle complex activities that cannot be
resolved with a single Check and are a great tool for Game Masters
to manage pacing within a scene.
A Clock is a circle split into a number of sections, each of them
representing a step towards an objective being completed or an
event taking place:
When the group infiltrates a guarded area and must not alert the
surveillance, failed Checks might fill a “High Alert!” Clock.
When the heroes realize they can't defeat a colossal foe in
usual combat, they might choose to adopt a different tactic:
striking the stone columns and causing the roof to collapse on
top of the enemy! In this scenario, a Clock can be used to keep
track of how weakened the ceiling's support is; once filled, the
monster will be crushed under the debris!
When a powerful sorcerer performs a world-altering ritual, a
Clock named “arcane apocalypse” can be used to represent how
much time is left to stop him!
A Clock normally features four to twelve sections, depending on
its complexity. Clocks are generally created and managed by the
Game Master, but should be visible to everyone: this makes for
tense and adrenaline inducing play. They should also be tied to a
specific obstacle, goal, or danger, but not to a specific method
or approach: this will allow characters to interact with them in
different ways. Let's take the collapsing ceiling described above:
characters could accomplish that by striking the pillars,
pulverizing them with magic, or even throwing an enemy against
them!
CHAPTER ADVANCING A CLOCK
In general, Clocks advance through Checks:
Fill one section for a successful Check.
Fill an additional section if the Result of the Check surpassed
the Difficulty Level (or the opponent's Result in case of an
Opposed Check) by 3 or more, or two additional sections if it
was by 6 or more.
If the Check was a critical success, the corresponding
opportunity may be spent to fill two additional sections.
Vice versa, Clocks that represent a threat gradually fill as
characters fail Checks, especially if they fail them by a wide
margin:
Fill one section for a failed Check.
Fill an additional section if the Result of the Check is lower
than the Difficulty Level (or the opponent's Result in case of
an Opposed Check) by 3 or more, or two additional sections if it
was by 6 or more.
If the Check was a fumble, the corresponding opportunity may be
spent to fill two additional sections.
Example: While sneaking her way through the
monster-infested corridors of an ancient castle, Valea rolls a 6
on a Check with Difficulty 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.
CLOCKS AND THE STORY
Clocks should always interact with what happens in the story. The
Game Master should use situational modifiers and adjust the
Difficulty Level to represent advantages or disadvantages derived
from the Players' choices and the events that are taking place in
the scene.
everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72).
Bonds
Bonds are a source of power for our heroes. You already know that
Bonds can help improve Checks (page 47) or aid allies during Group Checks (page 50), but some Class Skills and even equipment effects will also
benefit from Bonds.
EMOTIONS AND STRENGTH
Each Bond may feature up to three emotions from the following six:
Admiration. You believe you have much to learn
from this person and deeply respect them for their efforts and
achievements.
Inferiority. You envy this person or feel like
you would be powerless against them. Their very presence
frustrates you, acting as a reminder of your failures.
Loyalty. This person has won your trust, or you
believe in their ideals. You are ready to endanger yourself to
help or protect them.
Mistrust. You don't believe the words of this
person and doubt their intentions.
Affection. You have tender feelings for this
person, be they a love interest, a dear friend, or a member of
your family.
Hatred. You can scarcely control yourself in
the presence of this person, and would do anything to see them
broken and defeated.
The six emotions are combined into three pairings, and the same
Bond may only be connected to one emotion from each pairing:
Admiration or inferiority;
Loyalty or mistrust;
Affection or hatred.
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).
If you have the Dark Knight Belphegor among your Bonds and you
feel inferiority and hatred towards him, that Bond has a strength
of 2.
CREATING A BOND
Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an
effect in the game allows you to "create a Bond", you may add a
new Bond to your character sheet and immediately tie a single
emotion to it. This means that all Bonds start with a strength of
1.
You can have Bonds towards characters, nations, kingdoms,
organizations, and even religions. You cannot have a Bond towards
yourself.
STRENGTHENING A BOND OR CHANGING EMOTIONS
You can make your Bonds grow stronger by adding more emotions to
them (up to a maximum of three emotions, one per pairing). This is
generally done during resting scenes (see
page 91), which will also allow
you to shift emotions around and adjust them to the more recent
developments in your story.
ERASING A BOND
If you already have six Bonds and want to create a new one, you
must first erase one of your existing Bonds. You must explain how
your feelings and perspective changed.
BONDS ARE STRONGER THAN DEATH
Even if a character dies or leaves your story, any Bonds other
characters had with them will remain until erased.
The Role of Bonds
Bonds make your character stronger while reminding you of their
ties with the rest of the world and its people.
Do not shy away from complex Bonds: feeling both affection and
inferiority towards someone, or hatred and admiration, can and
will make your story more memorable.
The best choice is often to let Bonds grow organically, while also
reaping the benefits that come from having many high-strength
Bonds.
Determine which characters will actively take part in the
conflict (be they Player Charactesr or Non-Player Characters).
Everyone else will be treated as an extra and mostly fade into
the background.
Discuss the goals of each participant. Player Characters should
also declare which items they have equipped at the start of the
conflict.
Player Characters perform a {DEX + INS} Initiative
Group Check to determine which side acts first. The Difficulty
Level for this Check equals the highest Initiative among their
adversaries.
If the Player Characters succeed, the first participant to act
each round (see step 5) will be someone from their side. If they
fail, the first participant to act during each round will be one
of their foes.
The conflict is handled as a series of consecutive rounds:
During each round, the Player Characters' side and the enemy
side alternate taking turns, starting with one participant from
the side who has the initiative.
Each turn allows for a single action.
You cannot choose to "pass" a turn.
If one side outnumbers the other, keep alternating turns as
long as possible, then let the side with the numerical
advantage take the remaining turns towards the end of the
round.
Once all creatures have taken their actions, the round ends.
If the conflict continues, a new round begins:
go back to step 5.
The Game Master may declare the end of the conflict scene
whenever they deem it appropriate. This generally happens when
one side achieves their goal or objective, when all sides except
one are unable or unwilling to continue, or when the various
factions find an acceptable compromise.
DETERMINE PARTICIPANTS
First, discuss which characters present on the scene will take on
an active role during the conflict, and which ones will fade into
the background. Player Characters are all generally expected to
take part in the conflict, as are any important antagonists — but
there might be times in which some prefer to stay away from the
spotlight.
Example: The scholar Calliope has offered to help
a young bandit by the name of Randolph — she will act as his
defendant in the upcoming trial.
The Game Master decides to run the trial as a conflict scene: the
participants will be Calliope and Randolph as well as the
prosecutor, a man known as Orbek. Interestingly enough, only one
other Player decides to have their character take an active role:
Montblanc the knight will lend his reputation to help Randolph,
while the thief Valea will avoid being seen on the scene — her
presence could undermine Calliope's credibility, and she already
did her part acquiring important evidence.
Everyone else — the bystanders, the guards, and even the judge
herself — will not be active participants. While the Game Master
still describes their reactions and behavior, those characters
will not get to pursue their objectives or influence the conflict.
New participants may also enter a conflict while it is already
underway: characters who wish to do so can join the scene at the
end of a round (after step 5).
DISCUSS GOALS
Each character involved in the conflict will have their reasons:
perhaps you want to steal a precious artifact, persuade the Queen
of your good intentions, or avoid becoming a monster's
mid-afternoon snack. Your antagonists will have goals of their own
too, ranging from escaping unharmed to putting an end to your
ceaseless meddling.
During this step, each participant should make clear what their
general goal in the conflict will be, at least initially.
The Game Master is free to keep some of the antagonists' goals a
secret — suffice it to say, if a conflict takes place it's because
at the very least they don't want the heroes to achieve their own
objectives!
INITIATIVE
A character's Initiative modifier indicates how likely they are to
give their side an edge when a conflict begins.
At the start of each conflict, the Player Characters perform an
Initiative Group Check: this is a Group Check (see
page 50) that relies on
Dexterity and Insight.
The Difficulty Level for the leader's Check is equal to the
highest Initiative Score among the heroes' adversaries;
supporting characters perform their Support Check against the
standard Difficulty Level of 10.
Whether you act as the leader or as a supporting character in
this Group Check, remember to apply your Initiative modifier to
your Result.
If the leader succeeds, this means the heroes seized initiative
for this conflict and the first participant to act during each
round will be someone from the Player Characters' side; if they
fail, it means they have lost the initiative for this conflict and
the first participant to act during each round will be one of
their foes.
See the next page for an explanation of rounds and turns.
Example:
The warrior monk Silida and the mage Ricard are exploring the
ruins of an old waterway when they come across a bronze golem (page 330) barring their way!
The Game Master calls for an Initiative Group Check, and Ricard is
happy to have Silida be the leader. She only rolls a 6, but
Ricard's Check is a 12 (even taking into account the -2 penalty
caused by the armor he is wearing). Silida's total is now 7, which
is enough to reach the golem's initiative score!
The Player Characters have seized the initiative, which means the
first turn of each round will belong to either Silida or Ricard.
Note that even if a new participant joins an ongoing conflict
scene, they will simply adapt to the existing initiative.
You can find more about actions starting on
page 66.
You can find more about actions starting on
page 66.
DYNAMIC TURN ORDER
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 turn during a round and found an enemy
to be Vulnerable to her ice magic can go first and finish them off
quickly! This is a fundamental aspect of Fabula Ultima's conflict
gameplay, and groups that learn to coordinate their actions will
perform much better than those in which everyone is focusing on an
individual strategy.
THE ACTION ECONOMY
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 being clever in how resources are used.
If you are the Game Master, don't stage conflicts where one side
is vastly outnumbered: they will quickly be overwhelmed.
Some powerful creatures have the ability to take several turns
during each round — these are known as elites and champions (see
page 295). These creatures
still follow the normal rules for alternating turns, but take
the place of multiple normal foes.
OPTIONAL: ENEMY INITIATIVE
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 turns in descending initiative
order, from fastest to slowest — simply write that down and apply
it to each round. This will make enemies slightly more
predictable, but also allows you to focus on more important
aspects of the conflict.
SPACE AND DISTANCES
In true console JRPG fashion, and in line with this game's
cinematic approach, conflict scenes assume characters to be able
to reach each other quite easily.
There are a few important things to say about this:
ACTIONS AND DESCRIPTIONS
Keep distances and movements abstract in your descriptions. If
you want to rush past the golems and snatch a cursed grimoire
from the wizard's hands, for instance, you can roll for that
right away — it doesn't matter whether you were ten, twenty, or
fifty steps away, all that matters is who, or what, is going to
try and stop you.
ATTACKS
The big difference between melee and ranged attacks isn't in
the distance they can cover, but in the various Skills they
interact with and the ability (or inability) to target flying
enemies and similarly elusive creatures.
When the martial artist in your group performs an attack that
targets foes who are in wildly different locations, you
shouldn't question the feasibility of it — if anything, the
cool part is describing what the attack looks like!
If you're thinking that fragile characters are made even more
vulnerable by this approach, you are partially right; but
that's where the Guard action (page 70) and the Protect and Provoke Skills (pages 197 and 195)
really shine — the ability to take a blow for your comrades
becomes critical to victory in battle.
SPLIT SCENES
If the conflict scene involves locations that are far away
from each other — say, if you are distracting the Pirate Queen
with your conversational skills while your allies silently
board her ship — you must first choose which characters will
act in each location; then, proceed with the conflict scene
and "cut" between the different locations as prompted by the
initiative order.
Normally, characters in different locations will not be able
to affect or interact with each other, but sometimes the two
conflict scenes will merge into one as the characters
eventually regroup.
OKAY , BUT...
There are situations in which distances and positions are
supposed to play an important role: what if there's a sniper
atop a tower? What if a terrible ritual tears open a chasm in
the middle of the battlefield?
The advice boils down to the following:
Don't overcomplicate things. Play to this game's strengths,
and avoid situations in which suspension of disbelief
becomes too strained.
Sometimes, experiment. If you want to introduce distance as
an important element in the game, treat it as a "puzzle"
that can be solved in creative ways while the conflict
progresses. For instance, you might make melee attacks
useless in a battle between two flying galleons — at that
point, engaging in close combat would require approaching
and boarding the enemy ship... time for a Clock!
In the end, the most important thing to remember is that
conflicts shouldn't be resolved through careful movement and
positioning, but through clever use of the character's Skills
and actions.
ACTIONS
The chart on the right summarizes the various actions available
during a conflict; these are explained in detail over the course
of this section.
There's something important that should always be kept in mind
when performing an action: that action isn't just a simple
gesture, it's the main focus of your turn and a precise tactical
choice. When you Attack, you perform a full offensive maneuver;
when you Study, you focus your attention and try to obtain
critical information, and so on.
MINOR ACTIVITIES
There are a lot of minor gestures and operations that can be
performed on your turn, alongside your main action; the Game
Master has final say on what you can accomplish, but you'll
generally be able to squeeze in at least one of the following:
Pick up an item from the ground and/or drop something you are
holding.
When you pick up an accessory, a shield, or a weapon, you may
immediately equip it — provided you have a free slot and are
able to equip the item in question (for more information on
this, see
page 122).
If you drop an equipped item, you will no longer have it
equipped.
If you want to properly rearrange your gear, you must perform
the Equipment action.
Quickly throw an item you are holding to another character.
Perform a minor interaction with the environment: open an
unlocked door, pull a lever, or kick down a wooden plank to
bridge a gap.
All of these may be performed before, after, and sometimes during
the main action of your turn — again, the Game Master is
responsible for adjudicating what is feasible during a single
turn. Be generous whenever possible.
If what you're doing requires a Check, then it's probably your
main action for the turn.
Everything a character does to inject style and uniqueness in
their actions will virtually take no time — complex blade
choreographies, magical chants, the mixing of alchemical
ingredients before throwing a potion and any similarly flavorful
descriptions should be encouraged, not penalized!
Action
Description
Attack
You perform a melee or ranged attack.
Equipment
You switch any number of equipped items with any number of
items in your backpack.
This action doesn't apply to armor.
Guard
Only once per turn. Until the start of your next
turn:
You gain Resistance to all damage types.
You gain a +2 bonus to Opposed Checks.
You may cover another creature and prevent foes
from performing melee attacks against them.
Hinder
You perform a Check (DL 10) against an opponent. If you
succeed, you inflict dazed, shaken,
slow, or weak upon them.
Inventory
You spend Inventory Points to produce and immediately use a
consumable item.
Objective
You work towards accomplishing an objective within the
conflict.
This will require an Attribute Check or Opposed Check.
Complex goals will often require a Clock.
Spell
You cast one of the spells you have learned.
Study
You attempt to gain information about someone or something.
This will generally require an 【INS + INS】 Open
Check.
Skill
Some Skills require you to spend an action.
Other
You perform an action that is not covered by any of the
above, negotiating its resolution and effects with the Game
Master.
Attack
A character may spend an action to perform an offensive
maneuver using one of the weapons they have available.
Choose a target for your attack.
You must know the position of the target and be able to
see them.
You must be able to reach the target with the weapon you
are using; flying enemies, for instance, cannot be reached
by melee attacks.
Perform an Accuracy Check using the formula indicated by
the weapon you are attacking with. The Difficulty Level is
equal to the target’s Defense score. If you succeed, you
hit the target; if you fail, it means they managed to
anticipate, evade or negate your offensive.
A fumble indicates an automatic failure and a critical
success means you hit your target regardless of their
Defense. They also generate opportunities.
The Game Master may apply situational modifiers (+2 or
-2) to your Accuracy Check based on especially favorable
or hindering circumstances.
If you hit the target, you deal damage based on the
formula indicated by the weapon you attacked with. This
will generally be a sum of your Accuracy Check's High Roll
and a fixed value based on the weapon's power.
The target loses a number of Hit Points equal to the
damage you dealt.
This may be modified by their Affinity with the damage
type (page 92):
A Vulnerable target loses twice the normal amount of Hit
Points.
A Resistant target loses half the normal amount of Hit
Points.
An Immune target loses no Hit Points.
An Absorbing target recovers Hit Points equal to the
damage suffered.
Example: Our heroes are fighting a group of skeletons. Montblanc
the knight charges towards the nearest undead and swings his
powerful waraxe. The Accuracy Check requires a roll of
【MIG + MIG】, which in Montblanc's case means
rolling two d10s: the knight gets a 6 and a 9, for a total of 15 —
more than enough to hit the enemy’s Defense score of 11. The
waraxe deals damage equal to 【HR + 14】; since the
highest of the two dice was a 9, the total is 23 damage.
FREE ATTACKS
Some game effects allow you to perform free attacks. These follow
the procedure on the previous page but generally take place as
part of a different action.
A few Skills and effects might even let you perform a free attack
with weapons that aren't part of your equipped items!
MULTI
When you perform an attack with the multi property, you may select
as many different targets as the specific weapon or effect allows
—
multi (2) lets you target up to two different creatures,
for instance. You perform a single Accuracy Check and compare it
to the Defense of every target, determining which of them were
hit.
Rolling a critical success means you hit all your targets, while
a fumble means you miss all of them.
Finally, apply the normal damage calculation to each target.
TWO-WEAPON FIGHTING
When you perform the Attack action, if you have two weapons of the
same Category equipped (such as two swords or two firearms), you
may declare that you are attacking with both.
You perform the two attacks in any order you prefer and they may
both be aimed at the same target or different targets, but the
following penalties apply:
Both attacks lose the multi property (if they had it) and cannot
gain it.
When calculating damage for both attacks, the High Roll (HR) is
always treated as being equal to 0.
You cannot use two-weapon fighting when performing a free attack.
EQUIPMENT
When you use this action, you may store any number of your
equipped items in your backpack, and you may take any number of
items from your backpack and equip them. The only thing you can't
equip or put away is armor — there's simply not enough time for
that during a single action. Still, the Game Master might allow
you to remove or equip a suit of armor if you spend several turns
on it.
Remember, equipped items are always at the ready: you don't need
to perform this action to start a battle with your equipped weapon
drawn, for instance.
For more information on equipping items, see
page 122.
d GUARD
When using this action, you focus your attention on defending your
teammates and thwarting enemy tactics.
You gain all of the following benefits until the start of your
next turn:
You gain Resistance to all damage types, regardless of their
source (see
page 92 to learn more about
damage Affinities).
Whenever you perform an Opposed Check against another character
in the scene, you gain a +2 bonus
to your Result (regardless of who initiated the Check).
You may also choose to cover another creature present on the
scene. If you do, that creature cannot be targeted by melee
attacks until the start of your next turn — this effect will
also end if you die, leave the scene, or are knocked
unconscious. You cannot cover a creature that is already
covering someone.
Even if you gain the ability to perform multiple actions during
your turn (or to perform the Guard action for free as part of
another effect), the Guard action can only be performed once per
turn and its benefits never stack.
Hinder
You force an opponent into a disadvantageous position. This may
represent a variety of actions: a feint, a diversion, or even a
stinging remark.
Once you have described your approach, you perform a Check against
your target, with a fixed Difficulty Level of 10 — the Game Master
will determine the relevant Attributes based on your description.
Example: Princess Camilla has challenged the
Death Knight Brandon to a duel. She circles the imposing warrior
and attempts to put the light of the sun behind her, hoping to
dazzle him — the Game Master calls for a
DEX + INS Check.
If your Check succeeds, you inflict one of the following status
effects upon the loser: dazed, shaken, slow, or weak. Your
choice.
For more information on status effects, see
page 94.
Back to the example above: Camilla gets a critical success and
decides to inflict slow on the Death Knight. She also generated an
opportunity — which she immediately spends to send Brandon's sword
flying from his hand.
Inventory
You produce an item from your inventory and immediately use that
item as part of the same action: you might give a potion to one of
your allies or slip them a refreshing balm during a tense
negotiation, for instance.
If the item you want to use requires you to be close to the
target and something or someone bars your way, the Game Master
may ask for a Check.
If you use an item whose effects include a free attack against
one or more targets, you perform this free attack as part of the
Inventory action.
The rules for Inventory Points are explained on
page 104.
Note that you can perform this action even if you have items
equipped in both hands.
Objective
You use this action when you want to make progress towards one of
your goals within the conflict — either one you had established at
the start of the scene, or one you just realized you want to
achieve. You might make an attempt at negotiation, sneak past a
group of guards, begin work on a magical Ritual, grab a target and
try to immobilize them, pull a lever to activate a mechanism, and
so on.
O W Describe what you want to accomplish and how
you intend to approach it.
Needless to say, you can only pursue a goal if you have a
reasonable way to achieve it — the
Game Master has final say on which actions can be
performed, but should do their best to allow a variety of
different approaches.
1
If your goal is simple enough—such as leaping past a chasm or
climbing a rope—you will likely accomplish it with a single
successful
Check.
O W Since Objective gets you closer to what you
want to achieve within the conflict, it will always require a
Check.
If your goal is opposed by another participant in the conflict
scene, the Check will be an Opposed Check against them. Even if
multiple participants can oppose you, only one of them will
perform the Check — this should be the most capable among your
adversaries.
Otherwise, it will be an Attribute Check.
2
O W If your Check is successful, you alter the
Clock in your favor — which, based on the Clock
in question, means filling or erasing a certain number of
sections, as previously explained on
page 53:
One section for succeeding.
An additional section for beating the Difficulty Level or the
opponent's roll by three (3) or more, or two additional sections
for beating it by six (6) or more.
3
Most of the time, your goal will be complex enough to involve the
use of a
Clock — especially if achieving it brings you
closer to winning the conflict.
GOAL CLOCKS IN A CONFLICT SCENE
Example: In the depths of a magitech laboratory, the warrior monk
Silida is busy keeping a rampaging stone golem away from her
allies — the mage Ricard and the arcane fencer Nethis.
Seeing how Silida is having trouble withstanding the golem's
powerful attacks, Nethis decides to work on a new goal for this
conflict: there are a variety of magical crystals surrounding
them, and she wants to channel their power into the golem and
overload its core, shutting down most of its functions.
Since Nethis can wield magic, the Game Master is okay with the
plan and establishes a six-section Clock: once completed, the
golem's core will be properly fried — the Game Master says she
will handle this by permanently decreasing all of the golem's
Attribute dice by one size.
When you use Objective to intervene on a Clock, it is extremely
important to describe what your character does — the Game Master
has final say on which actions can influence the Clock.
Back to the previous example: The kind of effect Nethis wants to
accomplish is definitely magical — but does this mean Silida,
being unable to cast spells, cannot influence the Clock?
Absolutely not!
For instance, she might use Objective and strike at the golem's
frontal plate, which houses its core, to expose it and increase
the flow of magical energy. Maybe she won't fill as many sections
(the Golem is pretty good at opposing physical Checks, and this
isn't exactly an optimal strategy), but it will still help.
GOAL CLOCKS IN A CONFLICT SCENE
As the Game Master, you are responsible for assigning Clocks to
goals and determining how many sections they should have — use the
table below as a guideline.
For detailed examples of conflict goals and Clocks, see
page 78.
Sections
Objective
Once filled...
4
Minor
Provides a minor or temporary advantage.
6 to 8
Major
Provides a decisive and permanent advantage.
10 to 12
Resolutive
Allows you to win the conflict.
For more information on magic and spells, see
page 114.
For more information on magic and spells, see
page 114.
Some skills and effects require you to "use an action" to activate
them; in these cases, the Skill action must be performed. If you
ever decide to use one such Skill outside a conflict, it will
generally require five to ten seconds.
OTHER
In addition to the ones listed above, characters might attempt all
sorts of creative actions within a turn, provided these aren't
particularly complex or time-consuming operations. The details and
resolution of these unique actions must be negotiated between the
Player and the Game Master; most of the time, the simple act of
clearly stating what you want to accomplish and how you want to do
it will lead you to realize that an existing action is already the
best fit for it.
Conflicts generally represent fast-paced scenes in which
characters have limited ability to speak and discuss a complex
plan or course of action, but this shouldn’t apply to the Players
who are controlling those same characters.
Always keep the following in mind:
First, the characters are heroes and adventurers. This means
they have likely discussed strategy and tactics before, perhaps
around a campfire or while marching through the woods; not to
mention the fact that movies and TV shows often portray heroes
elaborating a strategy on the spot, as time seemingly freezes.
Secondly, this approach makes for a more relaxed atmosphere at
the table, in line with the general optimistic tones of the
game.
Ultimately, the choice of exactly how much dialogue and
strategizing is allowed during conflicts and similar situations
rest on the shoulders of the entire group: a “sweet spot” needs to
be collectively found.
DIALOGUE AND TACTICS
TEAMWORK
When a character performs a Check during a conflict scene, any
other character that is able to help them and hasn’t already taken
a turn during the current round may choose to lend the active
character a hand.
If anyone does, the Check turns into a Group Check (see
page 50), but with a few key
differences:
Each helper becomes a supporting character in that Group Check,
while the active Player Character is treated as the leader.
Every Support Check is automatically successful.
Each character who supported the leader is then considered as
having taken their turn within the round — in other words, you
can only help if you haven't already taken your turn, and doing
so will "burn" your ability to act during that same round.
Choose wisely.
Note that this option can apply to any kind of
Check, including Accuracy Checks, Magic Checks, and Opposed
Checks! This is a great way to represent characters working
together to overcome a powerful opponent — when you can't strike a
flying target with your sword, you might clear the path for your
archer or help them anticipate the enemy's movements!
ENDING A CONFLICT
As with any scene in the game, the Game Master has the right to
declare the ending of a conflict. This generally happens when one
side has prevailed, when everyone is no longer able to oppose
them, or when the participants negotiate some sort of truce.
Remember: once people find an agreement, there's no conflict
anymore — until they later regret or reconsider said agreement,
at least.
Sometimes, the end of a conflict scene might mark the beginning
of a different one. It is not uncommon for a brutal battle to
turn into a chase as the losing side retreats, or a failed
negotiation might turn to violence. Some characters could even
have this change as their conflict goal if they excel at a
specific type of situation instead of the current one.
When a conflict ends, all effects that last "until the end of
the scene" will also cease to be. Keep this in mind when
deciding whether you should switch to a different conflict or
simply let the current conflict evolve in a different direction.
In the end, remember that conflicts should only be used for
high-stake moments and aren't the default resolution method for
every tense situation.
TURN-RELATED EFFECTS
Effects that concern themselves with "the start of a character's
turn" or "the end of a character's turn" follow a set of specific
rules:
The effect ends automatically when the conflict scene reaches
its conclusion.
The effect also ends if you die, fall unconscious, or leave the
scene.
If an effect begins, ends or recharges at the start or at the
end of a character's turn (such as the Guard action on
page 70 or the Protect Skill
on page 197), that effect
also begins, ends or recharges immediately if you help another
character through teamwork (see previous page).
If such an effect is somehow used outside a conflict scene (this
doesn't happen often, but it's still a possibility), it will last
for a few seconds – enough to influence the outcome of a single
Check, generally.
While the explanation for the Objective action on
page 72 should give a pretty
While the explanation for the Objective action on
page 72 should give a pretty
CHAPTER CATCH THE THIEF
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 known as the Skyglass, the most precious
treasure of Caralon's royal bloodline! The group immediately jumps
into action, and a chase scene begins!
The Player Characters want to reach and stop the thief, which is a
resolutive goal; the Game Master sets this Clock at 10 sections.
Possible actions would be...
Use 【DEX + INS】 to anticipate the thief's
movements and cut them off.
Use 【DEX + MIG】 to bolt forward and grab the
thief before they get too far.
Use 【INS + INS】 to recall the layout of the
palace corridors and tell the nearby guards where you think the
thief might be heading.
If capable of casting spells, use
【INS + WLP】 to summon a glowing orb that will
follow the fleeing thief.
Use 【MIG + WLP 】 to intimidate the thief and
cause them to stumble or hesitate.
These Checks will be performed against the thief; once the Clock
reaches 10, the group will have cornered the mysterious figure —
but this might lead to a battle!
Similarly, the thief has a Clock of their own: thanks to a
significant head start on the heroes, the thief's Clock has 8
sections only. If the thief manages to fill this Clock, they will
flee the scene with the Skyglass!
CONVINCE THE QUEEN
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 advisor is stubbornly pushing for an
immediate strike.
This is a resolutive goal and, given the importance of the scene,
the Clock should have 12 sections. Possible actions would be...
Use 【INS + WLP】 to present your reasons to
the Queen. If you have witnesses or items that reinforce your
position, they will grant you a +2 bonus.
Use 【INS + MIG】 to present a possible
strategy and offer your battle prowess to the Queen and her
people, were she to reconsider tomorrow's attack.
Use 【WLP + WLP】 to launch yourself into a
passionate speech, attempting to win the hearts of the
bystanders. If you helped the people of Armorica in the past,
you will receive a +2 bonus.
Use 【INS + WLP】 to lure the advisor into
saying too much. To get a bonus on this Check, you might first
Study the advisor and identify his Traits and motives.
The majority of these Checks will be performed against the
advisor, but the third approach might also be made against the
difficulty of "the room".
The advisor also has a Clock of his own which, once completed,
will have the heroes banished! This Clock has 12 sections — the
same size as the heroes'.
AMBUSHES AND SURPRISE ROUNDS
Normally, initiative already takes care of which characters in a
conflict are more aware of their surroundings and can promptly
react to danger; however, if one side gets the jump on their
foes, the Game Master may opt to give those characters a free
round of actions before anyone else can act.
This is known as a surprise round.
Warning: This optional rule greatly favors
the ambushers; a full round of actions is a massive advantage.
If you don't like the possibility of a character being
defeated before even being able to contribute to the conflict,
don't use this rule.
If you are using Superiority Points, a surprise round can
become even more dangerous if the ambushers manage to
overwhelm their foes with additional actions.
See next page for the mechanics governing
Superiority Points.
PLAYERS OUTSIDE THE CONFLICT
If one or more Players are controlling no characters during a
conflict scene, they can still influence its outcome: once per
conflict round after any character performs a
Check, a Player whose character is
not present on the scene can choose a single die rolled in that
Check and force it to be rerolled. Multiple Players can even
work together to have the same die be rerolled more than once.
The goal of this rule is to keep Players involved even when
their characters are absent from the conflict scene or have been
defeated.
If you use this optional rule, describe how your character is
"fighting in spirit" alongside their ally and helping them
overcome the challenge!
OPTIONAL CONFLICT RULES
Below you can find a few options for customizing conflict scenes
in your game. Any number of these can be adopted, as long as the
entire group agrees on them; you also have the option to use
them only during specific conflicts that you think would benefit
from an additional tactical layer.
BATTLE SUPERIORITY
This optional rule adds another layer of strategy to battles and
rewards the clever use of elemental attacks and Affinities.
If you use this rule, all participants in the conflict gain access
to a special resource: Superiority Points. These
points are shared by the entire team, which means any Superiority
Points you gain may be spent by you or your allies.
Gaining Superiority Points
Characters can gain Superiority Points in four different ways:
Whenever you deal damage to one or more enemies, if one or more
of those enemies are Vulnerable to the damage you deal, your
team gains 1 Superiority Point.
Whenever you suffer damage, if you are Immune or Absorb that
damage type, your team gains 1 Superiority Point.
Whenever you roll a critical success, your team gains 1
Superiority Point.
Whenever you roll a fumble, the opposing team gains 1
Superiority Point.
A character may spend one Superiority Point to perform an
additional action on their turn, making this optional rule a
dangerous addition!
Important Governing Rules
However, there are three important rules governing Superiority
Points:
A character may only spend 1 Superiority Point per turn,
regardless of the number of Superiority Points available to
their team.
Whenever your team is about to gain a Superiority Point, if the
opposing team has one or more Superiority Points, instead you
will gain no Superiority Point and they will lose one
Superiority Point.
A team can never have more than 5 Superiority Points; any
Superiority Points in excess will simply be wasted.
Note: This rule is more advantageous to the
Player Characters than their enemies since Player Characters
usually do not have damage Vulnerabilities.
You might want to employ a tracker such as the one shown below,
and move a coin or token back and forth to remember how many
points are available to each team:
0 +1 +2 +3 +4 +5
A visual aid showing point tracking: 5 +5 +4 +3 +2 +1
Hit Points and Mind Points
In Fabula Ultima, a character’s general well-being is represented
by two parameters: Hit Points and Mind Points. If you are familiar
with video games, you will no doubt have encountered similar terms
— but in this game, they work a bit differently than what you
might be used to.
HIT POINTS
Abbreviated as HP, this number indicates a character’s vital
energy, fighting spirit, and general body health, as well as their
ability to take a beating and withstand physical pain and fatigue.
You should not see Hit Points as a measure of a character's
physical integrity, however — losing them does not directly
translate into wounds or severe physical harm.
One could describe Hit Points as a “shield” that protects
characters from suffering that final blow that would knock them
out of a fight. Bruises, cuts, and burns are all ways to portray
this in the game fiction — the moment HP gets to 0, however, is
when we see the antagonist's blade find an opening and tear
through the hero's armor.
HP States
Current HP: This is how many Hit Points a
character has at the moment. This number can never go below 0,
nor can it go above the character’s maximum HP.
Maximum HP: A character’s current Hit Points
can never be brought above this value. If a character’s maximum
HP value is 50 and they currently have 40 HP, an item restoring
60 HP will still leave them at 50 HP, not 100.
Crisis: This number is equal to half of a
character's maximum HP, rounded down. If your current HP is at
or below this number, you are considered "in Crisis", which
means you're having a bad day and it shows. For instance, a
character with 65 maximum HP will be in Crisis if they have 32
Hit Points or less. Some game effects activate when you enter
Crisis, and others remain active as long as you are in Crisis.
0 HP: If a character’s current Hit Points reach
0, their fighting spirit has broken. They will face different
consequences depending on their role in the story — a Player
Character, a Villain, or a normal Non-Player Character. For
detailed information on what happens when a character reaches 0
Hit Points, take a look at
page 86.
HIT POINTS AND MIND POINTS
MIND POINTS
Abbreviated as MP, this number measures a character’s inner force,
magical potential, and ability to focus. In the game, Mind Points
are often spent to fuel magic or to perform heroic feats that
verge on the superhuman.
Current MP. This is how many Mind Points a
character has at the moment. This number can never go below 0,
nor can it go above the character’s maximum MP.
Maximum MP. A character’s current Mind Points
can never be brought above this value.
Spending MP. Spells require you to spend Mind
Points to cast them, as do several other abilities. You can only
do so if you have enough MP to pay for the full cost; for
instance, you cannot cast a spell with a cost of 10 MP if you
only have 9 MP left.
0 MP. If a character’s current Mind Points
reach 0, they are mentally exhausted but suffer no other
consequence — aside from being unable to use spells and
abilities that consume MP.
When a character’s Hit Points fall to 0, the dangers and harm they
endured have become unbearable. Will they break? Will they run?
Depending on their role within the story, defeated characters will
have different options available to them.
NON-PLAYER CHARACTERS
When a Non-Player Character’s Hit Points reach 0, that character
loses all will to fight. Whoever defeated them gets the right to
determine their fate: they may be:
Captured
Forced to flee
Knocked unconscious
Slain
Example: Yezma lands her final blow against a
magically tainted boar, reducing its Hit Points to 0. Now that the
creature is defeated, Yezma must decide its fate — she knows,
however, that the great beast had turned aggressive only because
of the arcane corruption plaguing its mind and body. Because of
this, Yezma decides to spare the creature and simply scare it off,
in the hope of finding a way to restore its mind later on.
This being said, some creatures might simply be destroyed when
reduced to 0 Hit Points — constructs such as golems and robots
will cease to function, elemental beings will vanish or dissipate,
and undead often crumble to dust.
0 HIT POINTS
CHAPTER VILLAINS
Some Non-Player Characters are a bit more important than others —
these are Villains, the main antagonists in the story. You will
find more information about them starting on
page 100, but what you need to
know right now is that they enjoy several privileges when compared
to normal NPCs.
When reduced to 0 Hit Points, a Villain must choose one of two
options: escaping or surrendering.
Escaping
Villains have a pool of special points, mirroring the Player
Characters' Fabula Points: these are called
Ultima Points (see
page 101). When reduced to 0
Hit Points, a Villain may spend 1 Ultima Point and safely
disappear from the scene; the Game Master describes how this
happens.
Example: Held at gunpoint by the sky pirate
Morgan, Commander Duna grins and leaps from the airship's deck,
plummeting towards the ocean below. But when Morgan leans over the
railing to see where the armored warrior fell, he's clinging to a
large winged salamander. "You win this battle, pirate!" he shouts,
before the powerful beast carries him away towards the capital.
If a Villain has no Ultima Points left, they may still escape by
escalating into a more dangerous version of themselves (see
page 102).
Surrendering
The Villain surrenders and is treated as any other Non-Player
Character; their fate rests in the hands of those who defeated
them. In general, a Villain will only choose this option if it's
the only choice they have left; if the Player Characters show
mercy to a Villain, they might even earn a new ally — this would
also be a spectacular way to introduce a new Player Character in
the group.
PLAYER CHARACTERS
Like Villains, Player Characters follow their own special rules.
When reduced to 0 Hit Points, a Player Character must either
Sacrifice themselves or Surrender.
SACRIFICE
When reduced to 0 Hit Points, a Player Character may give their
life in order to accomplish a seemingly impossible deed, such as
putting an end to a centuries-old curse, temporarily taking away a
demigod's powers, or single-handedly holding off a small army to
make sure their allies can flee.
You may only sacrifice yourself if at least two of the following
are true:
Your sacrifice would benefit a character you have a Bond
towards.
You believe your sacrifice would make the world a better place.
The details of the sacrifice are negotiated between you and the
Game Master — you should narrate your heroic demise together.
There is no fixed limit on what a sacrifice may accomplish: you
can and should go overboard with this, especially as you will
permanently lose your character.
It is important to note that Player Characters who sacrifice
themselves have accepted their death and normally cannot be
brought back to life (see below), because they peacefully became
one with the stream of souls. It isn't a bad way to go.
In the cosmology of Fabula Ultima, the spirits of the deceased
generally return to the stream of souls that permeates the world —
but some might be trapped by evil sorcery, transported to other
dimensions, or even possess a will strong enough to retain their
identity after death.
The mechanics of the game do not give you the option of bringing
characters back to life for two main reasons: firstly, the death
of a Player Character should be meaningful; and secondly, the
mystery of the afterlife should be something you explore and shape
together as part of your story.
RESURRECTION
GAME RULES
Chapter [Title implied by context]
Surrendering
Characters who surrender fall unconscious and become unable to act
for the remainder of the scene, even if their Hit Points are
restored above 0. The Game Master cannot kill a character who
surrenders but may impose a narrative consequence chosen from the
list below or a consequence that makes sense within the scene. If
multiple characters surrender — or worse of all, if the entire
group gets wiped out! — the Game Master may impose separate
consequences or a single major consequence. They may also decide
to bring the consequences of your surrender into play later on!
Example: As the last hero bites the dust,
Commander Kelta grins. "I'd love to get rid of you once and for
all, but I have a busy day. You will never make it to the village
in time! The Skyglass will shortly be in the Empress' hands."
While surrendering will never kill your character, the Game Master
can still impose heavy consequences. Given the general mood of
Fabula Ultima, however, permanent or crippling injuries should be
avoided.
Mechanics
Player Character Gain: When a Player Character
chooses to Surrender, they immediately gain 2 Fabula Points.
Recovery: At the start of the next scene in
which they appear, the Player Character regains consciousness
and recovers an amount of Hit Points equal to their Crisis
score.
Sample Consequences of Surrendering
Darkness
You must change your Theme to one of the following: Anger,
Doubt, Guilt, or Vengeance — your choice.
Despair
The enemy gets to make a decisive move, or the heroes lose the
faith and approval of an important person or group.
Loss
Something incredibly precious, such as a magical artifact, a
loved person, or an ancient and important heirloom, is taken
from you.
Resentment
You are forced to erase one of your Bonds and replace it with a
Bond towards a character chosen by the Game Master. This new
Bond must be of hatred, inferiority, or mistrust — your choice.
Separated
You are no longer with your allies. You might be captured,
dragged away, lost, or stranded in some unknown location.
"At the time, I could not disobey. No... I chose not to. But
today, I shall no longer allow you to do as you please!"
The Heroic Life
The heroic life can take a heavy toll on Player Characters; they
often need to rest and recover their energy. Depending on the
location, characters have access to different options for resting.
RESTING IN THE WILDERNESS
When far away from the safety of cities and villages, traveling on
the road or exploring a ruin, characters must have access to one
of the following in order to rest:
A magic tent (see page 104)
created by spending 4 Inventory Points. One tent is enough for
the entire group.
Hospitality from someone friendly, usually in exchange for help
or money.
A safe location where they run no risk of being attacked;
perhaps a consecrated temple, a secret room, the inside of an
armored transport, or an area protected by a magic circle.
RESTING INSIDE SETTLEMENTS
While in a village, town, or city, characters must have access to
one of the following in order to rest:
A room inside an inn, which will cost money (see Town Services
on
page 125).
Hospitality from someone friendly, usually in exchange for help
or money.
The Effects of Resting
When a Player Character rests, they enjoy the following benefits:
They recover all of their Hit Points and Mind Points.
They recover from all status effects.
Generally, resting requires four to six hours of inactivity. See
Rests and Pacing on the right for more information on the
consequences of resting.
Resting
22GAME RULES
CHAPTER: BONDS AND RESTING SCENES
When the heroes rest, there is a chance for calmer, more intimate
roleplaying — this is known as a resting scene. During this type
of scene, Players can spend some time roleplaying conversations
and describing what their characters do while sitting near the
campfire or relaxing around town.
At the end of a resting scene, each PC may do one of the
following:
Create a new Bond towards someone or something.
Add a new emotion to an existing Bond.
Erase an emotion from an existing Bond and replace it with a
different one.
When you add new Bonds or change their emotions, describe how and
why your character's view of others has shifted.
NON-PLAYER CHARACTER RECOVERY
These rules only apply to Player Characters; the Game Master
always has full control over Non-Player Character recovery times.
In general, whenever an NPC appears on a scene they are assumed to
be at their full Hit Points and Mind Points, and with no status
effects.
While the rules for rests are very generous, spending too much
time wrapped in the warm blankets of an inn will allow whatever
danger is approaching to make the first move undisturbed.
Inactivity should never be without consequence. The Game Master
may use Clocks to keep the Players on their toes and foreshadow
incoming threats, filling a section at the end of each rest.
RESTS AND PACING
Damage Types
In Fabula Ultima, damage generally falls into one of the following
types:
Physical
The most common damage, caused by weapons and impacts.
Air
Caused by supernatural winds and sky monsters.
Bolt
Caused by lightning and electricity.
Dark
Caused by undead and life-destroying magic.
Earth
Caused by supernatural tremors and earth spirits.
Fire
Caused by flames, magma or intense heat.
Ice
Caused by very low temperatures and frost magic.
Light
Caused by pure and untainted spiritual energy.
Poison
Caused by poison, infections and pollution.
Damage Affinities
Some creatures have a particular Affinity towards certain damage
types, often due to their Species — for instance, undead creatures
are Vulnerable to light damage.
Vulnerability
If a creature is Vulnerable towards a damage type, they
will lose twice the normal amount of Hit Points.
Resistance
If a creature Resists a damage type, they will only
lose half the normal amount of Hit Points.
Immunity
If a creature is Immune to a damage type, they will
lose no Hit Points.
Absorption
If a creature Absorbs a damage type, they will lose no
Hit Points and will instead recover an amount of Hit Points
equal to the damage they suffered.
Some game effects may cause you to gain a variety of Affinities:
if a character is both Vulnerable and Resistant to a specific type
of damage, they are treated as having no Affinity towards it.
Immunity, on the other hand, always supersedes both Resistance and
Vulnerability: finally, Absorption supersedes all other
Affinities.
Damage
EXTRA DAMAGE
Some game effects let you deal "extra damage". These effects do
not apply to attacks or spells that deal no damage, only to those
which already deal damage.
CHANGING DAMAGE TYPES
There are a variety of game effects that change the type of damage
dealt by a spell or weapon. When this happens, the most recent
effect “overwrites” any previous changes — and when such an effect
ends, damage will return to its previous type.
Example: By default, a sword deals physical
damage. If the spell Soul Weapon (page 209) is cast on that sword, it will deal light damage until the end
of the scene. But if a Cyclone infusion (page 214) is applied to an attack, that attack will deal air damage —
subsequent attacks will return to dealing light damage.
IMPROVISING DAMAGE
Damage is generally dealt by weapons, spells, or special
abilities, but there can be other situations in which characters
might be harmed, such as falling from a bridge or being buried
under a pile of debris. The Game Master should use the table below
to determine the amount of damage suffered in similar occasions.
The damage type will vary depending on the circumstances, of
course.
Level
Minor Damage
Heavy Damage
Massive Damage
5+
10
30
40
20+
20
40
60
40+
30
50
80
Sources of damage such as traps and hazards cannot kill a Player
Character unless they choose to sacrifice themselves; this should
be portrayed as a sudden stroke of luck or as a consequence of the
character’s heroic resolve.
Example: Montblanc falls into a river of lava and
is reduced to 0 Hit Points. He surrenders and manages to land on a
floating rock, but passes out because of the heat. The current
drags him away, separating him from the group.
Characters — be they PCs or NPCs — can suffer status effects
during play. These will often be a consequence of attacks and
spells.
Status Effect Description
Dazed Temporarily reduces your Insight die size
by one.
Enraged Temporarily reduces your Dexterity and
Insight die sizes by one.
Poisoned Temporarily reduces your Might and
Willpower die sizes by one.
Shaken Temporarily reduces your Willpower die
size by one.
Slow Temporarily reduces your Dexterity die
size by one.
Weak Temporarily reduces your Might die size by
one.
CUMULATIVE STATUS EFFECTS
Different status effects that influence the same Attribute will
stack — for instance, being both dazed and enraged reduces your
Insight die size by two.
That said, your Attributes cannot be reduced below a d6 size.
If a character is suffering from a status effect and receives that
same status effect again, nothing happens.
RECOVERING FROM STATUS EFFECTS
Status effects can be healed through resting or via specific
spells, Skills, or items.
STATUS EFFECT IMMUNITY
If a character is immune to a given status effect, they cannot
suffer it — if they become immune to that status effect while they
have it, then they immediately recover from that status effect.
Status Effects
The six status effects are an abstract representation of a
character’s diminished abilities. Poisoned can represent being
drunk or sick, shaken might be caused by fear or hallucinations,
slow can come from ice magic as well as especially sticky ooze,
and so on.
Many other afflictions could be treated as their own status
effect, such as being asleep or petrified: however, these are
not status effects and behave in a different way. Instead of
reducing a character’s game statistics, they affect the way that
character can act within the game world. Petrified creatures,
for instance, will be unable to act.
When dealing with similar effects, rely on logic and on what
makes sense given the circumstances. Unless established by the
game rules, it is the Game Master’s job to decide which events
translate to status effects and which are handled as narrative
elements.
STATUS EFFECT... OR MAYBE NOT?
W
Fabula Points
Fabula Points represent the Player Characters’ ability to
influence destiny and stem directly from their heroic nature and
the hardships they face.
FABULA POINTS AT CHARACTER CREATION
Each newly created character automatically receives 3 Fabula
Points; any other Fabula Points must be gained during play.
GAINING FABULA POINTS
There are four main ways a Player Character can gain Fabula
Points, plus a fifth optional method:
If a Player Character has no Fabula Points at the start of a
session, they immediately receive 1 Fabula Point.
Whenever a Player Character rolls a fumble on a Check, they
immediately receive 1 Fabula Point.
Whenever a Villain makes an entrance during a scene — even if it
is a Game Master scene, where the Player Characters are not
present — each Player Character will immediately receive 1
Fabula Point.
For more information on Villains, see
page 100.
Whenever a Player Character is reduced to 0 Hit Points and
decides to Surrender, that character immediately receives 2
Fabula Points.
Whenever a Player Character invokes one of their Bonds or Traits
to automatically fail a Check (as per the optional rule on
page 47), that character
immediately receives 1 Fabula Point.
There is no upper limit to a character’s Fabula Points. In short,
you are free to hoard them in preparation for an “important
occasion” — however, spending Fabula Points is one of the main
ways you will gain Experience Points and increase your level in
the game (see
page 226).
Thus, saving them up will slow down the growth of the entire
group.
As a Player, you can spend 1 Fabula Point to make a statement
about the story. You get to shape part of the world, its people,
and its creatures, to fill in the "grey areas" and generate an
opportunity for action, tweak a detail in your favor... or even
introduce a convenient plot twist!
If you want to change or add new details to a character,
location, or item that has already been established — such as a
character, location, or item the Game Master described or
introduced — you will first need the Game Master's permission.
If your alteration directly affects another Player Character —
for instance, if you are establishing there is a bounty on the
head of one of your companions — you will first need permission
from the corresponding Player.
You cannot use this option to contradict a statement previously
made by yourself or by another participant.
You cannot use this option to cause mechanical changes such as
gaining or altering a Skill, switching a creature's
Vulnerabilities, or inflicting a status effect on one or more
enemies. The Game Master might decide that the element you
introduced grants a mechanical advantage, but that's their call
to make, not yours.
If you introduce a new Non-Player Character this way, that
character will still be under the Game Master's control.
As with any freeform tool, this option is very powerful and may be
used in a variety of ways and "intensities" — some Players will
just add a useful item on the scene, others will come up with
entire new locations and place them on the world map.
When you sit down to play, discuss what you feel comfortable with
— but do your best to embrace the adventurous (and sometimes
over-the-top) nature of this rule.
Example 1
After defeating the Mirror Golem in the depths of the forest
ruins, the heroes recover a strange ivory disc bearing mysterious
inscriptions. No one among them knows how to read this ancient
language; a Player decides to spend 1 Fabula Point to state his
character knows of an elderly scholar living in the countryside
nearby, who might be able to help.
Since this statement does not contradict anything previously
stated by the Game Master or by another Player, it becomes
automatically true — the Player marks the position of the
scholar's tower on the map.
Example 2: Our heroes are searching for a massive dragon across
the rocky hills surrounding Ildefort.
They finally track the monster down to a large cavern. At that
point, a
Player declares she wants to spend 1 Fabula Point
to state that the creature is asleep — this will make it easier to
get the drop on them.
The dragon is a creature introduced by the
Game Master, which means the
Player needs permission in order to make a
statement about them. The GM is okay with this,
but points out that this is no "magical sleep" and that the group
will have to make Checks in order to avoid waking up the dragon.
Example 3: Seven years ago, the warrior-sorceress Daige deserted
the imperial army.
Now Daige finds herself back in the imperial capital, leading an
infiltration team determined to steal the Soul Crystal from the
Empress' clutches.
While gathering information in the streets, Daige and her comrade
Valincor realize they are being followed by a city guard: the
Player controlling Daige, Hannah, spends 1 Fabula
Point and reveals that their pursuer is actually a member of her
former unit, Ramis. He was never a fan of imperial cruelties but
remained in the army to feed his family. Since the city guard was
a character introduced by the Game Master, Hannah
needs permission — this is a huge change to the scene, but the GM
is intrigued and agrees to it.
From now on, the Game Master will still control
Ramis — but the heroes have gained a new and useful contact within
the capital. However, Ramis still has a weakness: what will he do
if his family is threatened?
Ultima Points are the dark mirror to Fabula Points. When a
Villain is introduced, the Game Master must also decide whether
that character is a minor, major, or supreme Villain — the GM
can keep this a secret or openly reveal it.
How Villains Receive Ultima Points
Minor (5)
Enemy commanders, unique and infamous monsters, and
antagonists causing trouble in small settlements.
Major (10)
Tyrants, powerful mages, legendary creatures, and entities
that threaten entire countries.
Supreme (15)
Archdemons, immortal entities, and alien deities bent on
destruction or domination.
SPENDING ULTIMA POINTS
A Villain has three options for spending Ultima Points:
Escape (1 Point)
A Villain may spend 1 Ultima Point to safely leave the scene —
the Game Master describes how they do so, perhaps leaving a
few henchmen behind to "keep the heroes company".
Invoke Trait (1 Point)
After performing a Check, a Villain may spend 1 Ultima Point
to invoke one of their Traits and reroll one or both dice
(this follows the same rules seen on
page 46).
Recovery (1 Point)
A Villain may use an action and spend 1 Ultima Point to
recover from all status effects and also recover 50 Mind
Points.
While Player Characters can gain Fabula Points in several ways,
Villains cannot recharge their Ultima Points — in a way, they
represent the Villain's determination and will to pursue their
objectives. A Villain with no remaining Ultima Points is no
longer a Villain and becomes equivalent to any other NPC;
alternatively, they may choose to escalate (see next page).
ESCALATION
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.
A minor Villain can become a
major Villain.
A major Villain can become a
supreme Villain.
A supreme Villain cannot grow any more
powerful.
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.
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 (page 87).
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.
VILLAIN AND FABULA POINTS
Whenever a Villain makes an entrance during a scene, each Player
Character gains 1 Fabula Point.
Rules for Fabula Points
Multiple identities. If a Villain has more
than one identity, the heroes only receive Fabula Points when
they appear using their "antagonist persona". Once the
deception is exposed, however, they will begin awarding Fabula
Points every time they appear on a scene, whether disguised or
else.
Multiple Villains. If two or more Villains
appear during the same scene, each Player Character will gain
1 Fabula Point per Villain, up to a maximum of 3 Fabula Points
per Player Character earned this way during the same scene.
Back-to-back scenes with Villains. If a
Villain's presence extends for several consecutive scenes, the
Player Characters only gain 1 Fabula Point at the beginning,
and no additional Fabula Points for the following scenes.
Whenever the heroes are running low on Fabula Points, the Game
Master should run a Game Master scene and show a Villain in
action — this is a great way to push the story forward while
also giving the heroes a bit more "fuel".
General Guidance
Great evil is born when good intentions are met with mistrust
and despair.
When choosing whether a Villain will escalate, the Game Master
should consider the antagonist's importance within the story,
their personality, and the way the heroes chose to confront
them: a Villain's escalation shows that the heroes might win a
conflict but still make the situation worse.
Most of the time it's best to simply let a Villain be defeated:
maybe their resolve is broken, maybe they even realized they
were wrong and will turn into an ally.
Escalating your Villains sparingly will make them more
memorable and also ensure that Players feel like their actions
have an impact on the world.
In general, you should only have two to four escalations per
campaign.
SHOULD THIS VILLAIN ESCALATE?
104
W
Player Characters have an abstract reserve of useful gear and
consumable items, represented by Inventory Points (IP).
A character can normally carry a maximum of 6 Inventory Points;
however, some Classes and special Skills will increase this limit.
SPENDING INVENTORY POINTS
Whenever you need a consumable item from the list below, you may
spend an 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.
Once created, the item must be used immediately and is destroyed
in the process; you cannot create it and then "save it for later".
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!
The Tinkerer Class (page 210)
can use Inventory Points in a variety of ways.
ITEM
IP COST
EFFECT
Potions
Elixir 3
One creature recovers 50 Mind Points.
Remedy 3
One creature recovers 50 Hit Points.
Tonic 2
One creature recovers from a single status effect.
Utility
Elemental Shard 2 One creature suffers 10 damage of a type
of your choice (air, bolt, earth, fire, or ice).
Magic
Tent 4 Allows the entire group to rest in the wilderness.
INVENTORY POINTS
RECHARGING INVENTORY POINTS
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.
At the Game Master’s discretion, characters may also recharge some
of their Inventory Points in particular circumstances, such as
stumbling upon an adventurer’s backpack or being rewarded by a
village for their help with local troubles.
A character’s current Inventory Points can never go above their
maximum Inventory Points — there is always a limit to how much can
be carried comfortably.
SHARING INVENTORY POINTS
Characters are not allowed to redistribute Inventory Points among
themselves.
GEAR AND TOOLS
All Player Characters are assumed to be carrying any gear and
tools appropriate to their Identity or befitting their role as
adventurers: there’s no need to keep track of torches, ropes,
blankets and so on.
If a character needs a basic adventuring item, they will have it.
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.
Example: 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.
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.
Note: While tools and similar gear might allow
you to perform an otherwise impossible operation, they never grant
any mechanical benefit.
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
page 148); 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.
TRAVELING ACROSS THE WORLD MAP
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.
For each travel day required by the journey, perform the following
steps:
JOURNEYS AND TRA VELS
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.
The Game Master always has final say on how many travel days a
journey will take.
W: 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.
1W: Unless stopped by an encountered danger,
the characters proceed to the next travel day (go back to step
1) or reach their destination.
3O: Perform a travel roll by rolling the die
appropriate to the chosen threat level.
On a 6 or higher, the group encounters a danger!
On a 1, the group makes an unexpected discovery!
The Game Master decides the location of each danger and
discovery; if you need, mark its position on your map sheet.
Sample Areas Threat Level Travel Roll
Area
Threat Level
Travel Roll
Within villages, cities and guarded areas
Minimal
d6
Prairies, patrolled roads, countrysides
Low
d8
Forests, hills, rivers
Medium
d10
Vast forests, mountains, open sea, swamps
High
d12
Deserts, frozen wastes, jungles, volcanoes
Very High
d20
Needless to say, a frequently patrolled area under enemy control
will count as a High or
Very High danger, just like a prairie overrun by
hostile monsters.
The Game Master has final say on the threat level for a given
travel day.
Example
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.
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.
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 High (d12). The die comes up a 7:
a danger!
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.
Before moving on to the next travel day, the heroes choose to use
a Magic Tent and rest, regaining their energies.
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!
DANGERS
Characters should generally be able to overcome a danger through a
series of Checks or a conflict scene.
Examples of Dangers
An area plagued by extreme weather conditions, such as
sandstorms or bitter cold.
A polluted swamp filled with toxic miasma and ravenous undead.
A ferocious and territorial monster, or a group of hostile
creatures.
A sudden, unfortunate encounter with a rival or antagonist.
The risk of losing an important item.
If you need to determine damage dealt by a danger, use the table
below:
Level
Minor Damage
Heavy Damage
Massive Damage
5+
10
30
40
20+
20
40
60
40+
30
50
80
Status effects are another good consequence for dangers: for
instance, the polluted swamp mentioned above might inflict
poisoned.
World Map Management
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.
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
page 98.
Attribution
UPDATING THE WORLD MAP
DISCOVERIES
Discoveries don’t happen that often, so the Game Master should
make sure each and every one of them is unique and useful.
The entrance to an ancient ruin: is it guarded? What treasures
are hidden here?
A merchant caravan or a group of helpful creatures.
A secluded village or safe haven unknown to most.
A precious item or piece of information.
Remember that a discovery is always a good thing: even if it’s a
dangerous location, the reward it conceals should more than make
up for it.
The first airship pilot, Oona Sabine,
vanished during a flight over the Whisperwoods.
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.
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
witch’s castle, or a network of waterways guarded by ancient
golems.
Most of the time, the dungeon itself won’t 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.
EXPLORING DUNGEONS
Depending on the size and importance of the dungeon in question,
the Game Master may adopt any of the following methods:
Dungeon scenes. 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.
Detailed exploration. 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.
Interlude. 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.
Additional advice on how the Game Master should prepare material
for dungeons can be found starting on
page 258.
DUNGEONS
DANGER CLOCKS
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:
Eight sections for a threat that isn't
immediately obvious and will only come true with time —
something like "crumbling temple" or "magitech system failure".
Six sections for a threat that is quite obvious
and likely to happen after a while — such as "wandering
monsters" or "poisonous fog".
Four sections for a threat that is urgent and
very likely to happen — something like "surrounded" or "high
alert" in a dungeon brimming with hostile creatures.
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.
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.
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.
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.
SPELLS AND RITUALS
Magic in Fabula Ultima falls within one of two categories: spells
or Rituals.
Spells 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.
Rituals, 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.
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.
The mechanics governing spells and Rituals can be found in the
next pages.
MAGIC DISCIPLINES
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.
ARCANISM
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 Arcanum’s power, one must first earn
their favor: this often involves completing some sort of trial,
quest, or mission.
Arcanism is a peculiar discipline that does not feature spells,
but instead follows its own unique mechanics (see the Arcanist
Class on
page 176). Arcanism Rituals
are also possible through the Arcane Rituals Skill.
MAGIC
Chimerism
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.
Chimerism features both spells and Rituals. However, Chimerist
spells must be learned from creatures (see the Spell Mimic Skill
on
page 183).
Elementalism
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.
Elementalism features both spells and Rituals.
Entropism
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.
Entropism features both spells and Rituals.
Ritualism
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.
From a certain point of view, magitech could be considered a
combination of Ritualism and technology.
Spiritism
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.
Spiritism features both spells and Rituals.
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.
Spell Format
Each spell description uses the format below and contains a
variety of information:
Example Spell Metadata
Ignisrr 10 × T | Up to three
creatures | Instantaneous
You unleash a searing barrage against your foes, conjuring flames
out of thin air. Each target hit by this spell suffers
【HR + 15】 fire
damage.
Opportunity: Each target hit by this spell
suffers shaken.
Spell Components
The Name and Type: The name of the spell, and
whether it is an offensive spell (rr). See page 116 for more
information on offensive spells.
Mind Point Cost: 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.
Targets: 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).
Target Specification: 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.
Duration: 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.
Effect Description: 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.
Opportunity Effect: 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.
Spells
Casting a Spell
To cast a spell, you must fulfill the following prerequisites:
You must be free to move your body. You can be holding items in
your hands, as long as you can move your arms.
You must be able to speak and pronounce the invocation.
You must have enough Mind Points to pay for the spell’s total MP
cost, including any additional MP used to enhance its effect.
Unless you are casting a spell with a target of
Self or Special, you must be
able to see your targets.
If all of the above are true, you may cast the spell.
Declare which spell you want to cast among those your character
has learned, and what its effect will be.
If required, choose the targets for your spell.
Perform the magical gestures and pronounce the formula —
remember that any nearby creatures will see and hear you.
Magic Checks
If the spell is an offensive spell, you must also perform a Magic
Check. Elementalism, Entropism, and Spiritism Checks rely on
【INS + WLP 】, while Chimerism may choose
between 【INS + WLP】 or
【MIG + WLP】.
Non-offensive spells are automatically successful and require no
Check. Fumbles and critical successes on Magic Checks generate
opportunities as normal.
Spend the required amount of Mind Points.
Apply the effects of the spell.
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.
A druid or witch might conjure magical branches blossoming into
fruits or flowers that produce the effects of the spell.
A spellblade might channel magic through precise blade
movements.
A sorcerer might summon a swarm of imps or pixies to torment
their enemies and assist their allies.
If you can use magic, spend some time during each session
describing what your spells look like!
DESCRIBING YOUR MAGIC
By acquiring specific Classes and Skills, characters may gain the
ability to use Ritual magic belonging to different disciplines.
Each branch of Ritual magic grants you influence over different
aspects of the world:
Discipline Magic
Arcanism
【WLP + WLP】 Produce a magical effect based on the Arcana you
have bound.
Chimerism
【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through
the eyes of an animal, quell the fury of a monster.
Elementalism
【INS + WLP】 Walk on water, shape rock, snuff out fires, cause
a rainstorm or summon powerful cyclones.
Entropism
【INS + WLP】 Cause the decay of physical matter, twist the flow
of time, teleport creatures or items.
Ritualism
【INS + WLP】 Extract magic from an object, activate a soul
circuit, sense the presence of magic.
Spiritism
【INS + WLP】 Sense the presence and feelings of creatures, put
someone to sleep or embolden their heart.
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:
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
page 93.
Inflicting or removing status effects.
Causing characters to lose or gain HP , MP , IP , Fabula Points
or Ultima Points.
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).
Generating creatures or equipment, or granting them permanent
abilities.
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.
RITUALS
22GAME RULES
The Ritual
The Ritual is cast following the normal procedure for a spell (page 115), 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).
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.
Procedure for Casting The Ritual
Determine Goal: Describe what you want to
accomplish with your Ritual and declare which area or creatures
you want to affect.
Game Master Ruling: The Game Master has final
say on whether a given effect can be accomplished, as well as
which Ritual discipline it falls within.
Calculate Cost: By consulting the Area and
Potency tables below, the Game Master determines the Ritual's
total cost in Mind Points (MP).
Potency Table
Potency
MP
DL
Examples
Minor
20
7
Create a flash of light, block a passage, shatter a glass.
Medium
30
10
Create an illusion, treat an illness, locate someone or
something, sense emotions, provide short-term energy.
Major
40
13
Sense thoughts, influence emotions, dispel a curse,
temporarily alter the weather, provide long-term energy.
Extreme
50
16
Weaken a divine entity, prevent a catastrophe, cause a
week-long change in a creature or location.
Area Table
Area
Multiplier
Examples / Scope
Individual
×1
A human-sized creature, a door, a tree, a weapon.
Small
×2
A few human-sized creatures, a large creature, a small
clearing, a room, a railway car, a hut.
Large
×3
A crowd, a small forest, an airship or galleon, a castle
hall, a house, a giant creature.
Huge
×4
A fortress, a lake, a mountaintop, a village, a city block.
Group Check (page 50), and the
character who performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as
GAME RULES
Potency Clock
The following describes the attributes associated with different
levels of magical potency:
Ritual magic can certainly be attempted during a conflict scene,
but you will first need to gather enough magical energy.
The process is as follows:
Use the Objective action to begin the Ritual
— perform steps 1 and 2 of the flowchart on
page 119, determining the
Ritual's discipline, area and potency.
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.
Once the Clock is filled, the character who initiated the
Ritual may use an action to perform step 3 of the flowchart on
page 119; 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.
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.
ZENIT
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.
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.
EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK
As shown on the character sheet, a Player Character can equip a
limited number of items on their body:
You have one equipment slot for your armor.
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).
You have an off-hand equipment slot, where you can equip a
one-handed weapon or a shield.
You have one equipment slot for your accessory.
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.
If you ever find yourself in need of transporting large and heavy
items over long distances, consider purchasing a transport (see
page 125).
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.
An item stored in your backpack does not grant you any of its
properties. If you want it to “work”, you must equip it!
ECONOMY AND ITEMS
22GAME RULES
HOW TO GET NEW ITEMS
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 doesn’t
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.
If you are the Game Master, see
page 266 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
page 130.
There are three main ways treasure and magical items can be
handled during a Fabula Ultima campaign.
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.
Methods for Handling Treasure
Classic. 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.
Survey. 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 (page 286), or the
brawler can't wait to get her hands on a pair of fuel knuckles
(page 272). Using this
method, the GM has a useful list of items they can pick from
when handing out rewards.
Wishlist. 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.
REWARDS
Selling Items
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 item’s quality and condition: none will want the rusted,
mud-caked axes picked up in the old tunnels.
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.
Artifacts
Player Characters will sometimes come into possession of
incredibly powerful magic items, known as artifacts (see
page 288). 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.
Services and Transports
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.
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.
Transport Rules
Terrestrial transports can only travel on land.
Aquatic transports can travel on water surfaces.
Submarine transports can travel above and underwater.
Flying transports can travel in the skies.
Vehicle Costs:
If you purchase a vehicle hauled by animals, their cost is
included in its price.
There is no need to keep track of animal fodder or fuel.
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 (page 217).
SERVICE COST DESCRIPTION
Town Services
Recharge Inventory 10 z: Recharges a character's
Inventory Points by one.
Full Rest (village) 5 z: Allows one person to
rest for one night.
Full Rest (town) 10 z: Allows one person to rest
for one night.
Full Rest (city) 20 z: Allows one person to rest
for one night.
Travel Services
Land Transportation 10 z: Allows one person to
travel for one day.
Water Transportation 20 z: Allows one person to
travel for one day.
Air Transportation 40 z: Allows one person to
travel for one day.
TRANSPORT COST PASSENGERS DISTANCE
Mounts
Terrestrial 200 z: One or two ×2
Aquatic 500 z: Approximately six ×2
Submarine 1000 z: Approximately six ×2
Flying 2000 z: Approximately six ×3
Vehicles
Terrestrial 600 z: Approximately six ×2
Aquatic 2000 z: Approximately ten ×2
Submarine 4000 z: Approximately ten ×2
Flying 8000 z: Approximately twenty ×3
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).
MARTIAL ITEMS (E)
Items marked with the (E) symbol can only be equipped by
characters who have acquired certain specific Classes.
Darkblade allows you to equip martial melee
weapons and martial armor.
Fury allows you to equip martial melee weapons
and martial armor.
Guardian allows you to equip martial armor and
martial shields.
Sharpshooter allows you to equip martial ranged
weapons and martial shields.
Weaponmaster allows you to equip martial melee
weapons and martial shields.
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.
ACCESSORIES
Accessories are useful magical items that bestow special abilities
upon those who wear them. Accessories are always considered rare
items.
Each accessory entry uses the format below and contains a variety
of information:
ACCESSORY COST
Crested Helm 1000 z
You gain a +1 bonus to your Accuracy Checks.
The general structure includes:
The accessory's name.
The accessory's cost in zenit.
Any special abilities the item bestows while equipped.
The Game Master can find a list of sample accessories starting on
page 285.
ARMORS
Armor offers improved protection to its wearer.
Armor Entry Format
Each armor entry uses the format below and contains a variety of
information:
Example Structure:
Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No
Quality.
Brigandine E | 150 z | 10 | INS die -2 | No Quality.
Field Descriptions
The Name and Type: The armor's name, and
whether it is a martial armor (E).
Cost: The armor's cost in zenit.
Defense/Magic Defense Calculation: 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.
Base Stats Rule: 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.
Initiative Penalty: 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.
Special Abilities: Any special abilities the
item bestows while equipped.
Examples
For a list of all the basic armors available in the game, see
page 132.
W SHIELDS
Shields must be equipped in a character's off-hand slot and
further enhance defenses.
Each shield entry uses the format below and contains a variety of
information:
SHIELD COST DEFENSE M. DEFENSE INITIATIVE
Runic Shield E 150 z +2 +2 -
No Quality.
Understanding Shield Information
The shield's name, and whether it is a martial shield (E).
The shield's cost in zenit.
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.
For a list of all the basic shields available in the game, see
page 133.
Armor Concepts
Martial and non-martial armors influence a character's Defense and
Magic Defense scores in different ways.
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.
Lighter armors 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.
Martial armors 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.
ARMOR AND DEFENSES
WEAPONS
Weapons are divided into ten Categories: arcane, bow, brawling,
dagger, firearm, flail, heavy, spear, sword, and thrown.
Weapon Entry Format
Each weapon entry uses the format below and contains a variety of
information:
WEAPON COST ACCURACY DAMAGE
Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical
One-handed w Melee w No Quality.
Components Explained
The weapon’s name, and whether it is a martial weapon (E).
The weapon’s cost in zenit.
The Attributes and formula used for Accuracy Checks when
performing attacks with the weapon.
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.
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.
Whether it is a melee weapon or a ranged weapon.
Any special abilities the item bestows while equipped.
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.
For a list of all the basic weapons available in the game, see the
next page.
A NOTE ON UNARMED STRIKES
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.
Legends tell of a sword capable of striking fear in the hearts of
Dragons and Wyrms.
WEAPON LISTINGS
(Metadata: Cost | Accuracy | Damage)
Staff Category
Staff100 z[WLP + WLP] [HR + 6] physical
Two-handed w Melee w No Quality.
Tome100 z[INS + INS] [HR + 6] physical
Two-handed w Melee w No Quality.
Bow Category
Crossbow150 z[DEX + INS] [HR + 8] physical
Two-handed w Ranged w No Quality.
Shortbow200 z[DEX + DEX] [HR + 8] physical
Two-handed w Ranged w No Quality.
Brawling Category
Unarmed Strike[DEX + MIG] [HR + 0] physical
One-handed w Melee w Automatically equipped in each empty
hand slot.
Improvised (Melee)[DEX + MIG] [HR + 2] physical
One-handed w Melee w Breaks after the attack.
Iron Knuckle150 z[DEX + MIG] [HR + 6] physical
One-handed w Melee w No Quality.
Dagger Category
Steel Dagger150 z[DEX + INS] +1 [HR + 4] physical
One-handed w Melee w No Quality.
Firearm Category
Pistol E250 z[DEX + INS] [HR + 8] physical
One-handed w Ranged w No Quality.
Flail Category
Chain Whip150 z[DEX + DEX] [HR + 8] physical
Two-handed w Melee w No Quality.
BASIC WEAPONS
22GAME RULES
Heavy Category
Iron Hammer
Stats: 200 z 【MIG + MIG】 【HR + 6】 physical
One-handed w Melee w No Quality.
Broadaxe E
Stats: 250 z 【MIG + MIG】 【HR + 10】 physical
One-handed w Melee w No Quality.
Waraxe E
Stats: 250 z 【MIG + MIG】 【HR + 14】 physical
Two-handed w Melee w No Quality.
Spear Category
Light Spear E
Stats: 200 z 【DEX + MIG】 【HR + 8】 physical
One-handed w Melee w No Quality.
Heavy Spear E
Stats: 200 z 【DEX + MIG】 【HR + 12】 physical
Two-handed w Melee w No Quality.
Sword Category
Bronze Sword E
Stats: 200 z 【DEX + MIG】 +1 【HR + 6】
physical
One-handed w Melee w No Quality.
Greatsword E
Stats: 200 z 【DEX + MIG】 +1 【HR + 10】
physical
Two-handed w Melee w No Quality.
Katana E
Stats: 200 z 【DEX + INS】 +1 【HR + 10】
physical
Two-handed w Melee w No Quality.
Rapier E
Stats: 200 z 【DEX + INS】 +1 【HR + 6】
physical
One-handed w Melee w No Quality.
Thrown Category
Improvised (Ranged)
Stats: 【DEX + MIG】 【HR + 2】 physical
One-handed w Ranged w Breaks after the attack.
Shuriken
Stats: 150 z 【DEX + INS】 【HR + 4】 physical
One-handed w Ranged w No Quality.
132 W BASIC ARMOR AND SHIELDS
BASIC ARMORS
ARMORCOSTDEFENSEM. DEFENSEINITIATIVE
Armor Listings
No Armor - DEX size INS size -
No Quality.
Silk Shirt 100 z DEX size INS size +2 -1
No Quality.
Travel Garb 100 z DEX size +1 INS size +1 -1
No Quality.
Combat Tunic 150 z DEX size +1 INS size +1 -
No Quality.
Sage Robe 200 z DEX size +1 INS size +2 -2
No Quality.
Brigandine E 150 z 10 INS size -2
No Quality.
Bronze Plate E 200 z 11 INS size -3
No Quality.
Runic Plate E 250 z 11 INS size +1 -3
No Quality.
Steel Plate E 300 z 12 INS size -4
No Quality.
Contextual Information
Chapter Info: W | CHAPTER
BASIC SHIELDS
Bronze Shield
Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -
No Quality.
Runic Shield
Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -
No Quality.
The most massive shield in the world is the Adamantower, forged
with the hide of an extremely rare and dangerous beast.
Much like how spellcasters gain access to Ritual magic, characters
with the Tinkerer Class (page 210) may start Projects and work on a variety of custom inventions —
love potions, walking magitech shields, or even majestic airships.
Projects
Projects work as follows:
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.
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.
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).
At the end of each day, the Project will advance as follows:
+1 progress for every Player Character who worked on the
Project today.
+1 extra progress for every Player Character with one or more
levels in the Tinkerer Class who worked on the Project today.
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.
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.
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%.
22GAME RULES
CHAPTER
Potency Base Cost
The invention can...
Minor (100 zenit)
Provide light, transport people or cargo on land or water, obtain
some limited form of protection.
Medium (200 zenit)
Travel underwater, contain a spell, relay sound or speech, perform
a specific operation in place of the inventor, provide short-term
energy.
Major (400 zenit)
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.
Extreme (800 zenit)
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.
Area Multiplier
The effects of the invention may affect...
Individual ×1: A human-sized creature, a door,
a tree, or a weapon.
Small ×2: A group of human-sized creatures, a
large creature, a small clearing, a room, a railway car, or a
hut.
Large ×3: A crowd, a small forest, an airship
or galleon, a castle hall, a house, or a giant creature.
Huge ×4: A fortress, a lake, the top of a
mountain, a village, or a city block.
Uses Multiplier
Once activated, the invention...
Consumable ×1: Can never be used again unless
the inventor creates a different copy of it.
Permanent ×5: Remains available for multiple
uses in different situations.
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.
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.
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.
HIRING HELPERS
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.
Each helper is a competent worker or assistant who will ask
for a pay equal to half of the Project’s total cost.
Each helper will generate 1 additional progress at the end of
each day.
The sticky core found inside Elemental Slimes can be used to
produce several forms of energy.
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.
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 (page 217).
Projects require time: if the group focuses on a long Project,
Villains will certainly not sit idly.
Interlude scenes are perfect for narrating a Project's
development.
HOW TO USE PROJECTS
SAMPLE PROJECTS
INVENTION POTENCY AREA USE
The "Discovery"
Major Large Permanent
Total Project Cost: 6000 zenit; Progress Required: 60; Flaw:
None.
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.
Gatling Golem
Major Individual Permanent
Total Project Cost: 1500 zenit; Progress Required: 15; Flaw:
Yes.
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.
Mag Boots
Medium Individual Permanent
Total Project Cost: 1000 zenit; Progress Required: 10; Flaw:
None.
A pair of magnetic boots that allows the wearer to safely attach
themselves to metallic surfaces, possibly walking on walls or
even ceilings.
Magitech Suit
See below See below See below
Total Project Cost: 1750 zenit; Progress Required: 17; Flaw:
Yes.
An advanced four-legged armor fueled by magitech energy.
The pilot has Resistance to fire damage and physical damage.
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
【DEX + INS】 Accuracy Check.
The pilot also suffers Vulnerability to bolt damage.
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.
The inventor added a flaw to one of the Projects (Vulnerability
to bolt damage) in order to partially reduce the cost.
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).
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.
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.
A magical mask that allows the wearer to breathe underwater.
GROUP DYNAMICS
A SAFE PLAY ENVIRONMENT
In line with the JRPG genre that inspiration has been drawn from,
Fabula Ultima’s 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”.
Mutual trust and respect. 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.
The game and its fiction must not replace human
interaction.
If someone's behavior bothers anyone, that issue must be solved
outside the game. There’s nothing wrong with pausing a session
to get things sorted and going back to it once you’ve found an
agreement. Do not, under any circumstance, use the game as a
tool for proving your point or influencing someone's behavior.
Lines and Veils. 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.
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.
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".
These tools are especially useful if you’re playing with people
you’ve never met before, but keep them in mind even when you’re
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.
When playing the game, one of your duties is to create a safe
environment — don’t insist on asking why something made someone
uncomfortable: instead, ask them how they’d prefer this type of
scene or situation to be handled from now on.
Secrets
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.
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.
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.
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".
Leaving the Group
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.
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.
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.
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.
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.
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.
ABSENT PLAYERS
We all have busy lives, and sometimes this means one or more
people will be unable to take part in a session.
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!
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:
I'll join you later. 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.
Your character will join the rest of the group at the beginning
of the next session; describe how you got there.
I'll be in your care. 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.
Regardless of which option you choose for your character, the
following apply:
Your character will not gain Fabula Points while absent from a
session.
Your character will gain Experience Points as normal at the end
of the session. This might cause your character to level up (see
page 226).
As soon as you take part in a session again, you will be able to
gain and spend Fabula Points as normal.
The nature of this world is not one of absolutes.
144
W
W
CHAPTER
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.
SESSION ZERO
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.
For the Game Master: 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.
For the Players: 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.
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.
WAIT, I’VE CHANGED MY MIND!
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.
You are building the foundations of your campaign... take your
time!
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.
COMMITMENT AND EXPECTATIONS
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.
Will you play for a set amount of sessions, or are you simply
going to start playing and see where the story leads you?
How often will you play? Weekly, monthly, twice per month?
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
page 226).
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?
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.
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?
Are there any themes you strongly wish to explore during play?
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?
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?
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.
Are you adopting any of the optional rules presented in the
book? Pay special attention to optional rules for conflicts (page 82) and advancement (page 230).
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?
SAFETY
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 (page 140) that they want to apply during sessions; it can be a good idea
to handle this anonymously to preserve the privacy of the
participants.
In particular, you should make sure to discuss:
The depiction of violence. 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.
The nature of evil. 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.
Romances, relationships, and sexuality. 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.
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.
Remember: you win roleplaying games by creating a
memorable story and having a great time together!
WORLD CREATION
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.
You will need the world sheet and the map sheet.
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!
As explained on page 14, 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:
Souls. 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. Discuss what people generally know about souls in your
world.
Conflicts and struggles. The cultures
populating your world haven’t 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.
A fantastical, diverse world. When creating
your setting, you shouldn’t 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. What really matters is for each location's appearance to
reflect the themes and emotions it will embody within your
story.
The flowchart presents the world creation steps in a more
intuitive order, but you’re always free to go back and make
adjustments when needed.
The most important part is that everyone can share ideas freely.
Whenever a step states that “each person should contribute an
element”, that doesn’t 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!
World Building Prompts
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?
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.
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?
You might even decide that the shape of your world is yet to
be discovered!
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).
Your world can span more than one sheet, of course — but let’s
keep things simple for now. Remember to establish the length
of a travel day on the map (see
page 106).
What is the role of magic and technology in your
setting?
Are you living in an age of industrial development, or is it
more Renaissance-like?
Is magic seen as a form of science, or mostly as a great
mystery?
Discuss the major historical events that shaped your world
into what it is.
Each person at the table should contribute at least one
important event that dramatically altered the history of your
setting.
What are the great enigmas and mysteries of the world?
The questions left unanswered, and the truths that are now
indistinguishable from legend?
Each person at the table should contribute at least one
mystery of the world that they want to explore over the course
of the group’s adventures.
What terrible threats cast a shadow over your
world?
Environmental disasters, furious deities, power-hungry
empires, or perhaps even clouds of corrupting miasma that are
enveloping and consuming the land?
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.
World Creation Tables
Feel free to use the tables on these pages whenever you're running
short on ideas during world creation.
Magic and Technology (roll a d20 or choose)
Below are 20 potential concepts for magic and technology that can
influence your setting:
1. Magitech disturbs the natural balance.
2. Those who can wield magic carry a unique
brand on their bodies.
3. Magic is inherited through bloodline.
4. The advent of magic is very recent.
5. The Ancients lived in harmony with magical
creatures.
6. All magic in the world comes from a single
sacred location.
7. The world is kept together by some ancient
and powerful magic.
8. Technology is an offense to the gods.
9. The world is a science-fiction dystopia
where magic is experimented on.
10. Magic is a gift from the gods.
11. Magic comes from another dimension.
12. There are parts of the world where no
people are born who can use magic.
13. Airships revolutionized travel and war.
14. Magic is largely a forbidden art.
15. Spellcasters are trained in academies and
then hired by nobles.
16. Steam engines are commonplace and great
golems join armies in battle.
17. In the past, the world was almost
destroyed.
18. Magic was taught by dragons.
19. Monsters are born from the restless souls
of the dead.
20. Magic comes from ancient crystals.
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.
Kingdoms and Nations (roll a d8 or choose)
Use these concepts to define the political structure of your
setting:
1. Empire
2. Kingdom
3. Villages
4. City-state
5. Union
6. Holy Kingdom
7. Tribes
8. Protectorate
Location Names
Acheron
Agartha
Alexandria
Alfheim
Aquileia
Argus
Asteride
Avalon
Babel
Beregand
Burgo
Calibar
Ceren
Colvand
Crescentia
Cymur
Dagda
Delos
Doma
Dunova
Edessa
Endell
Entigea
Ertha
Feror
Galatea
Garaphis
Ghizal
Harkell
Holne
Ildefort
Ittia
Jeriva
Kemes
Koga
Korinth
Lacria
Londinium
Luxor
Malaba
Megara
Megido
Nara
Nethis
Olcressia
Oskara
Platea
Pirithia
Pemble
Quivira
Regalia
Relde
Rimea
Roston
Salazar
Samitra
Silea
Sotera
Tartarus
Terisia
Thule
Torren
Ulyan
Ur
Valica
Veleia
Xanadu
Yade
Yssira
Zepro
Historical Events, Mysteries and Threats (roll a d20 or choose)
The death of an important figure.
Monsters are restless and aggressive.
A meteor will hit the planet.
The ocean levels are rising.
The discovery of uncharted lands.
An ancient evil is being reborn.
The world is transforming.
The destruction of the moon.
Visitors from another world.
People have grown apathetic.
The rise of a new military power.
Gods are forsaking the world.
A legendary monster appears.
The world is plunged into darkness.
The discovery of uncharted lands.
Technological advancement.
A dimensional gate opens.
The loss of important knowledge.
A new religion is spreading.
The world is dying.
Each of these options can work as an event, mystery or threat —
it's up to you how you want to use it!
This is a world that teeters on the verge of tragedy.
Its hope must be rekindled.
Group Creation
Unlike the creation process for your game world, group creation
isn't particularly structured — in fact, it’s 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 — we’d really like our shared
story to mostly focus on these aspects of it.”
Additionally, your choice of group will inform the kind of heroes
you will make during the next step of session zero. Don’t take it
as a restriction: instead, see it as a useful reference to go back
to whenever you are unsure about your character concepts.
You can even give your group a name — such as the
Brotherhood of the Griffin or the
Queenshields.
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!
BROUGHT TOGETHER BY FATE
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).
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.
What emotional or familial connections exist between your
characters?
Have your characters met in the past? Are there any tensions or
rivalries?
What do you have in common? Beliefs, enemies, past experiences?
GUARDIANS
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.
What bonds, ties or rivalries exist between each guardian and
the Chosen One?
What is your mission? Who gave it to you? Do the authorities
approve of it?
Why does the Chosen One need protection? Who or what threatens
their mission?
CHAPTER HEROES OF THE RESISTANCE
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.
Why is this daunting task up to you? Have you fought against
this enemy before?
Which factions helped you, and which ones betrayed or opposed
you?
Who are the most infamous among the enemy leaders and followers?
REVOLUTIONARIES
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.
What is the price your character paid for their insubordination?
Which factions promised you their help? Which factions might
oppose you?
What are your enemies’ crimes, and why is no one else opposing
them?
SEEKERS
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 world’s last
hope, or at least, you think it is.
What is it you are trying to prevent or remedy? What are you
looking for?
What do you know of your mission? Who or what gave you this
information?
Who doesn't want you to find what you seek?
What prompted each of you to join this mission?
CHARACTER CREATION
Grab some blank character sheets because it is time to create
Player Characters!
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!
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.
Characters are normally created at level 5; see
page 229 for higher-level PCs.
Character Creation Steps
Identity: Choose or create your character's
Identity: a short sentence that briefly summarizes how they see
themselves at the moment.
Theme: Choose or create your character's Theme:
a strong ideal, emotion or feeling that dominates your
character's actions.
Origin: 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.
Classes and Levels: Choose two or three Classes
and distribute your initial five levels among them. Take note of
the free benefits and Skills gained.
Attributes: Determine the base die size of your
character's four Attribute scores:
Dexterity, Insight, Might, and Willpower.
Calculations: Calculate your starting Hit
Points, Mind Points, Inventory Points, Defense, Magic Defense,
and Initiative modifier.
Equipment/Savings: Use a starting budget of 500
zenit to purchase equipment, then add any leftovers to a roll of
2d6 × 10 to determine initial savings.
Describe your character and choose their name and pronouns!
CREATE YOUR IDENTITY
This is your first step, and to say it will influence each and
every following choice would be an understatement. Your
character’s Identity is a short sentence that quickly summarizes
how they currently see themselves.
When you create your Identity, keep an eye on the list of
available Classes (see
page 160) and make sure there
is a combination of two or three Classes that fits your Identity.
If you really can’t find what you need, try adjusting your
Identity and adapting it to fit one of the available combinations.
Here are a few examples of good identities:
Royal Knight.
Queen of the Desert Thieves.
Battle Priestess of the Old Faith.
Warrior Princess of the Moon People.
Elderly Amnesiac Sorcerer.
Former Imperial Strategist.
Freedom-fighting Brawler.
Magitech Scientist.
Tormented Veteran.
One-eyed Samurai.
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.
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!
Example: Robert is creating his first character.
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.
They are going to be heroes of the resistance, fighting against a
technological empire that seeks to imprison anyone who can channel
magic. Robert’s character, Camilla, is going to be the
(supposedly) last surviving member of Platea's royal dynasty.
Contrary to her older brothers and sisters, Camilla never
developed any magical ability: however, she has been trained as a
knight and diplomat.
Camilla's Identity is going to be “The Last Princess of Platea”.
While talking with the rest of her group, Robert points out that
he’s open to Camilla discovering her “latent magical powers” over
the course of the game.
IDENTITY CREATION TABLES
You may roll a d6 and d20 or choose entries from these tables to
create your Identity.
Core Concept (roll or choose; up to two)
d20
d20
d20
1. Knight
1. Bodyguard
1. Animated Puppet
2. Bounty Hunter
2. Bandit
2. Scavenger
3. Martial Artist
3. Factory Worker
3. Rebel Agent
4. Treasure Hunter
4. Student
4. Warrior Mage
5. Alien
5. Painter
5. Noble
6. Priest/ess
6. Magitech Engineer
6. Duelist
7. Professor
7. Archer
7. Monster Hunter
8. Samurai
8. Occultist
8. Medic
9. Bard
9. Paladin
9. Shapeshifter
10. Soldier
10. Monk
10. Pirate
11. Inventor
11. Gunslinger
11. Gambler
12. Smuggler
12. Black Knight
12. Rōnin
13. Automaton
13. Alchemist
13. Mercenary
14. Ninja
14. Airship Pilot
14. Cook
15. Diplomat
15. Spy
15. Commander
16. Thief
16. Templar
16. Sniper
17. King/Queen
17. Mechanic
17. Athlete
18. Mage
18. Dancer
18. Healer
19. Gladiator
19. Cannoneer
19. Demon Hunter
20. Prince/ss
20. Merchant
20. Abomination
CHOOSE OR CREATE YOUR THEME
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.
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.
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?
Suggested Themes
Ambition: You strive to prove your worth to
yourself and/or others.
Anger: You are a ticking bomb, always on the
brink of rage.
Belonging: You are afraid of being alone,
forgotten or abandoned.
Doubt: You need to find the answer to a burning
question.
Duty: You live to fulfill a promise you made or
obey an order you received.
Guilt: You wish to atone for your past
mistakes.
Hope: You seek a better world for yourself
and/or others.
Justice: You always side with the weak and
defenseless.
Mercy: You wish to help others, regardless of
their past misdeeds.
Vengeance: You seek to bring retribution upon
someone or something.
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.
Vengeance could be a fitting Theme for Camilla, but Robert doesn’t
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.
CHOOSE OR CREATE YOUR ORIGIN
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 Moon’s surface,
or an entirely different solar system.
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.
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.
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.
FANTASY SPECIES
CHOOSE TWO TO THREE STARTING CLASSES
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.
Entries describing each Class can be found starting on
page 176, but the table below
offers a quick summary of their individual focus.
Classes
Arcanist Summon magical avatars of ancient,
godlike entities.
Chimerist Learn spells from creatures and speak
with beasts.
Darkblade Unleash dark attacks and draw power
from Bonds.
Elementalist Wield the destructive power of the
elements.
Entropist Channel the dark energy of the
Cosmos.
Fury Provoke enemies and hit harder when
damaged.
w Allows you to equip martial
melee weapons and armors.
Guardian Protect your allies and fight clad in
heavy armor.
w Allows you to equip martial
armor and shields.
Loremaster Be a master of knowledge and support
your allies.
Orator Use your words to gain allies and
influence conflicts.
Rogue Seize opportunities and steal unique
items from enemies.
Sharpshooter Excel at ranged combat and negate
ranged attacks.
w Allows you to equip martial
ranged weapons and shields.
Spiritist Support your allies with magic and
cast light spells.
Tinkerer Craft inventions and use Inventory
Points in new ways.
Wayfarer Be a master explorer and join forces
with a loyal companion.
Weaponmaster Excel at melee combat and counter
melee attacks.
w Allows you to equip martial
melee weapons and shields.
Classic Characters starting on
page 172: these level 5
archetypes Classic Characters starting on
page 172: these level 5
archetypes
Attribute Dice Mechanics
Each of a Player Character’s main Attributes (Dexterity, Insight,
Might, and Willpower) is represented by a die size, from a minimum
of d6 to a maximum of d12.
Bigger die sizes indicate a more trained Attribute or a stronger
natural talent.
Attributes Defined
Dexterity measures precision, coordination,
finesse and reflexes.
Insight represents observation, understanding
and reasoning.
Might is a measure of strength, resilience and
physical fortitude.
Willpower represents determination, charisma
and the ability to influence others.
Character Profile Selection
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).
Jack of All Trades: d8, d8, d8, d8
Average: d10, d8, d8, d6
Specialized: d10, d10, d6, d6
Example Application:
Camilla is very insightful (Insight d10), fairly agile and
determined (Dexterity d8 and Willpower d8), but not particularly
imposing (Might d6).
When allocating Attribute dice, you should take into account
your choices of Classes and Skills!
CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS
Your maximum Hit Points and
Mind Points are calculated as follows:
Your maximum Hit Points are equal to your total character level
+ five times your character’s base Might die size.
Your Crisis score is equal to half your maximum Hit Points,
rounded down.
Your maximum Mind Points are equal to your total character level +
five times your character’s base Willpower die size.
Your character begins the game with full Hit Points and Mind
Points.
These values may be further modified by your character’s choices
of Class, Skills and equipment.
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.
Example Calculation
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).
Camilla's Crisis score is 20.
CALCULATE YOUR INVENTORY POINTS
Your maximum Inventory Points are calculated as follows:
Your maximum Inventory Points are equal to 6.
Your character begins the game with full Inventory Points.
Note that this number may be further modified by your character’s
choices of Class, Skills and equipment.
Since neither Orator nor Weaponmaster increase maximum Inventory
Points, Camilla has 6 maximum Inventory Points.
CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE
Your Defense and Magic Defense scores are calculated as follows:
Your Defense is equal to your current Dexterity die size.
Your Magic Defense is equal to your current Insight die size.
Your Initiative modifier is equal to 0.
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.
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).
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.
PURCHASE STARTING EQUIPMENT
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 (page 266) or transports (page 125),
discuss it with the rest of your group.
To purchase a martial (E) item, you must first be able to equip it
— a benefit granted by specific Classes:
Darkblade allows you to equip martial melee
weapons and martial armor.
Fury allows you to equip martial melee weapons
and martial armor.
Guardian allows you to equip martial armor and
martial shields.
Sharpshooter allows you to equip martial ranged
weapons and martial shields.
Weaponmaster allows you to equip martial melee
weapons and martial shields.
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.
33PRESS START
W
CHAPTER
The Weaponmaster Class
The Weaponmaster Class allows Camilla to equip martial melee
weapons and shields.
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.
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.
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.
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).
ROLL FOR INITIAL SAVINGS
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).
Any left-over zenit from the previous step is added to these
initial savings!
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.
GAIN YOUR STARTING FABULA POINTS
Each Player Character enters play with 3 Fabula Points.
WEAPON COST ACCURACY DAMAGE
Arcane Category
Staff 100 z 【WLP + WLP】 【HR + 6】 physical
Two-handed w Melee w No Quality.
Tome 100 z 【INS + INS】 【HR + 6】 physical
Two-handed w Melee w No Quality.
Bow Category
Crossbow 150 z 【DEX + INS】 【HR + 8】
physical
Two-handed w Ranged w No Quality.
Shortbow 200 z 【DEX + DEX】 【HR + 8】
physical
Two-handed w Ranged w No Quality.
Brawling Category
Unarmed Strike - 【DEX + MIG】 【HR + 0】
physical
One-handed w Melee w Automatically equipped in each empty
hand slot.
Remember: A starting character gets 500 zenit to purchase
equipment with.
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.
Useful Tips
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.
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.
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.
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.
SHOPPING ADVICE
NAME AND FINISHING TOUCHES
Give your character a name, note their pronoun(s), and briefly
describe what they look like to the rest of the group!
It may seem counterintuitive for this step to be the last one, but
there’s a good reason: it’s easier to choose a name once you have
a good grasp of your character's appearance and abilities.
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!
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!
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.
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.
In some worlds, the Arcana are even worshipped as deities.
Attribution
The Arcana
MERGING WITH AN ARCANUM
When you summon an Arcanum, you gain its merge benefits; those
benefits last until the Arcanum is dismissed (see below).
You cannot summon an Arcanum while already merged with one; you
must first dismiss the current Arcanum.
DISMISSING AN ARCANUM
An Arcanum can be dismissed in several ways:
Once the current scene ends, all Arcana are automatically
dismissed.
If you die or fall unconscious while merged with an Arcanum,
they are dismissed.
If you leave the scene while merged with an Arcanum, they are
dismissed.
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.
DISMISS EFFECTS
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.
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.
You are also free to ignore the dismiss effect if you don't want
to use it.
DOMAINS
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.
If you create new Arcana for your world, make sure to associate
them with domains that allow for interesting Rituals.
ARCANUM OF THE FORGE
Domains: fire, heat, metal.
You have Resistance to fire damage.
Any fire damage you deal ignores Resistances.
When you dismiss this Arcanum, choose Forge or
Inferno:
Forge. 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.
Inferno. Choose any number of creatures you can
see: each of them suffers 30 fire damage. This damage ignores
Resistances.
ARCANUM OF THE FROST
Domains: cold, ice, silence.
You have Resistance to ice damage and are immune to enraged.
Any ice damage you deal ignores Resistances.
Ice Age. Choose any number of creatures you can
see: each of them suffers 30 ice damage. This damage ignores
Resistances.
ARCANUM OF THE GATE
Domains: space, travel, void.
You have Resistance to dark damage.
You gain a +1 bonus to your Magic Defense.
When you dismiss this Arcanum, choose Oblivion or
Warp:
Oblivion. Choose any number of creatures you
can see: each of them suffers 30 dark damage. This damage
ignores Resistances.
Warp. 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.
cc Work with your group and create custom Arcana for your world!
MERGE DISMISS MERGEDISMISS MERGEDISMISS
180 W
ARCANUM OF THE GRIMOIRE
Domains: knowledge, revelations, understanding.
You are able to read, write, speak and understand all
languages.
You treat your Insight as if it were one die size higher (up
to a maximum of d12).
Oracle
You ask the Game Master a single question. The Game Master must
answer truthfully, describing the vision shown to you by the
Grimoire.
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.
ARCANUM OF THE OAK
Domains: earth, plants, poison.
You have Resistance to earth and poison damage and are immune
to poisoned.
Whenever you recover Hit Points, you recover 5 extra Hit
Points.
Blossom
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.
ARCANUM OF THE SKY
Domains: fog, rain, storms.
You have Resistance to air and bolt damage.
Weather Prediction
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.
Thunderstorm
Choose any number of creatures you can see: each of them suffers
30 bolt damage. This damage ignores Resistances.
MERGE DISMISS
ARCANUM OF THE SWORD
Domains: conquest, heroism, leadership.
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.
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).
ARCANUM OF THE TOWER
Domains: judgment, protection, sacrifice.
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).
Judgment
Choose any number of creatures you can see: each of them suffers
30 light damage. This damage ignores Resistances.
ARCANUM OF THE WHEEL
Domains: destiny, speed, time.
You are immune to slow.
You gain a +1 bonus to your Defense.
Time Freeze
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).
The Merge
Legends tell of a long-lasting passion between the Sword and the
Tower... a passion that often erupted into war.
CHIMERIST FREE BENEFITS
Permanently increase your maximum Mind Points by 5.
You may perform Rituals whose effects fall within the Ritualism
discipline.
CHIMERIST SKILLS
CONSUME (çç5)
After you deal damage to one or more creatures with a spell, if
you have an arcane dagger or flail weapon equipped, you recover
【SL × 2】 Mind Points.
FERAL SPEECH
You can communicate with creatures of the beast, monster and plant
Species.
PATHOGENESIS
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.
RITUAL CHIMERISM
You may perform Rituals whose effects fall within the Chimerism
discipline. When you acquire this Skill, choose
【INS + WLP】 or 【MIG + WLP】.
From now on, your Chimerism Rituals will use the chosen Attributes
for the Magic Check.
SPELL MIMIC (çç10)
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.
When you first acquire this Skill, choose
【INS + WLP】 or 【MIG + WLP】.
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.
You may have up to 【SL + 2】 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.
Story Prompts
Who taught you the art of Chimerism? Is your mentor human or
monstrous?
Can people and monsters live in harmony, or are they bound to
threaten each other?
What does your magic look like?
Are there many practicing your art, or are you the exception?
DARKBLADE
Today you shall know the full extent of my suffering.
Darkblades
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.
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.
Details
Name: DARKBLADE
Power Level: 184
ALSO Associated With
Avenger
Black Knight
Death Knight
File Metadata
DARKBLADE FREE BENEFITS
Permanently increase your maximum Hit Points by 5.
Gain the ability to equip martial melee weapons and martial
armor.
DARKBLADE SKILLS
AGONY (çç5)
After you deal damage to one or more creatures, if you have a
Bond towards at least one of those creatures, you may recover
【SL × 2】 Hit Points and
【SL × 2】 Mind Points.
DARK BLOOD
As long as you are in Crisis, you have Resistance to dark damage
and poison damage.
HEART OF DARKNESS
Once per scene upon entering Crisis, you may choose a specific
creature you can see that you don't have a Bond towards. If you
do, create a Bond of hatred towards that creature.
PAINFUL LESSON (çç3)
After another creature causes you to lose Hit Points (with an
attack, a spell or any other method), you may immediately
perform the Study action on that creature (see
page 74) for free. If you do,
gain a bonus equal to 【SL】 to your Check.
Remember, you can study the same aspect of a creature only
once.
SHADOW STRIKE (çç5)
You have learned to channel your vital force into your attacks.
You may use an action to perform a Shadow Strike: roll your
current Might die and lose an amount of Hit Points equal to
【the number rolled on your Might die】. If
this didn't reduce your Hit Points to 0, you may perform a free
attack with a weapon you have equipped: if this attack hits one
or more targets, it deals extra damage equal to
【SL + the number rolled on your Might die 】.
However, all damage dealt by this attack becomes dark and its
damage type cannot be changed.
Character Reflection Prompts
What tragic experience awakened your abilities?
Many would regard your powers as evil. How do you feel about
them?
What do your weapons and fighting style look like?
Are there many practicing your art, or are you the exception?
"Today you shall know the full extent of my suffering."
Elementalist
ALSO: Battle Mage, Geomancer, Sorcerer
ELEMENTALIST
Ignore the warnings of this World at your own risk.
An Elementalist has learned to channel the souls that flow within
the basic elements of creation: Air, Earth, Fire and Water. Some
of them develop complex spells to contain the powerful energies of
nature; others seek its protection in harmony and communion.
Elemental magic can be highly destructive, causing damage and
inflicting negative status effects. Due to this, there are many
who would covet an Elementalist’s abilities... often for nefarious
purposes.
ELEMENTALIST FREE BENEFITS
Permanently increase your maximum Mind Points by 5.
You may perform Rituals whose effects fall within the Ritualism
discipline.
ELEMENTALIST SKILLS
CATACLYSM (çç3)
When you cast an instantaneous spell, if you have an arcane weapon
equipped, you may increase the spell's total MP cost by up to 【SL
× 10】 Mind Points. If you do so and the spell deals damage to one
or more creatures, it will deal 5 extra damage to each creature
for every 10 Mind Points by which you increased its total MP cost.
ELEMENTAL MAGIC (çç10)
Each time you acquire this Skill, learn one Elementalist spell
(see next two pages).
Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic
Check.
MAGICAL ARTILLERY (çç3)
When you cast an offensive ( rr) spell, if you have an arcane
weapon equipped, you gain a bonus to your Magic Check equal to
【SL × 2】.
RITUAL ELEMENTALISM
You may perform Rituals whose effects fall within the
Elementalism discipline.
Elementalism Rituals use 【INS + WLP】 for the Magic Check.
SPELLBLADE (çç4)
When you cast an offensive ( rr) spell targeting a single
creature, if the spell has a total Mind Point cost of 【SL × 10】
or lower and you have one or more bow, brawling, dagger, flail,
spear or sword weapons equipped, you may choose one of those
weapons. If you do, your Magic Check for the spell will use the
chosen weapon's Accuracy Check formula; for instance, the Magic
Check for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.
Questions
Who trained you in the way of the Elements?
Your magic can be devastating... are you afraid of yourself?
Elemental magic is often used in war. Did you serve in the
military?
What does your magic look like?
Option: Ignore the warnings of this World at your
own risk.
ELEMENTALIST SPELLS
SPELL
Elemental Shroud
Cost: 5
Targets: T
Duration: Up to three creatures
Action: Scene
You weave magical energy and protect the targets from the fury
of the elements.
Choose a damage type: air, bolt, earth, fire or ice. Until this
spell ends, each target gains Resistance against the chosen
damage type.
Elemental Weapon
Cost: 10
Targets: One weapon
Duration: Scene
You imbue a weapon with elemental energy. Choose a damage type:
air, bolt, earth, fire, or ice. Until this spell ends, all
damage dealt by the weapon becomes of the chosen damage type.
If you have that weapon equipped while you cast this spell,
you may perform a free attack with it as part of the same
action.
This spell can only be cast on a weapon equipped by a willing
creature.
Flare
Cost: rr 20
Targets: One creature
Duration: Instantaneous
You channel a single ray of fire towards your foe, its
temperature so high that it will pierce through most defenses.
The target suffers
【HR + 25】 fire damage.
Damage dealt by this spell ignores Resistances.
Fulgur
Cost: rr 10
Targets: × T
Duration: Up to three creatures
Action: Instantaneous
You weave electricity into a wave of crackling bolts. Each
target hit by this spell suffers
【HR + 15】 bolt damage.
Opportunity: Each target hit by this spell
suffers dazed.
Glacies
Cost: rr 10
Targets: × T
Duration: Up to three creatures
Action: Instantaneous
You coat your foes under a thick layer of frost. Each target hit
by this spell suffers 【HR + 15】 ice damage.
Opportunity: Each target hit by this spell
suffers slow.
Iceberg
Cost: rr 20
Targets: One creature
Duration: Instantaneous
A pillar of ice magic envelops your foe, suddenly dropping their
body temperature to a critical level. The target suffers
【HR + 25】 ice damage.
Damage dealt by this spell ignores Resistances.
Spell Catalogue
Ignis
Metadata: rr 10 × T | Up to three creatures |
Instantaneous
You unleash a searing barrage against your foes, conjuring
flames out of thin air. Each target hit by this spell suffers
【HR + 15】 fire damage.
Opportunity: Each target hit by this spell suffers
shaken.
Soaring Strike
Metadata: 10 | Self | Instantaneous
The wind carries your strikes across the battlefield. You may
immediately perform a free attack with a melee weapon you have
equipped. This attack may target creatures that can only be
targeted by ranged attacks.
If you used a weapon belonging to the brawling or spear
Category for this attack, it deals 5 extra damage.
If you hit a flying target with this attack, you may force
them to land immediately.
Terra
Metadata: rr 10 × T | Up to three creatures |
Instantaneous
Spires of jagged rock erupt from the ground beneath your foes,
closing around them. Each target hit by this spell suffers
【HR + 15】 earth damage. This spell cannot
target creatures who are flying, floating, falling, or
otherwise in mid-air.
Opportunity: Each target hit by this spell performs
one fewer action on their next turn (to a minimum of 0
actions).
Thunderbolt
Metadata: rr 20 | One creature |
Instantaneous
You send lightning striking at your foe. The target suffers
【HR + 25】 bolt damage.
Damage dealt by this spell ignores Resistances.
Ventus
Metadata: rr 10 × T | Up to three creatures |
Instantaneous
You summon the power of winds against your enemy. Each target
hit by this spell suffers
【HR + 15】 air damage.
Opportunity: Each flying target hit by this spell is
forced to land immediately.
Vortex
Metadata: 10 | Self | Scene
A roaring gale surrounds you, blowing away arrows and bullets.
Until this spell ends, you gain a +2 bonus to your Defense
against ranged attacks.
Entropist
Also related:Astromancer, Chaos Mage, Gambler
Description
High above the stars, where their lights do not shine, lies a
bottomless void where life and souls wither and transform in
unfathomable ways. This realm is a non-reality, an endless expanse
of chaos impervious to the laws of time, space, and probability.
Lore
Entropists refer to this realm as the Cosmos, the Heavens, or
quite simply as Lady Luck: they are among the few gifted with the
ability to channel its reality-bending energies.
Quote
The cold between the stars... it does not frighten me.
CHAPTER
ENTROPIST FREE BENEFITS
Permanently increase your maximum Mind Points by 5.
You may perform Rituals whose effects fall within the Ritualism
discipline.
ENTROPIST SKILLS
ABSORB MP (çç5)
After you suffer damage, you may immediately recover
【SL × 2】 Mind Points.
ENTROPIC MAGIC (çç10)
Each time you acquire this Skill, learn one Entropist spell (see
next two pages).
Note: Offensive (rr) Entropist spells use 【INS + WLP】 for
the Magic Check.
LUCKY SEVEN
You have a lucky number; at the beginning of each session, that
number is 7. Once per scene after you perform a Check, you may
replace the value shown on one of the dice you rolled with your
lucky number (even if this would give an impossible Result, such
as a value of 7 on a d6). If you do, the replaced value becomes
your new lucky number.
RITUAL ENTROPISM
You may perform Rituals whose effects fall within the Entropism
discipline. Entropism Rituals use
【INS + WLP】 for the Magic Check.
STOLEN TIME (çç4)
During a conflict, you may use an action to interfere with the
flow of time by spending up to
【SL × 5】 Mind Points. For every 5 Mind Points
you spend this way, choose one option:
One creature you can see suffers slow;
One creature you can see recovers from slow;
One creature you can see may immediately perform the Equipment
action for free;
Choose one ally you can see who has yet to take a turn during
this round: that ally may take their turn immediately after
yours during this round.
Note: Each option can only be chosen once per use of this
Skill.
Background Questions
Who taught you to channel the reality-bending powers of the
Cosmos?
What do you know of the Cosmos? Are they the end of reality, or
a new beginning?
What does your magic look like?
Are there many practicing your art, or are you the exception?
Spell List
Acceleration
Cost: 20 | Type: One creature
|
Scene:
You bend the fabric of time. Until this spell ends, the target
gains the ability to perform a single additional action during
each of their turns. Once the target has performed a total of
two additional actions granted by this spell, this spell ends.
Anomaly
Cost: 20 | Type: One creature
|
Scene:
You alter the very nature of your target. Until this spell ends,
if the target would suffer damage of a type they Absorb or are
Immune to, they are instead treated as if they were Vulnerable
to that damage type. Once that happens, this spell ends.
Dark Weapon
Cost: 10 | Type: One equipped
weapon |
Scene:
You imbue a weapon with dark energy. Until this spell ends, all
damage dealt by the weapon becomes of the dark type. If you have
that weapon equipped while you cast this spell, you may perform
a free attack with it as part of the same action.
This spell can only be cast on a weapon equipped by a willing
creature.
Dispel
Cost: 10 | Type: One creature
|
Instantaneous:
You release a wave of negative energy and cleanse all magic from
a creature. If the target is affected by one or more spells with
a duration of Scene, they are no longer affected by any of those
spells instead.
Divination
Cost: 10 | Type: Self |
Scene:
You glimpse briefly into the future. Until this spell ends,
after a creature you can see performs a Check, if it was not a
fumble nor a critical success, you may force that creature to
reroll both dice. Once you have forced two rerolls this way,
this spell ends.
Drain Spirit
Cost: 5 | Type: One creature |
Instantaneous:
You consume a creature's psyche. The target loses 【HR + 15】
Mind Points. Then, you recover an amount of Mind Points equal to
half the Mind Points loss they suffered (if the loss was reduced
to 0 in some way, you recover none).
Drain Vigor
Cost: 10 | Type: One creature
|
Instantaneous:
You steal another creature's life force. The target suffers 【HR
+ 15 】 dark damage. Then, you recover an amount of Hit Points
equal to half the Hit Points loss they suffered (if the loss was
reduced to 0 in some way, you recover none).
Gamble up to 20
Type: Special
Target: Instantaneous
You summon a vortex of chaotic energy. Roll your current Willpower
die once for every 10 Mind Points spent while casting this spell,
then keep the single die you prefer: the number on that die
determines the effects of this spell.
1: You lose half of your current Hit Points and
half of your current Mind Points.
2-3: Each creature present on the scene,
including yourself, suffers poisoned.
4-6: Each creature present on the scene,
including yourself, suffers slow.
7-8: Choose up to three creatures you can see:
each of them recovers 50 Hit Points and also recovers from all
status effects.
9+: Choose any number of creatures you can see:
each of them suffers 30 damage. The damage type is determined
randomly by rolling a d6:
1. air
2. bolt
3. dark
4. earth
5. fire
6. poison
Mirror 10
Type: One creature
Scene Duration: Until this spell ends
You twist the laws of magic. Until this spell ends, if an
offensive spell is cast on the target, the creature who cast that
offensive spell will be targeted in their stead (any other targets
of the offensive spell will be targeted as normal). Once that
happens, this spell ends.
Omega rr 20
Type: One creature
Duration: Instantaneous
You invoke doom on your foe, turning strength into frailty. The
target loses an amount of Hit Points equal to
【20 + half the target's level】.
Stop rr 10
Type: One creature
Duration: Instantaneous
You trap a foe inside a circle of altered time and space. The
target will perform one fewer action on their next turn (to a
minimum of 0 actions).
Umbra rr 10 × T
Type: Up to three creatures
Duration: Instantaneous
A storm of dark energy turns matter into ash. Each target hit by
this spell suffers 【HR + 15】 dark damage.
Opportunity: Each target hit by this spell suffers weak.
Notes
Spells marked with rr are offensive spells and require Magic
Checks!
FURY FREE BENEFITS
Permanently increase your maximum Hit Points by 5.
Gain the ability to equip martial melee weapons and martial
armor.
FURY SKILLS
ADRENALINE (çç5)
As long as you are in Crisis, you deal
【SL × 2】 extra damage (be it with attacks,
spells, Arcana, items or any other method).
FRENZY
Your Accuracy Checks with brawling, dagger, flail and thrown
weapons trigger a critical success if both dice show the same
number (and the Check is not a fumble).
INDOMITABLE SPIRIT (çç4)
When you spend one or more Fabula Points, you get an additional
benefit — choose one option: you recover
【SL × 5】 Hit Points; or you recover
【SL × 5】 Mind Points; or you recover from a
single status effect of your choice.
PROVOKE (çç5)
You may use an action and spend 5 Mind Points to perform an
Opposed
【MIG + WLP】 Check against a creature you can
see — describe how you taunt them! If you succeed, the target
suffers enraged and is compelled to focus their attention on you
(their attacks and offensive spells must include you among the
targets if possible). This compulsion ends if you fall unconscious
or leave the scene, if the creature is no longer enraged, or if
they are successfully provoked by someone else.
You gain a bonus equal to 【SL】 to your
【MIG + WLP】 Checks for this Skill.
WITHSTAND (çç5)
When you perform the Guard action, if you choose not to provide
cover to another creature, you recover Hit Points equal to
【SL, multiplied by the highest strength among your
Bonds】
and choose Might or Willpower: you treat the chosen Attribute as
being one die size higher (up to a maximum of d12) until the end
of your next turn.
— Character Prompts —
Do you rely on your burning passion, or do you strive to keep it
under control?
There’s that one thing that always makes you lose it. What is
it?
In the past, your lack of control had tragic consequences. What
have you lost?
What do your weapons and fighting style look like?
I'll just have to become stronger than you!
Related Roles
Paladin
Soldier
Yōjinbō
GUARDIAN
Proud and selfless, Guardians are individuals who know the
value of life... and are willing to sacrifice themselves for a
person, nation or ideal they have sworn to protect. They are
often extraordinary and impressive individuals, such as
valiant soldiers or veterans scarred by a thousand battles.
While some Guardians may appear loud and boisterous, many are
simply masking the tormented memory of those they failed to
protect.
"Let me be your shield."
CHAPTER GUARDIAN FREE BENEFITS
Permanently increase your maximum Hit Points by 5.
Gain the ability to equip martial armor and martial shields.
GUARDIAN SKILLS
BODYGUARD
If you perform the Guard action and choose to provide cover to
another creature, that creature gains Resistance to all damage
types until the start of your next turn.
DEFENSIVE MASTERY (çç5)
As long as you have a shield or a martial armor equipped, all
damage you suffer is reduced by
【SL】 (applied before damage
Affinities).
DUAL SHIELDBEARER
You may now equip a shield in your main hand slot. As long as you
have two shields equipped, you gain the benefits of both items and
may treat them as the following combined two-handed melee brawling
weapon:
WEAPON
ACCURACY
DAMAGE
Two Shields
【MIG + MIG】
【HR + 5】 physical
Deals extra damage equal to your 【SL】 in defensive
mastery (above).
FORTRESS (çç5)
Permanently increase your maximum Hit Points by 【SL × 3】.
PROTECT
When another creature is threatened by an attack, spell or other
danger, you may take their place (any Checks that are part of the
danger will be performed against you; you may declare the use of
this Skill before or after the Checks have been made). If the
danger already affected you, it affects you twice (resolve both
instances separately); you also cannot protect multiple creatures
from the same danger. If you use this Skill during a conflict, you
cannot use it again until the start of your next turn.
Optional Quests/Interrogation Points
Who or what is it you would gladly give your life to protect?
Are you, or have you ever been, the servant of a Lady or Lord?
What were they like?
What is it you were unable to protect? What have you lost?
Equipment Detail: Using what as your armor and/or
shield?
LOREMASTER FREE BENEFITS
Permanently increase your maximum Mind Points by 5.
LOREMASTER SKILLS
FLASH OF INSIGHT (çç3)
When you roll a 13 or higher on a Check performed to investigate a
creature, item or location — this includes using the Study action
during a conflict — you may ask the Game Master up to 【SL】
questions concerning the subject of your investigation. You may
ask these questions immediately or save them for later; whenever
you ask one of these questions, the Game Master will answer
truthfully and you will describe your character's deductive
process.
This Skill may only be used once on the same creature, item or
location.
FOCUSED (çç5)
Permanently increase your maximum Mind Points by 【SL × 3】.
When you perform an Open Check using 【INS + INS】, you gain a
bonus equal to 【SL】 on that Check (this only applies to Open
Checks).
KNOWLEDGE IS POWER
When you perform an Accuracy Check, you may replace one of the
Attribute dice with Insight (such as 【INS + INS】 for a pistol or
【INS + MIG】 for a waraxe).
QUICK ASSESSMENT (çç6)
At the start of a conflict, you may spend up to 【SL × 5】 Mind
Points. For every 5 Mind Points you spend this way, choose one
option: choose a creature you can see and the GM reveals one of
their Traits; or name a damage type and choose a creature you can
see, and the GM reveals that creature's Affinity towards that
damage type.
TRAINED MEMORY
You may perfectly recall the details of any scene you have visited
within the past week. You can "go back in time" within your mind
in order to examine and investigate such scenes again — your Flash
of Insight Skill will apply to these memories as well.
Character Background Exploration
Who is (or was) your mentor? What is (or was) your relationship
with them?
Did you attend an academy or college? What kind of people did
you meet there?
There is this centuries-old mystery you’re obsessed with. What
is it?
Is it true that some things are better left buried beneath the
sands of time?
"Ah, I knew this was going to happen."
ORATOR
Some are graceful and ever-smiling, others are subtle and witty:
Orators are as good at reading someone’s heart as they are at
rounding up allies for their cause, sometimes unintentionally.
The words of an Orator may rekindle spirits or plunge their
opponents into despair: over the centuries, some Orators' talents
have brought entire nations to ruin... and just as many have
granted fallen kingdoms a chance to rise from their very ashes.
"Words are only as good as the actions that follow them."
ORATOR FREE BENEFITS
ORATOR SKILLS
CONDEMN (çç4)
You may use an action and spend 5 Mind Points to perform an
Opposed
[INS + WLP] Check against a creature that can
hear and understand you — describe your accusations! If you
succeed, the target loses [SL × 10] Mind Points
and suffers dazed or shaken (your choice).
You gain a bonus equal to [SL] to your
[INS + WLP] Checks for this Skill.
ENCOURAGE (çç6)
During a conflict, you may use an action and spend 5 Mind Points
to choose another creature that can hear and understand you. That
creature recovers
[SL × 5] Hit Points and chooses Dexterity,
Insight, Might, or Willpower: they treat the chosen Attribute as
being one die size higher (up to a maximum of d12) until the start
of your next turn.
MY TRUST IN YOU (çç2)
After another Player Character who is able to hear you performs a
Check, you may spend 1 Fabula Point and invoke one of their Traits
or Bonds in order to let them reroll dice or improve the Result of
the Check (following the normal rules). Then, if you have a Bond
towards that character, they recover
[SL × 10] Mind Points.
PERSUASIVE (çç2)
When you successfully perform a Check to fill or erase sections of
a Clock, if your approach relied on charm, diplomacy, deception or
intimidation, you may spend up to [SL × 20] Mind
Points. If you do, fill or erase an additional section of that
Clock for every 20 Mind Points you spend this way.
UNEXPECTED ALLY
You may use an action and spend 1 Fabula Point to choose a
non-hostile creature able to hear and understand you. If you do,
that creature becomes helpful towards you so long as you are kind
and respectful to them and your requests are reasonable.
Reflections
Do you think everyone can be persuaded? Is it true that everyone
has a price?
You thought someone was on your side, but they betrayed you. Who
are they?
How do you feel about manipulating people, even if it is for a
good cause?
In the past, your words ended up putting you in trouble. What
happened?
Words are only as good as the actions that follow them.
Rogues: The Archetype
Be they criminals, rebels or spies, Rogues are more than willing
to play dirty in order to get what they want. Rogues are generally
quick, witty and elusive: while a few of them are infamous for
being mostly concerned with their personal wealth and profit, many
see themselves as fighting against injustice, tyranny, or social
exclusion.
Tragically, it is quite common for Rogues to end up being painted
as threats by those same people they fight for.
Related Archetypes
Bandit
Ninja
Thief
I will find my own justice.
CHAPTER CHAPTER
ROGUE FREE BENEFITS
Permanently increase your maximum Inventory Points by 2.
ROGUE SKILLS
CHEAP SHOT (çç5)
When you hit a creature with an attack, if the attack only
targeted that creature and they are suffering from one or more
status effects, you may have it deal extra damage equal to 【SL +
the number of status effects on the creature】.
DODGE (çç3)
As long as you have no shields and no martial armor equipped, your
Defense score is increased by 【SL】.
HIGH SPEED (çç3)
At the start of a conflict, you may spend 10 Mind Points. If you
do, choose one option and apply it before the start of the first
round: perform a free attack with a weapon you have equipped; or
perform a Hinder or Objective action. You also gain a bonus equal
to 【SL】 to all Checks you perform as part of the chosen option.
SEE YOU LATER
You may use an action and spend 1 Fabula Point to vanish from the
current scene, reappearing whenever you want during a different
scene in which another Player Character is present. Describe how
you escaped and miraculously got here!
SOUL STEAL (çç5)
You may use an action to perform a 【DEX + WLP】 Check against the
Magic Defense of a creature you can see. If you succeed and the
target is a soldier, you recover 【SL】 Inventory Points; if they
are an elite or champion, the GM gives you the target’s soul
treasure, an item worth an amount of zenit equal to or lower than
【the target's level multiplied by 30, or by 50 if they are a
Villain】. This soul treasure will appear inside your backpack; a
creature can be successfully stolen from with this Skill only
once.
You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for
this Skill.
CHARACTER BACKGROUND
What drives you? Is it desire, vengeance, or a burning need for
freedom?
Are you part of a criminal gang or guild, or do you work on your
own?
Is there a place you can call home? Or is it true that, in the
end, we all die alone?
What is the most important rule in your personal code?
SHARPSHOOTER
A majority of Sharpshooters are exceptionally good at dealing with
threats from a carefully calculated distance; others are brave,
skilled or reckless enough to engage their foes at point-blank.
While many of these skilled snipers are battle-hardened soldiers,
some have turned to a life of piracy, bounty hunting or banditry.
A few have put their abilities at the service of the people, or
use them to protect a sacred or forbidden site from intruders.
Related Classes
Archer
Gunslinger
Sniper
"Flee to the other end of the world; my arrow shall find you."
Spiritist
Related Terms
ALSO: Healer, Priest, Witch
"Show me the truths of your heart."
Definition
Spiritists have developed a powerful connection with the raw
aspects of soul: emotion, energy, life, and death. They wield
power both miraculous and frightening, and are quite often
affiliated with cults or religions.
Nature of Abilities
Several worlds see the powers of Spiritism as gifts from a deity
or proof that a person's heart is pure; however, there is no
definite proof of these abilities coming from anything but
discipline, empathy, and focus.
SPIRITIST BENEFITS AND SKILLS
Free Benefits
Permanently increase your maximum Mind Points by 5.
You may perform Rituals whose effects fall within the Ritualism
discipline.
SPIRITIST SKILLS
HEALING POWER (çç2)
When you cast a spell that targets one or more allies, if you have
an arcane weapon equipped, you may have each of those allies
recover an amount of Hit Points equal to
【SL, multiplied by the number of Bonds you have】. This healing is separate from any healing caused by the effects
of the spell.
RITUAL SPIRITISM
You may perform Rituals whose effects fall within the Spiritism
discipline. Spiritism Rituals use
【INS + WLP】 for the Magic Check.
SPIRITUAL MAGIC (çç10)
Each time you acquire this Skill, learn one Spiritist spell (see
next two pages). Offensive Spiritist spells use
【INS + WLP】 for the Magic Check.
SUPPORT MAGIC
When you cast a spell that targets one or more allies, if you have
an arcane weapon equipped, you may choose one of those allies you
have a Bond towards. If you do, that ally gains a bonus to the
next Check they perform during the current scene; this bonus is
equal to the strength of your Bond towards them.
VISMAGUS
When you cast a spell, if you don't have enough Mind Points to pay
for its total cost, you may choose to spend twice as many Hit
Points instead. You cannot use this Skill if doing so would reduce
you to 0 Hit Points. If a spell cast this way would cause you to
recover Hit Points, you instead recover no Hit Points (the spell
functions normally on any other target).
Background Prompts
Where does your magic come from? What are your beliefs
concerning life and death?
How do you feel about manipulating other people’s emotions and
vital energy?
What do you think of religion? Are you part of a specific cult,
church or institution?
What does your magic look like?
Show me the truths of your heart.
SPIRITIST SPELLS
Aura
Cost: 5 × T | Targets: Up to
three creatures | Duration: Scene
You project your soul outside your body and direct it to surround
the targets, shielding them from dangerous magic. Until this spell
ends, each target may treat their Magic Defense as being equal to
12 against any effects that target it (they are still free to use
their normal Defense score if higher than 12).
Awaken
Cost: 20 | Targets: One creature
| Duration: Scene
You allow a creature to focus their vital energy into
accomplishing what they previously could not. Choose one
Attribute: Dexterity, Insight, Might, or Willpower. Until this
spell ends, the target treats the chosen Attribute as if it were
one die size higher (up to a maximum of d12).
Barrier
Cost: 5 × T | Targets: Up to
three creatures | Duration: Scene
You project your soul outside your body and weave it into a
barrier to protect the targets from attacks. Until this spell
ends, each target may treat their Defense as being equal to 12
against any effects that target it (they are still free to use
their normal Defense score if higher than 12).
Cleanse
Cost: 5 × T | Targets: Up to
three creatures | Duration: Instantaneous
You strengthen and purify the soul energy coursing through your
companions. Each target recovers from all status effects.
Enrage
Cost: rr 10 | Targets: One
creature | Duration: Instantaneous
You cause a creature to lose any semblance of temper and act
brazenly. The target suffers enraged and cannot perform the Guard
or Spell actions during their next turn.
Hallucination
Cost: rr 5 × T | Targets: Up to
three creatures | Duration: Instantaneous
You alter the senses of your enemies, causing them to experience
bizarre or frightening hallucinations. Choose dazed or shaken: you
inflict the chosen status effect on each target hit by this spell.
I like to think that what we have today was not a gift from the
Gods.
Tinkerers possess exceptional ingenuity and are known for their
eccentric and marvelous inventions. They travel the world in an
endless search for lost theories and ancient machinery, eyes
glimmering whenever they witness the wonders of architecture and
engineering.
In a way, Tinkerers could be seen as the ultimate dreamers and
rebels, challenging the very rules of nature and society in their
pursuit of a better future.
TINKERER FREE BENEFITS
Permanently increase your maximum Inventory Points by 2.
You may initiate Projects.
TINKERER SKILLS
EMERGENCY ITEM
Once per conflict scene, if you are in Crisis, you may perform an
additional action on your turn. This action must be the Inventory
action.
GADGETS (çç5)
When you first acquire this Skill, choose a gadget type:
alchemy, infusions or magitech (see next four pages). You gain
its basic benefits.
Whenever you take this Skill again, choose one option: you gain
the basic benefits of a new gadget type; or you gain the
advanced benefits of a gadget type whose basic benefits you
already obtained; or you gain the superior benefits of a gadget
type whose advanced benefits you already obtained.
POTION RAIN (çç2)
When you create a potion that restores a single creature's HP
and/or MP, you may have it affect up to 【SL】 additional
creatures. If you do, the potion only restores half the normal
amount of HP and MP to each creature.
SECRET FORMULA (çç5)
When you create a potion or magisphere whose effects restore HP
and/or MP, each restored amount is increased by 【SL × 5】.
When you create an elemental shard, potion or magisphere that
deals damage, that item deals 【SL】 extra damage.
VISIONARY (çç5)
When you work on a Project, up to 【SL × 100】 zenit of material
costs are automatically paid; additionally, you generate an
additional 【SL】 progress every day. If multiple characters with
this Skill work on the same Project, the effects will be
cumulative.
Character Inspiration Questions
Did you learn your craft from someone? What is your relationship
with them?
What have you lost in the pursuit of progress and innovation?
Is your craft something revolutionary, or is it an established
field of work?
When an item or effect is created through your abilities, what
does it look like?
I like to think that what we have today was not a gift from the
Gods.
ALCHEMY
Also: Chemistry, Bombs, Mutations.
You may perform the Inventory action to rapidly craft a potion
with powerful but somewhat unpredictable effects. When you do so,
choose one type of mix among those you have unlocked (basic,
advanced or superior) and spend the appropriate amount of
Inventory Points.
MIX
Level
IP Cost
Description
Basic
3
Roll two d20s and assign one to target and one to effect.
Advanced
4
Roll three d20s and assign one to target and one to effect.
Superior
5
Roll four d20s and assign one to target and one to effect.
When you create a mix, roll the amount of twenty-sided dice
indicated by that mix, then assign one of those rolls to the
target table (below) and one to the effect table (on the right).
Discard all remaining dice, then describe the effects of the mix!
Example:
You spend 5 Inventory Points for a superior mix and roll four
twenty-sided dice. You roll 3, 14, 9 and 4. You might assign 14 to
target and 9 to effect to grant yourself and all allies Resistance
to air and fire; or you could go on the offensive and assign 9 to
target and 4 to effect to deal bolt damage to a single enemy; or
even assign 9 to target and 14 to effect to inflict four status
effects on that foe!
Whatever your choice, the two dice you don't assign will be
discarded.
The two effects marked with "Any" on the effect table are always
available and can be chosen if none of the available effects
appeal to you.
TARGET
1-6
... you or one ally you can see that is present on the scene.
7-11
... one enemy you can see that is present on the scene.
When you successfully hit one or more targets with an attack, you
may spend 2 Inventory Points to produce a special infusion and
apply the corresponding effect to that attack (if the attack had
the multi property, apply the effects of the infusion to each
target).
You cannot apply more than one infusion to the same attack;
producing and using an infusion are both part of the action you
used to attack with the weapon.
INFUSION EFFECT
Basic Infusions
Cryo The attack deals 5 extra damage, and its
damage becomes ice.
Pyro The attack deals 5 extra damage, and its
damage becomes fire.
Volt The attack deals 5 extra damage, and its
damage becomes bolt.
Advanced Infusions
Cyclone The attack deals 5 extra damage, and
its damage becomes air.
Exorcism The attack deals 5 extra damage, and
its damage becomes light.
Seismic The attack deals 5 extra damage, and
its damage becomes earth.
Shadow The attack deals 5 extra damage, and its
damage becomes dark.
Superior Infusions
Vampire
Choose one option: you recover an amount of HP equal to half
the HP loss suffered by the target of the attack; or you
recover an amount of MP equal to half the HP loss suffered by
the target of the attack.
This infusion can only be used if the attack targeted a
single creature.
Venom The attack deals 5 extra damage, its
damage becomes poison, and each creature hit by the attack
suffers poisoned.
MAGITECH
Also: Engineering, Golemcraft, Robotics.
This invention type grants a variety of different benefits.
d MAGITECH OVERRIDE (Basic)
You may use an action and spend 10 Mind Points to perform an
Opposed
[INS + INS] Check against a
nearby soldier-rank construct you can see (the Game Master must
tell you who is a valid target). If you succeed, you gain control
of the creature until the end of the scene (the Game Master gives
you its profile). You may only control one construct at any given
time, but may set it free whenever you want; the construct is also
set free as soon as it is harmed by you or by one of your allies.
Once free, the construct is again in control of its actions and
might turn against you.
d MAGICANNON (Advanced)
You may perform the Inventory action and spend 3 Inventory Points
to create a firearm weapon known as a magicannon (see below). The
magicannon will crumble to pieces as soon as you use create a new
magicannon. When you create a magicannon, choose the type of
damage it deals (air, bolt, earth, fire, ice, or physical).
WEAPON STATS
ACCURACY: MAGICANNON
[DEX + INS] +1
DAMAGE:[HR + 10]
TYPE: Two-handed, Ranged, No Quality.
d MAGISPHERES (Superior)
You develop three magisphere prototypes; each of them can
replicate a spell chosen from the following lists: Elementalist,
Entropist and Spiritist. The spells you choose may come from the
same list or different lists.
You also develop two more prototypes upon reaching level 20, and
another two upon reaching level 40 (the same applies if you
already reached those levels).
You may perform the Inventory action and spend 2 Inventory Points
to create a magisphere and immediately perform the Spell action
for free, casting one of the spells you have developed a prototype
for. The spell follows the normal rules (including MP costs and
Magic Checks) and the magisphere is destroyed upon use.
Wayfarer
ALSO: Adventurer, Explorer, Treasure Hunter
W A YFARER
Borders are a trick of the mind.
Nomads searching for a fabled continent, explorers braving the
wilds, grizzled hunters and travelers have one thing in common:
they are Wayfarers.
While a majority of heroes travel the world during their
adventures, Wayfarers live for the journey. They are always eager
to visit new places and learn from others.
In the eyes of a Wayfarer, the wilderness is neither foe nor an
ally, but rather a stern teacher who can reveal many forgotten
truths.
WAYFARER FREE BENEFITS
Permanently increase your maximum Inventory Points by 2.
WAYFARER SKILLS
FAITHFUL COMPANION (çç5)
Together with the rest of your group, design a level 5 beast,
construct, elemental or plant creature (see
page 302) that becomes
your companion. This creature has no Initiative score and does
not level up, can have up to two basic attacks, gains a bonus
equal to 【SL】 to Accuracy Checks and Magic Checks, and their
maximum Hit Points are equal to 【(SL multiplied by the
companion's base Might die size) + half your level】.
Your companion doesn't get a turn during conflicts, but on
your turn you can use an action to have the companion perform
an action (only once per turn). If you leave a scene, your
companion leaves with you.
If your companion falls to 0 Hit Points, they flee and rejoin
you at the start of the next scene in which you are present,
with HP equal to their Crisis score. When you rest, your
companion also gains the full benefits of resting.
RESOURCEFUL (çç4)
You recover 【SL】 Inventory Points after each travel roll
(see
page 106).
TAVERN TALK (çç3)
When you rest inside an inn or tavern, you may ask the Game
Master up to 【SL】 questions about your surroundings and the
people who live here; the Game Master will answer truthfully
and you describe how you gathered the information.
TREASURE HUNTER (çç2)
When your group journeys on the world map, you will make a
discovery on a roll of 【SL + 1】 or lower on the travel roll
(instead of only on a 1).
WELL-TRAVELED
You reduce the die rolled for your travel rolls by one size
(to a minimum of d6).
If multiple characters have this Skill, the effects are not
cumulative.
WEAPONMASTER
Associated Disciplines: Fighter, Rōnin, Warrior
Weaponmasters spend years upon years honing their close combat
arts. Most of them display remarkable skill with a variety of
weapons; others have trained to become one with a specific
armament.
Many Weaponmasters follow and protect someone out of love or
loyalty, but there are also those who tirelessly wander the world
seeking worthy opponents, legendary magical weapons, or capable
teachers.
The wiser blades remain unsheathed.
WEAPONMASTER FREE BENEFITS
Permanently increase your maximum Hit Points by 5.
Gain the ability to equip martial melee weapons and martial
shields.
WEAPONMASTER SKILLS
BLADESTORM
When you perform a melee attack, you may spend 10 Mind Points to
choose one option: the attack gains multi (2); or you increase the
attack's multi property by one, up to a maximum of multi (3).
BONE CRUSHER (çç4)
When you hit one or more targets with a melee attack that would
deal damage, you may have the attack deal no damage. If you do,
choose one option: inflict dazed on each target hit by the attack;
or inflict weak on each target hit by the attack; or each target
hit by the attack loses 【SL × 10】 Mind Points. Describe your
maneuver!
BREACH (çç3)
You may use an action and spend 5 Mind Points to perform a free
attack with a melee weapon you have equipped. This attack must
target a single creature. If the attack is successful, it deals no
damage and you choose one option: you destroy one shield equipped
by the target; or you destroy the target's equipped armor; or
whenever the target suffers damage from a source before the start
of your next turn, that source deals 【SL × 2】 extra damage to
them.
COUNTERATTACK
After an enemy hits or misses you with a melee attack, if the
Result of their Accuracy Check was an even number, you may perform
a free attack against that enemy (after their attack has been
fully resolved). This attack must be a melee attack and must have
that enemy as its only target; treat your High Roll (HR) as 0 when
calculating damage dealt by this attack.
MELEE WEAPON MASTERY (çç4)
You gain a bonus equal to 【SL】 to all Accuracy Checks with melee
weapons.
Character Background
Relationship Prompts:
What is your relationship with weapons? Are they mere objects,
or something more?
Is battle something you seek, or something you strive to avoid?
Are you, or have you ever been, the servant of a Lady or Lord?
What were they like?
What do your weapons and fighting style look like?
PROLOGUES
Now that you have built your world together, chosen the focus of
your group and created a cast of heroes, it is time for you to
begin play!
The early part of your first session will be dedicated to a
prologue — a few scenes that introduce the protagonists and tells
us where their story begins. It is also a great moment to answer
some of the questions posed by your Class and group choices.
Once you get past the prologue, your adventures are supposed to
evolve in a natural way: the Player Characters choose objectives
and make choices, and the Game Master presents obstacles and
challenges for them to overcome while also populating the world
with new creatures and characters. When you sit down to play for
the first time it's easy to be unsure of where to begin. To help,
there is a list of tables that generate some context for a
starting scene appropriate to your group choice.
THE QUESTIONS
You will notice that each entry on the prologue tables lists a few
questions designed to help you paint the initial scene. Said
questions can be answered by anyone at the table — whoever has a
cool idea should simply go ahead and suggest it. Once you have
built the starting premise together, you can all slip into your
roles — each Player takes control of their character, and the Game
Master takes control of the rest of the game world.
Optional Rule: Starting Bonds
Sometimes it will make sense for a Player Character to already
have strong feelings towards someone else — perhaps they hate the
Avalonian Empire or are loyal to their family. If you use this
optional rule, each Player Character begins play with one Bond
(with a single emotion).
This optional rule is excellent for shorter campaigns since
these generally give you less time to build Bonds between
characters;
it is also perfect for groups in which two or more heroes
already know each other, share some form of rivalry, or belong
to opposite factions — this is the kind of dramatic
relationships you want to see in play!
OPTIONAL: STARTING BONDS
BROUGHT TOGETHER BY FATE
Roll a d6 or choose one option that appeals to your group:
You are all traveling aboard the same vessel or transport, or as
part of the same caravan, when suddenly you are attacked!
Why
are you traveling as part of this group? Who or what is
attacking you? What do they seek?
You have been summoned before a figure of authority or great
power.
Who sent for you? Why were you chosen? Were
you brought here against your will? Do any of you already know
this person?
In the aftermath of a terrible battle, an unknown menace
appears. Heroes on both sides must face this new and powerful
entity.
Were you fighting on opposite sides? Have any
of you encountered this entity before? Will you work together?
You are confined within a prison or dungeon — you will be
executed tomorrow.
Why were you imprisoned? Are you
innocent or guilty? Can you escape on your own, or will you need
someone's help?
Some of you are here to steal someone or something precious. The
rest were hired to protect that very same "treasure". But there
is something weird going on...
Who hired you? Who or
what is the treasure? Was this all a setup?
People from a variety of countries and organizations have set
out to investigate a bizarre phenomenon. You are among them.
Why
are you here? Were you sent by someone else? What are your
theories and beliefs concerning this phenomenon?
GUARDIANS
Roll a d6 or choose one option that appeals to your group:
During a ceremony before your departure, a dark force
suddenly reveals itself. The life of the Chosen One is in
danger!
What is this dark power?
Why was the Chosen One left unprotected?
Did someone betray you?
On your way to the first destination of your long pilgrimage,
you find yourselves under attack! Someone clearly wants to
stop you...
Where are you headed to, and why?
Who or what is attacking?
You stand before the entrance of a centuries-old network of
tunnels, a dark and dangerous path leading past the
mountains.
What lies beyond the mountains?
What is forcing you to take this path?
Do you know anything about those who dug these tunnels?
You are guests of a longtime, wealthy friend of the Chosen
One when suspicious tales about your host reach your
ears.
Who can be trusted?
Who is this friend, and what do the rumors say about them?
Who gave you this information?
What makes it at least partially believable?
You are moments away from fulfilling your mission when a
powerful entity appears before you — your chance is gone and
you must fight to protect the Chosen One.
Who or what is this entity, and how can they be here?
Were you betrayed?
Who can help you find another way?
The people of a town or village are in need of help — and the
Chosen One might be the only person capable of providing
it.
What threatens these people, and why is the Chosen One the
only person that can help?
Should you focus on your mission instead?
HEROES OF THE RESISTANCE
Roll a d6 or choose one option that appeals to your group:
You were the last hope of a town or village — but unfortunately,
the enemy is overwhelming you. Fire and smoke rise towards the
sky. Who or what is attacking the town? Does anyone you know
live here? How can you save these innocent lives?
It was supposed to be an easy mission, but now the enemy has
surrounded you! What is this place, and what was your mission
here? Did someone betray you?
You are attending the speech of a notorious official.
Surrounding you is a large crowd, including several armed
soldiers. Who is this person, and what are they saying? Are they
a possible ally, or a threat to your already desperate efforts?
You find yourselves in the aftermath of a crushing defeat,
broken and without hope. What happened? How can the enemy be so
strong? What are your plans now?
You have managed to secure an audience with an influential
figure. Who is this person, and how can they help your cause?
Who gave you their name?
You are organizing the defense of a small village and preparing
the locals as best as you can — the enemy will be here tomorrow.
Why is the enemy headed here? What is it that they want? And can
these people really put up a fight against their forces?
EXPERIENCE AND LEVELS
In Fabula Ultima, a character’s power is measured by their level:
starting characters enter the game at level 5, and the upper limit
for a character is level 50.
GAINING EXPERIENCE POINTS
In order to increase their level and grow in power, a Player
Character must earn Experience Points, abbreviated as XP.
At the end of each game session, your character will gain a
variable amount of Experience Points, as summarized on your
character sheet:
Your character will automatically gain 5 XP. This ensures you
achieve some progress regardless of what happened during the
session.
Your character will also gain an amount of XP equal to the
amount of Ultima Points spent by Villains during the session. If
the Villains spent lots of these, it means they didn't pull
their punches — and adversity will make you grow. Because of
this, it is a good idea to keep track of spent Ultima Points by
placing tokens inside a bowl or cup.
Finally, your character will gain an amount of XP equal to the
amount of Fabula Points spent by the group during the session,
divided by the number of Player Characters that took part in the
session. Whenever you spend Fabula Points, you are making both
yourself and your companions grow stronger! Just like Ultima
Points, you should keep track of spent Fabula Points by placing
the corresponding tokens inside a bowl or cup — and remember,
you don't have to keep track of which character spent them.
Additionally, a list of optional rules for advancement can be
found on page 230. Use them to customize your game!
Adopting the blitz, embodiment, or MVP optional rules will cause
characters to grow faster. You might want to no longer award the
automatic 5 Experience Points per session. Discuss this with
your group.
When the game refers to "a session", it means a segment of
gameplay lasting approximately four hours. If your sessions are
shorter or longer than that, you might want to "check for
Experience Points" every four hours of play.
CHAPTER TRACKING EXPERIENCE AND GAINING LEVELS
When you gain Experience Points, keep track of them on your
character sheet:
After gaining XP at the end of a session, you have a chance to
increase your level: If you have
10 or more Experience Points, you must spend ten
of those points and increase your character level by one — you
keep any Experience Points in excess. Note that regardless of how
many Experience Points you have, even if they are multiples of
ten, you may only gain one level per session this way.
GAINING A NEW CHARACTER LEVEL
For each new level your character gains, they receive several
benefits:
You may change your character's Identity and/or Theme.
Increase your maximum Hit Points and Mind Points by one point
each. Note that this does not affect your current Hit Points and
Mind Points.
If you just reached level 20 or 40, choose one of your
Attributes and increase its base die size by one step, up to a
maximum of d12.
You increase the level of one of your character’s Classes by
one, or you gain your first level in a Class you didn’t already
have (see next page).
This is the only way you can ever increase your Attributes;
whenever you do so, some of your other statistics might change
(see next page).
Important Limitations
There are, however, two important limitations when leveling up:
You can never have more than ten levels in a Class. Once you put
the tenth level in a Class, that Class has been mastered (which
grants you a Heroic Skill, as explained on the next page) and
you can no longer invest levels into it.
You can never have more than three non-mastered Classes. If you
want to further diversify your character, you must first master
some of the Classes you acquired.
EXPERIENCE POINTS
INCREASING YOUR ATTRIBUTES
When you increase one of your four Attributes, keep in mind it
might influence your maximum Hit Points, maximum Mind Points,
Defense and Magic Defense:
Your maximum Hit Points are equal to your total character level
+ five times your character’s base Might die size. Your Crisis
score is equal to half your maximum Hit Points, rounded down.
Your maximum Mind Points are equal to your total character level
+ five times your character’s base Willpower die size.
Your Defense is equal to your current Dexterity die size.
Your Magic Defense is equal to your current Insight die size.
Note that these numbers may further be modified by your
character’s choices of Class, Skills and equipment.
PUTTING LEVELS IN CHARACTER CLASSES
Just like when you created your character, putting a level in a
Class allows you to acquire one of its Class Skills — either a
Skill you don’t have, or one that you have but may be acquired
multiple times (çç).
Your level in any given Class can never exceed 10. When you
bring a Class up to level 10, you have mastered it: acquire one
Heroic Skill of your choice (see page 232). Note that this Heroic Skill will be in addition to the Class
Skill you normally acquire by investing the tenth level in
that Class.
If a Skill can be acquired multiple times, it will also indicate
how many times you can acquire it, such as (çç5) for a Skill
that can be acquired up to five times, or (çç10) for a Skill
that can be acquired up to ten times.
If you put a level in a Class you didn’t previously have, you
also gain the free benefits granted by that Class. Mixing and
matching a variety of Classes can be useful — just don’t forget
to master some of them!
OPTIONAL ADVANCEMENT RULES
[Note: The following rules are optional additions for campaign
play.]
BLITZ
Player Characters will gain additional Experience at the end of
each battle in which all enemies fled or were reduced to 0 Hit
Points. The amount gained by each character will be equal to 【5
minus the number of rounds elapsed during the battle 】; this
means that any battle concluded during the sixth round will grant
no additional Experience, while a battle that was completed during
the first round will award five XP to each participant.
These additional Experience Points are gained by all characters
who took part in the battle (even if they surrendered or fled at
a certain point).
Combine this with Superiority Points (page 83) for a highly tactical game!
It's good if: You like your battles to be
intensely tactical, and you're okay with your campaign mostly
revolving around combat. If you choose this optional rule, the
Game Master will have to spend some more time making sure each
encounter is challenging but also allows for clever strategies.
BOOSTER
Each Player Character will automatically gain a level at the end
of each session (in addition to normal advancement).
It's good if: Your campaign will be relatively
short, if the Players like to have plenty of new tricks every
session, and if you don't mind turning your game into a quickly
escalating spiral of mayhem.
Depending on the campaign, you might want to use one or more of
the optional rules. You can also introduce new advancement rules
halfway through the campaign, or stop using them if you realize
they are doing more harm than good.
What's important for you to understand is that the optional XP
rules you apply will inevitably shift the focus of your game:
after all, people generally tend to do what they're rewarded for.
33PRESS START
CHAPTER EMBODIMENT
Embodiment
The group will vote for the Player who better embodied their
character's Identity and/or Theme during the session — the chosen
Player's character gains an additional 2 XP. If two or more
Players are tied, they will each gain this bonus Experience!
A few rules apply however:
You cannot be awarded this bonus XP twice in a row.
You cannot vote for yourself or for the Game Master.
If you are using this optional rule as well as MVP (see below),
the two rewards must go to different Players. Vote for Embodiment
before you vote for MVP.
It's good if: You like to roleplay intense scenes
and you don't run the risk of a single person outshining everyone
else or making things uncomfortable by stealing the spotlight all
the time. If you see this happening, you should stop using this
option.
CHAPTER MVP
MVP
The group will vote for a Most Valuable Player at the end of each
session — the chosen Player's character gains an additional 2 XP.
If two or more Players are tied, they will each gain this bonus
Experience!
Just like with Embodiment, you cannot be awarded this bonus XP
twice in a row, and you cannot vote for yourself or the Game
Master.
If you are using this optional rule as well as Embodiment (see
above), the two rewards must go to different Players. Vote for
Embodiment before you vote for MVP.
It's good if: Your group wants to reward
proactive Players who take a hit for the team or turn the tables
on their adversaries.
LEVEL GAPS
If you use the Embodiment or MVP optional rules, some characters
might end up being a few levels above others. The system won't
suffer unless this gap is five or greater, but you should
carefully discuss whether the optional rules are fostering a
healthy play environment.
If someone is frustrated by these rules, even if it's only one
person, you should stop using them.
ADVERSITY
Requirements: You must have mastered the
Darkblade Class.
As long as you are suffering from one or more status effects,
you gain a +1 bonus on all Checks for every status effect you
are suffering from, and you deal 2 extra damage for every status
effect you are suffering from (be it with attacks, spells,
Arcana, items or any other method).
AMBIDEXTROUS
You may apply the benefits of two-weapon fighting (page 69) to weapons belonging to different categories, even if one is
a melee weapon and the other is a ranged weapon (such as a
dagger and a firearm, for instance).
ARCANE ECHOES
Requirements: You must have mastered the
Arcanist Class.
When you successfully perform a Check to fill or erase one or
more sections of a Clock, if the domains of one or more Arcana
you have bound are applicable to the Check in question, you may
fill or erase an additional section of that Clock.
The Game Master has final say on whether a given domain applies
or not.
CHIMERIC MASTERY
Requirements: You must have mastered the
Chimerist Class.
Choose two creature Species among construct, demon, elemental,
and undead. You can now use spell mimic to learn spells from
creatures of the chosen Species.
This Heroic Skill may be acquired up to twice, each time
selecting two Species from the list above.
Whenever you acquire this Skill, you also increase your upper
limit for memorized Chimerist spells by 2.
COMET
Requirements: You must have mastered the
Entropist Class.
You learn the ultimate Entropist spell: Comet.
MP:
50
Target:
Special
Duration:
Instantaneous
You rip open a large portal to the Cosmos, calling down astral
debris from the gaping void. Choose one option:
one creature you can see suffers 60 damage; or
you choose any number of creatures you can see, and each of them
suffers 40 damage. These amounts increase by 5 if you are level 20
or higher, or by 10 if you are level 40 or higher.
Damage dealt by this spell has no type (thus being unaffected by
damage Affinities).
DEEP POCKETS
Requirements: You must have mastered the Tinkerer
Class.
When you spend Inventory Points, you spend 1 less Inventory Point
(minimum 1).
DISARMING RHETORIC
Requirements: You must have mastered the Orator
Class.
During a conflict scene, you may use an action and choose a
soldier-rank creature that can hear and understand you (the Game
Master must tell you who is a valid target). If that creature is
shaken or in Crisis, you may spend an amount of Mind Points equal
to
【20 + half that creature's level】 to have them
peacefully leave the conflict.
Describe how you convince them to desist.
EXTRA HP
Permanently increase your maximum Hit Points by 10. The amount of
additional HP increases to 20 if you are level 40 or higher.
EXTRA IP
Permanently increase your maximum Inventory Points by 4.
EXTRA MP
Permanently increase your maximum Mind Points by 10.
The amount of additional MP increases to 20 if you are level
40 or higher.
EXTRA SPELLS
When you acquire this Skill, learn any two spells from one of
the following lists: Elementalist, Entropist, or Spiritist.
Both spells chosen this way must come from the same list, and
they follow the standard rules for casting spells of that
Class.
HEARTBREAKER
Requirements: You must have mastered the
Darkblade Class.
When you hit a creature with an attack, if that attack only
targeted that creature and you have a Bond towards them, you
may choose to spend half of your current Hit Points, rounded
down. If you do, the attack deals extra damage equal to
10 multiplied by the strength of your Bond towards the
target.
You may use this Skill only on your turn during a conflict,
and only once per turn.
HEROIC COMPANION
Requirements: You must have mastered the
Wayfarer Class, and must have acquired the Faithful Companion
Skill.
Your bond with your companion grows stronger.
Benefits Gained:
The companion's maximum Hit Points increase by 10.
Choose one of the companion's Attributes: Dexterity,
Insight, Might, or Willpower. The chosen Attribute is
permanently increased by one die size (up to a maximum size
of d12).
The companion gains an additional Skill. When you reach
level 40, or if you have already reached it, the companion
gains an additional Skill. Make sure to discuss your Skill
choices with the Game Master and the other Players.
HOPE
Requirements: You must have mastered the
Spiritist Class.
MP: 40 | Target: Special | Duration: Instantaneous
You rekindle the flames of courage and hope within a defeated
hero. Choose a Player Character who surrendered but is still
present on the scene: that Player Character immediately regains
consciousness and recovers an amount of Hit Points equal to their
Crisis score. Note that this spell will not undo the consequences
of the character's surrender and is of no use if the character
left the scene as part of their surrender — such as if they were
captured and dragged away, or if they were trapped in a parallel
dimension, and so on.
A Player Character may only be affected by this spell once per
scene; if a character is brought back into the conflict by this
spell and is subsequently reduced to 0 Hit Points again, they must
sacrifice themselves or surrender as per the normal rules
(including a new consequence and 2 more Fabula Points if they
surrender).
MATHEMAGIC
Requirements: You must have mastered the
Loremaster Class.
When you cast a spell with a target of "One creature", you may
double the spell's total MP cost. If you do, choose an Attribute
(Dexterity, Insight, Might, or Willpower) and a die size (d6, d8,
d10 or d12). The spell now targets all creatures present on the
scene whose current Attribute die size matches your choice,
regardless of whether they are friends or foes (you might even end
up targeting yourself). The effects of the spell are fully applied
to every target.
If the spell is an offensive spell, it follows the normal rules:
you perform a single Magic Check and confront it with the Magic
Defense of each target to determine who is hit by the spell.
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MONKEY GRIP
Requirements: You must have mastered the Fury
Class.
You may equip two-handed weapons belonging to the flail, heavy,
spear, or sword Categories in a single hand slot. This allows you,
for instance, to enjoy the benefits of two-weapon fighting (page 69) while wielding a pair of two-handed weapons, or to equip a
two-handed weapon in your main hand slot and a shield in your
off-hand slot.
PERFECT AIM
Requirements: You must have mastered the
Sharpshooter Class, and must have acquired the Warning Shot Skill.
When you hit one or more creatures with a ranged attack and choose
to deal no damage in order to gain the benefits of the Warning
Shot Skill, you may choose two options instead of one (for
instance, you could inflict both shaken and slow on each creature,
or inflict a status effect on each creature while also lowering
their Mind Points).
PILLAGE
Requirements: You must have mastered the Rogue
Class, and must have acquired the Soul Steal Skill.
When you use the Soul Steal Skill, you may target any number of
creatures at the same time (you perform a single Check and compare
it to the Magic Defense of each creature you are attempting to
steal from).
POWERFUL SHOT
Requirements: You must have mastered the
Sharpshooter Class.
When you hit one or more creatures with a ranged attack, that
attack deals 5 extra damage to each creature. The amount of extra
damage increases to 10 if you are level 40 or higher.
POWERFUL SPELL
Requirements: You must have mastered one or more
Classes among the following: Chimerist, Elementalist, Entropist,
or Spiritist.
When you cast a spell that deals damage to one or more creatures,
that spell deals 5 extra damage to each creature. The amount of
extra damage increases to 10 if you are level 40 or higher.
POWERFUL STRIKE
Requirements: You must have mastered one or more
Classes among the following: Fury or Weaponmaster.
When you hit one or more creatures with a melee attack, that
attack deals 5 extra damage to each creature. The amount of extra
damage increases to 10 if you are level 40 or higher.
PREDICTABLE!
Requirements: You must have mastered the
Loremaster Class.
During a conflict, you may use an action and spend 20 Mind Points
to anticipate the upcoming moves of a creature you can see, as
long as you know two or more of that creature's Traits. If you do
so, choose one type of action among the following:
Attack
Guard
Objective
Spell
Skill
Until the start of your next turn, the creature must spend 20 Mind
Points whenever they wish to perform that action. If they can't,
they must perform a different action.
RAMPART
Requirements: You must have mastered the Guardian
Class.
During the first round of each conflict scene, you have Resistance
to all damage types and cannot suffer status effects (you do not
recover from preexisting status effects, however). These benefits
only last until the end of the first round.
"Rest now, sister. For too long I asked you to protect me. Today,
it is I who shall be strong for the both of us."
REPETITION
Requirements: You must have mastered the Orator
Class.
Once per turn during a conflict, after you use the Condemn Skill
or the Encourage Skill, you may immediately perform that same
Skill again (on the same target or a different one). You must
still pay the Mind Point cost for the second use of the Skill.
REVELATION
Requirements: You must have mastered the Arcanist
Class.
You make contact with an unknown Arcanum and bind it to your soul.
This Arcanum must be something you design together with the rest
of the group; as long as you live, no one else in your world will
be able to bind that Arcanum.
Once per scene while you are merged with an Arcanum, you may use
an action and spend 2 Fabula Points to trigger that Arcanum's
dismiss effect (if any) without dismissing them. Doing so does not
trigger the Arcane Circle Skill (page 177).
STATUS IMMUNITY
Requirements: You must have mastered the Wayfarer
Class.
You become completely immune to a single status effect of your
choice.
TEMPEST STRIKE
Requirements: You must have mastered the
Weaponmaster Class.
When you perform a melee attack with the multi property, if you
choose to target only one creature, the attack deals 5 extra
damage if the attack had multi (2), or 10 extra damage if the
attack had multi (3 or higher).
UNBREAKABLE
Requirements: You must have mastered the Guardian
Class.
Once per scene when you are about to be reduced to 0 Hit Points,
you may instead choose to withstand the pain and be reduced to
exactly 1 Hit Point.
UPGRADE
Requirements: You must have mastered the Tinkerer
Class.
Once per rest, you may choose one option:
Add a Quality to a single weapon, armor, or shield that doesn't
have one;
or
Replace the current Quality of a single weapon, armor, or shield
with a different Quality.
When you use this Skill, you must select a Quality from the
default list for that item type as long as the cost modifier
associated with that ability is +1000 zenit or lower. Then, you
must spend an amount of zenit equal to twice the cost modifier of
the chosen ability. The modified item will be ready at the end of
the rest; you may only modify one item per rest.
The default list of weapon abilities can be found on
page 269, while the default
list of armor and shield abilities can be found on
page 280.
VANISH
Requirements: You must have mastered the Rogue
Class.
When you hit one or more creatures with an attack, you may spend 1
Fabula Point. If you do, each of those creatures will be unable to
perform any action that requires them to be able to see you until
the start of your next turn.
VOLCANO
Requirements: You must have mastered the
Elementalist Class.
Ultimate Elementalist Spell: Volcano
MP:
40
Target:
Special
Duration:
Instantaneous
You channel the fury of the planet into a powerful wave of fire
and magma. Choose one option:
One creature you can see suffers 50 fire damage; or
Any number of creatures you can see, and each of them suffers 30
fire damage.
These amounts increase by 5 if you are level 20 or higher, or by
10 if you are level 40 or higher.
Damage dealt by this spell ignores Resistances and
Immunities.
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GAME MASTER
This chapter contains advice and procedures for Fabula Ultima Game
Masters.
Your main job as a Game Master is breathing life into the world
your group has created. Together, you have planted the seeds of
your campaign: now you must tend to those seeds and help
everything blossom.
While the Players are responsible for portraying heroic characters
and steering the direction of the story by establishing goals and
making decisions, your duty is to portray the rest of the world
and challenge the protagonists: the resulting conflicts and
struggles are what makes the game memorable.
NO ONE IS BORN A GM
When it comes to being a capable Game Master, experience is key.
No amount of painstakingly precise notes and preparation can save
you from mistakes or experiencing a lackluster game session — and
that’s okay. Even the most experienced Game Masters and Players
make mistakes, and sometimes there will be issues outside the game
that prevent your group from having a good time.
Take those mistakes and learn from your experiences, get the
entire group involved in the creative process, and combine all of
this with the advice provided throughout this chapter. By doing
this, it will help everyone both enjoy playing the game and
developing an incredible story.
HOW TO USE THIS CHAPTER
What you will find in the following pages is a variety of tools
designed to make your life as a Game Master easier. Read this
chapter carefully before playing the game, and come back to read
it again after one or two sessions.
Many things will be clearer once you have experienced how the game
works in play.
Part of these have been summarized on
page 26 of the Introduction
chapter, but Part of these have been summarized on
page 26 of the Introduction
chapter, but
DURING SESSION ZERO
Once your group is ready to start a new journey in Fabula
Ultima, make sure to:
Help everyone else. Help everyone find useful
information in the book, offer ideas and prompt everyone to
take this new world into their hands. You are not here to tell
them a story; you are here to help them write their own.
Ask questions. When a Player picks a certain
option for their character, have them tell everyone more about
it — where did they learn this? What's their combat style? Why
did they choose this specific Theme? The questions provided by
each Class entry can be a huge help; remember to jot down
notes so that you'll remember the Players' answers later.
(Everyone always ends up forgetting something important, and
notes help!)
Stir the creative juices. Show your
enthusiasm for the Players' choices and encourage them to add
new narrative elements and make the world their own. Consider
using music and artwork to get everyone in the right "mood",
but make sure these elements aren't distracting.
Think about threats and Villains. As your
group defines the history of your world and the initial
situation of the prologue, start thinking about the first
antagonists they will meet. You can find further advice on
Villains starting on
page 254. It is
often a good idea to showcase an early Villain during the
prologue itself or shortly afterward — if possible, pick
someone the heroes have already recognized as a threat and use
this antagonist to get the action moving; save the subtler
Villains for later!
Keep track of changes. While building the
premises of the story, the group might suddenly realize some
previous choices no longer make sense. Since you will be the
one keeping track of all information concerning the game
world, make sure to update your notes whenever a change is
approved by the group.
Start things off with a bang. Don't be afraid
to set some high stakes during the prologue — while slow
buildups can work, an explosive beginning is often more
memorable. Perhaps we first meet our heroes while they're
being chased by a huge monster, or hours away from being
executed for treason.
Do your best to keep everyone engaged and on their toes from the
very start!
DURING PLAY
During each session, adhere to the following principles:
Portray a wondrous world. Give your NPCs unique quirks and add
memorable touches to every location, but don't get bogged down
by details. Keep the descriptions short and then let everyone
ask questions.
Manage information. A big part of your job during each session
has to do with information — you will be asked plenty of
questions, from the shape of a room to a person's behavior. You
decide whether the characters know such information (based on
simple observation or on who they are) or if a Check is required
— the dice will determine how much the character knows about
someone or something, or if they at least know where they could
find that information.
Seek input from others. If something is relevant to a
character's role in the story (especially their Classes and
Identities), you should ask for the Player's input — let them
establish facts about the shared game world.
React to the heroes' choices. Be ready to adapt to the heroes'
actions and goals; leave them free to adopt whatever strategy
they choose, but apply the consequences of those strategies and
don't pull your punches.
Enforce transparency. Make sure everyone at the table knows
what's at stake when they perform Checks or choose a specific
course of action.
Keep the pressure high. Whatever the Player Characters want to
achieve, someone or something will block their path. Heroes
should never have enough time to do everything — put them in
front of hard choices. Use Clocks to show impending threats and
make sure Villains play an active role in the story.
Think cinematically. Describe situations and actions as if they
were cutscenes from a videogame — keep things moving and make
sure everything feels vivid and dynamic. This is especially
important during conflict scenes, when the strategic aspect of
the game is at its peak: mechanics and descriptions go hand in
hand.
Start and end scenes. When you feel like a scene has been
resolved, propose to end it. If anyone still wants to do
something, they should tell you — otherwise, move on with the
story.
Design interesting battles. Avoid "filler battles" and focus on
intense and dramatic confrontations with powerful antagonists.
See
page 292 for more.
CHAPTER BETWEEN SESSIONS
When preparing for the next session, you should:
Think about the heroes' choices. Reflect upon
the actions and choices made by the Player Characters during the
previous sessions and come up with a variety of possible
situations, threats and antagonists. Keep the heroes' objectives
in mind and think about how you can build interesting conflicts
and struggles around them. This is less about writing tons of
scenes and dialogue, and more about going for a walk with some
cool music and envisioning amazing sequences in your head.
Think about what the Villains are doing.
Villains are the most powerful forces opposing the Player
Characters' actions, and you should spend some time considering
what their short and long-term plans are. You should also make
sure to update a Villain's level and abilities so that they can
properly challenge the Player Characters during conflict scenes.
Ask the Players what their goals and objectives are.
As you prepare for the next session, contact the Players and ask
them about their plans. Will they storm the Emperor's palace?
Are they going to search the depths of the Azure Cave? Or do
they plan to gather clues to prove someone's innocence? Knowing
the general focus of the coming session will help you save time
and make the most out of your preparation; ask these questions
at the end of a session, when recent events are still fresh in
everyone's memory.
Design new creatures. Sooner or later, the
creatures in the Bestiary will no longer suit your needs —
whenever you have time, use the rules on
page 302 to create new
creatures and adversaries for your campaign, mainly focusing on
the kind of territory the group is currently traversing. This
will become increasingly easier as you play the game: not only
will you grow more familiar with the rules, but you will also
better understand the Player Characters' abilities. If you don't
get any immediate use out of a creature you designed, don't
worry too much — you can always tweak it a little bit and bring
it back later when the occasion arises!
Look for inspiration. Watch movies and TV
series, read comics and books, play video games and search for
inspiring artwork online. Exposing yourself to a variety of
different stories and aesthetics is a great way to make each
session feel unique — you'll never run out of ideas.
The Prince of Megara has fallen gravely ill.
Rumor has it he was aiding the Olcressian Rebellion.
See page 302 for the rules
concerning creature design.
See page 302 for the rules
concerning creature design.
DARKBLADE
If someone picks the Darkblade as the core concept for their
character, the tragedy that awakened their powers should play a
major role in the story. Have the Player talk about it, then
create scenes that bring back echoes of that dark past.
Due to their ability to negate dark damage, undead are extremely
resilient to a Darkblade's Shadow Strike. Keep this in mind when
designing battles.
There might come a time when the Darkblade can finally leave
their past behind. When this happens, you might have their
Skills "flipped" — maybe they can now create Bonds of affection
with Heart of Hope and unleash light damage with Celestial
Strike. Discuss this option with the Player and see if it's
something that interests them.
ELEMENTALIST
Elemental magic is mostly focused around dealing damage of
several types: when you design battles, make sure this ability
gets to shine. Create adversaries that absorb certain elements
and are vulnerable to others, so that the Elementalist’s
contribution may be key to victory.
Given its raw power, elemental magic is often used in battle. If
this type of spellcaster is common in your setting, it probably
contributed to shaping the history of warfare. This is something
you should discuss with your Elementalist Player.
ENTROPIST
Entropic magic is deeply tied to death, chaos and oblivion. It
can be easily seen as "villainous” magic, but the Player
Characters are heroes. Create situations in which this contrast
becomes important!
Entropists are among the few characters capable of dealing
damage with no type, causing direct HP loss, limiting enemy
actions, and granting allies additional turns. Create conflicts
where these abilities can prove vital.
Ritual Entropism can achieve incredible effects, such as
altering time and space. These Rituals are expensive and
dangerous, but a Player Character is still free to attempt them;
just remember that failure will be proportionally devastating.
FURY
Anger and passion are the core elements of a Fury. Build scenes in
which acting upon instinct can be detrimental, and always show the
consequences of violence or recklessness. There’s a reason Furies
are seen as ticking bombs by most people around them, and some
might feel unsafe when a Fury is present.
In battle, hit the Fury hard — they are quite resilient and can
deal serious damage when in Crisis. Hurt them, and they will
hurt you back twice as hard.
Given their temper, Furies are generally well-known in their
land of origin... they do tend to cause trouble, after all.
Discuss the Fury’s “reputation” with the Player.
GUARDIAN
Create occasions for heroism and situations in which a Guardian
must choose between themselves and others. Particularly
interesting are the moments in which a Guardian has the ability
to protect someone who was once their enemy — what will they do?
Keep in mind the Protect Skill only works on one target at a
time — a threat affecting an entire area will force the Player
to make difficult decisions. Build on this.
A Guardian adversary risking their life to protect a Villain
(out of loyalty or even love) can make for an especially tragic
figure — one the heroes may respect.
LOREMASTER
When a Loremaster Player asks you a question, remember — they
are supposed to know a little bit about everything. Be generous
when handing out information to them, and remember to often
involve them in the description of a scene or location. Let them
showcase their knowledge by adding details to a place, item, or
person.
If a Loremaster acquires the Quick Assessment Skill, make sure
to reveal useful Traits when they use it. Revealing the "winged"
Trait on a dragon feels like a cheap move, while Traits like
"coward" or "loyal" are much more interesting and useful.
GAME MASTER GUIDE
CHAPTER ORATOR
Orators are assumed to draw attention. Maybe they look good, maybe
they’re naturally charismatic, or maybe there’s some other reason
— you should ask the Player.
Words are powerful. They can save people just as much as they
can bring ruin. Never forget to show an Orator the consequences
of their threats and promises, and remember that some will be
envious or wary of their charm and popularity.
When an Orator uses Condemn, ask them what they say. If their
argument is especially strong or weak, apply a situational
modifier to their Check (+2 if they have some leverage, -2 if
they're in over their head).
Unexpected Ally is a powerful Skill, but it's no "mind control".
If the character abuses the target's loyalty and trust, the
benefit will quickly be lost. Make it clear to the Orator if
they're asking too much of their newfound ally.
CHAPTER ROGUE
Whatever ideals spur a Rogue into action can often be twisted and
manipulated. It is dreadfully easy for a rebel to turn into an
oppressor, and the heroes of the past were often treated like
criminals during their own time.
Most people will be wary of helping a Rogue, especially if they
belong to a criminal guild or organization. Discuss these
details of the setting with your Rogue Player — perhaps they
have their very own secret language and hideouts!
The Rogue’s Soul Steal Skill allows them to gain precious items
that embody the essence of their adversaries. Said items should
tell a story about the creature they originated from: for
instance, a particularly spiteful and envious adversary might
have a flesh eater sword (see
page 278) as its soul
treasure, since it represents how their sentiments are gnawing
at their very spirit. On the other hand, a ruthless person that
only cares about wealth might harbor a cold yet valuable
diamond.
Remember that items acquired this way are in addition to normal
game rewards (page 264).
Because of this, the group will inevitably gain access to more
options and wealth than normal — but that’s part of what makes a
Rogue special. Don’t be afraid to give the Player Characters some
new toys!
"Goddess of Law? How fitting! As a thief, I'll defend my right to
disobey until the very end!"
TINKERER
Technology can be powerful and terrifying. Build situations
related to the dangers of ruthless and unethical progress and
challenge the Tinkerer to prove why their view of science is
different.
Tinkerers excel at crafting inventions and are an amazing Class
for the more creative Players. Be ready to work with your
Tinkerer when coming up with inventions, and work with them to
establish unique Inventory Items available in your world!
Tinkerer are very flexible: they have access to all damage types
and can provide excellent support with healing items. Remember
this when designing battles.
WAYFARER
Given how frequent discoveries can become if your group includes
a Wayfarer with the Treasure Hunter and/or Well-traveled Skills,
it may be a good idea to prepare a quick list of interesting
discoveries that may come useful in a pinch.
When short on ideas, turn to the Wayfarer Player and ask them to
tell you more about the local area, the terrain, and the
creatures that live there. Then, build on their answers during
the session!
The Faithful Companion Skill is a powerful option that brings a
whole new character into the party. Design the creature together
with the Player, and don't be afraid to adjust its stats along
the way if you see that it's too underwhelming or if it
outshines the rest of the party. The best companions are those
that support the group!
WEAPONMASTER
In times of war, capable warriors are an asset. In times of peace,
they are a threat. The feats of a Weaponmaster will surely earn
them respect... and attract trouble.
Consider introducing a rival Weaponmaster in the campaign — a
recurring foe with their own beliefs and peculiar combat style.
Most Weaponmasters learned from an exceptional mentor. Creating
this figure in collaboration with the Player and giving them a
role in the story, as an ally or an unexpected antagonist, can
add depth to the character.
THE ART OF VILLAINS
If the Player Characters represent a heroic and positive force in
the world, Villains are the opposite. Being the Game Master, it is
your responsibility to create, introduce, and portray these
characters.
You already know about what differentiates a Villain from a
typical Non-Player Character in terms of rules: that is to say,
the access to Ultima Points. This section, on the other hand,
contains advice on what you should focus on when creating and
portraying an antagonist within the story.
So, let’s get to it: what makes a good Villain?
GOALS
This is the most important aspect of any antagonist: they want to
accomplish something. Be it reshaping the world, exacting revenge
upon those who made them suffer, or conquering a neighboring
region, Villains must have goals.
Goals are extremely useful for you as a Game Master: when you
don’t know how a Villain would act or react to a given situation,
look at their goals and you will most likely find an answer.
Minor Villains generally have simple or at
least very personal goals, such as saving someone's life,
stealing a magical artifact, or seizing control of a village.
Major Villains should have complex goals that
can affect a large number of people, such as conquering a
kingdom, or destroying a divine being.
Supreme Villains have goals that can affect the
entire world and change the laws of reality: rewinding time,
erasing soul energy, or even becoming a deity.
Remember that Villains can also escalate: perhaps a young wizard
(minor Villain) suddenly realizes he must steal magical energy
from an entire country to revive a loved one, thus becoming a
major Villain. Then, when the attempt fails — likely due to the
Player Characters’ intervention — the desperate wizard seeks a way
to merge with the deities of time and space, erasing reality and
creating a timeline that never was... a fitting and tragic goal
for a supreme Villain.
Having some Villains turn into allies throughout the campaign is
just as important: this encourages Players to seek dialogue with
their adversaries and to consider both sides of a situation,
instead of simply assuming that everyone is either good or evil.
GAME MASTER
PRESSURE
Your Villains should actively work towards their goals. If the
Player Characters spend an extended amount of time resting or
taking care of issues that are not related to an antagonist’s
plans, then that antagonist will not sit idly and wait for the
heroes to do something: they will get closer to their objective.
When a Villain’s plans advance, you must always clearly
communicate it to the Players — perhaps with an appropriate Game
Master scene, or through rumors and conversations the heroes have
with NPCs in the game world. Don’t just surprise them with a
casual “Oh yeah, did I mention this guy you didn’t know about has
successfully rewritten reality?”
If you plan on having multiple Villains in your campaign at the
same time — or if you play at very irregular intervals and it's
hard to remember everything — consider using
Clocks to track the progress of each Villain’s
goals.
The more complex or dramatic objectives will require larger
Clocks:
Minor Villains should have Clocks with 4 to 6 sections.
Major Villains should have Clocks with 8 to 10 sections.
Supreme Villains should have Clocks with 10 to 12 sections.
If the Player Characters manage to foil the Villain’s plans, the
current Clock will reset to 0 or possibly be replaced with an
entirely different one, representing how the antagonist is now
seeking to achieve the same end through a different method.
AN UNEXPECTED SIDE
Never create one-dimensional antagonists. Villains should have a
deeper layer, a tragic or at least unexpected side to them:
perhaps they genuinely think they are doing the world a favor,
they have their own reasons for forsaking everyone else, or they
feel trapped in a path of ruin and are simply waiting for someone
to stop them. Maybe an antagonist is so honorable that they will
fully heal the heroes before a battle!
This doesn’t mean the PCs should necessarily sympathize with all
Villains — a few will be beyond redemption. But even then, dark
emotions must come from somewhere... and upon discovering those
tragic roots, Player Characters will see that antagonist under a
different light, and perhaps even find a way to help them realize
that what they're doing is harmful.
THE DARK MIRROR
If you think about the most memorable villains in movies, comics,
and games, you will soon find that many of them share a peculiar
quality: in one or more ways, they are polar opposite to the
hero(es) of the tale.
Where the heroes are a group, the antagonist feels alone and
abandoned.
Where the heroes fight for justice, the antagonist now believes
that justice is an illusion, and that the world belongs to those
strong enough to take it.
Where the heroes are willing to give up their life for the
cause, the antagonist is frightened by death.
Where the heroes believe in second chances, the antagonist has
been denied one.
Where the heroes represent hope, the antagonist represents
despair.
When you create a Villain, try to think about at least one aspect
of their character that makes them the dark reflection of one or
more Player Characters.
As you introduce that antagonist and whenever they are part of a
scene, focus on portraying that they are a negation of what the
heroes stand for, or as a grim warning to what they might become
if they ever lose their way.
STYLE AND MANNERISM
Spend a few minutes thinking about how a Villain speaks, acts,
moves and dresses. Are they dashing and refined, or do they care
little for appearances? Do they wear a specific uniform? Do all of
their henchmen emulate them?
Please note that “mannerism” has nothing to do with acting Skills
or the ability to do different voices — it means that each Villain
should behave in a peculiar and recognizable way, and you should
describe that. Then again, if you’re good at coming up with unique
accents and your group enjoys it — and provided those accents do
not mirror harmful stereotypes — then feel free to take advantage
of that Skill!
CHAPTER CONFLICT ABILITIES
When you create an antagonist, consider how they will behave
during conflicts.
Each Villain has one or more preferred conflict types: some
might favor social occasions; others may prefer to engage the
heroes in battle. The most obnoxious antagonists are the ones
that avoid conflict scenes at all costs — but even then, Ultima
Points aren't an infinite resource.
To properly challenge the heroes, Villains should be elites or
champions (see page 295) or
be accompanied by some allies: this is to ensure they can
perform multiple actions during each conflict round.
Because of their importance, a battle against a Villain should
be treated as a boss fight (see
page 300 for details on how
to design one).
Powerful antagonists might also be protected by a “plot armor”
that prevents Player Characters from fighting them unless they
have a specific item, spell, or other assets at their disposal.
Generally you don’t want to overdo this — one or two such “tricks”
over the course of the entire campaign are more than enough.
AND FINALLY, A DRAMATIC ENTRANCE
A Villain’s entrance should be an intense moment that sets the
tone for their role in the story. Think of it as a video game
cutscene: you get a few seconds to show your audience what this
Villain looks like and hint at the kind of forces and weapons at
their disposal — soldiers, forgotten technology, powerful magic,
or a healthy dose of supernatural strength.
During your preparation stage before a session, it may be helpful
to focus on the reveals key moments — you have to condense
everything important in a couple of sentences. It should be
something like this:
Approaching with heavy footfalls, the figure rests a hand on a
sword the likes of which you’ve never seen... a delicate gesture,
but her grip is steady.
“It appears we are here for the same reason,” she says.
“Unfortunately, I cannot let you have that which I need. Stand
back, and no one shall be injured.”
With a few words, you have communicated that this is likely a
proud and honorable adversary who is also very determined. That
sword of hers? That’s bad news!
"When you chose to fight not to protect your people, but to prove
them wrong... that is what made you a villain."
Dungeons
Page 110 provides guidelines on how to manage dungeon exploration
while playing — but what about preparing those dungeons? How much
information will you need? Should you have a map of the location
ready?
To make sure this is clear from the beginning: dungeons aren't
necessarily a thing in Fabula Ultima, and you might run an entire
campaign without the Player Characters ever entering one.
A dungeon generally covers one or more of the following functions:
Slowly eroding the heroes' resources before an important
confrontation by having them face several weaker enemies.
Telling more about a character, place or people.
Rewarding careful exploration with hidden treasures that may
prove useful in the dungeon itself or a future situation.
If a dungeon isn't doing any of these, you probably shouldn't have
it in your game: "dungeons for the sake of dungeons" is never a
good idea.
Prepared and Improvised
The first distinction we should make is between prepared dungeons
(the ones you thought about before the session started) and
improvised dungeons (the ones that were introduced as part of the
current session).
While prepared dungeons can be more complex, the ones you have to
improvise on the spot will necessarily be simpler — but simple
doesn't mean boring.
A prepared dungeon allows for all three modes of exploration;
most of the time you will rely on dungeon scenes or detailed
exploration (page 110), but
if the layout of the place isn't important you might even get it
done with an interlude scene.
An improvised dungeon, on the other hand, will rarely allow for
detailed exploration (unless you have a dungeon archive ready;
see
page 261) and generally fall
in the middle between dungeon scenes and interludes.
Note that this distinction has nothing to do with the importance
of the dungeon: a key strategic location might be unexpectedly
introduced halfway through a session, and you might know about a
minor ruin along the road with no plot relevance weeks before you
play through its exploration. Don't worry, we'll deal with this
too.
IS THIS DUNGEON IMPORTANT?
Some locations in your game will naturally be more important than
others. The evil sorcerer's tower in which he hides the Crystal of
Balance? That's certainly more important than the sewers
connecting the capital to the countryside, and yet both might be
turned into dungeons.
If a location will be a key part of your session and you know
about it in advance, simply decide the style of exploration
(scenes, detailed, or interlude) and prepare accordingly (see
next page).
If a location is important and you have to improvise it, only
mention the most important details and cut to the chase.
Interlude scenes are your best friend, and you should focus on
the core reason the Player Characters are here: if there are
obstacles in their way, ask for a Group Check and use it to
determine whether the PCs reach their objective unhindered or
must overcome a challenge. Keep things short and maybe end the
exploration with a challenging battle against a Villain!
Still, if you feel like this location deserves more attention, you
can pause or end the session and explain that you need some time
to prepare.
If a location isn't particularly important and you have time to
prepare it, carefully consider whether you should do so. You
will often be fine describing how the heroes traverse the
location (a) and maybe calling for one or two Checks — failure
might mean getting lost (especially important if the heroes are
in a hurry) or encountering some hostile creatures.
Finally, if a location isn't important and you have to
improvise, you should keep things as simple as possible. Just
describe the place and have the heroes confront a challenge — a
mechanism, a negotiation, or a battle — in order to reach
whatever is hidden here.
As you might have noticed already, the core elements of a dungeon
are:
Its style and aesthetics — what it looks and feels like.
What can be found inside — an objective or a threat.
What obstacles must be overcome in order to traverse the
dungeon.
This is true regardless of the chosen exploration style; the
difference lies simply in the level of detail and complexity.
Preparing a Dungeon
If you have time to prepare a dungeon and know that the Player
Characters will explore it, the following process generally works
well:
Think about the general look and mood of the dungeon:
Is it a spooky ruin, a lavish castle, or perhaps a network of
ancient tunnels?
Sketch a rough map of the dungeon: This doesn't
need to be pretty, but does need to be functional. You're the
only person that will use it, so make sure your notes are clear
(especially if you plan on using the dungeon weeks or even
months from now). If you're short on ideas, the internet is
filled with awesome dungeon designs — there's nothing wrong with
drawing inspiration from them.
Place rewards (see
page 264) in your dungeon:
These may be magic items, currency, or even Inventory Points.
Try to avoid placing most of the rewards in the same room (you
should encourage exploration).
Place obstacles and threats (traps, puzzles,
hostile creatures) in your dungeon, preferably so that they
guard or prevent access to rewards.
When you prepare an obstacle or threat, do not determine in
advance how the Player Characters might approach it. That's
for them to decide.
Avoid swarming the heroes with a large number of weak
enemies; instead, focus on two or three challenging
encounters (see
page 292 for more).
If the reward is an item, the creature guarding it might use
it in battle.
Think about one or two Danger Clocks
appropriate for your dungeon, their size and what will happen if
they are filled — will the heroes be ambushed? Is there a
magical surveillance system? Will the tunnels be flooded by
lava?
Determine the focal point of your dungeon (an
antagonist, a precious artifact, a vital piece of information)
and choose its location. Most of the time you will want to place
this element far away from the entrance, but you might also make
it relatively easy to reach (in this case, the rest of the
dungeon will feature "optional content").
THE DUNGEON ARCHIVE
If you and your group are particularly fond of detailed dungeon
exploration, and if your schedule allows for it, you might want to
prepare your own dungeon archive.
This is straightforward: whenever you have some time, jot down a
few notes about potential dungeons — a notebook is fine, but you
might also choose to keep them on your device or inside the cloud
storage. Then, whenever you need to "improvise" a dungeon, you can
instead grab one from your archive. You'll probably need to make a
few adjustments on the fly, but it's easier than having to come up
with everything on the spot.
When preparing dungeons for your archive, keep the following in
mind:
Flexibility. Make sure your prepared dungeons
can fit a variety of situations and environments. This will
largely depend on your group's campaign world, but each dungeon
should be appropriate for at least two or three areas in your
world map.
Internet is your friend. Download, print or
save a variety of dungeon maps from videogames and other
tabletop games (but make sure you only do so for your personal
use).
You can of course draw your own dungeon layouts: an activity some
find very relaxing, but one that can prove quite time-consuming as
well. Be mindful about how you spend your effort!
Connections. One of the advantages when
preparing several dungeons ahead of time is that you can tie
some or all of them together in many ways. You could design a
set of four temples, each tied to a natural element, and place
them all over the map; or you could have one dungeon contain
clues to the position of another.
The biggest risk when relying on the dungeon archive is to
"shoehorn" a dungeon you prepared into a location, or to refrain
from an otherwise cool and unique improvised design just because
it feels safer to use a prepared dungeon instead.
As the Game Master, it is your responsibility to find a balance
between prepared and improvised dungeons — both have their pros
and cons.
DUNGEON GENERATION TABLES
If you're in need of inspiration when creating a dungeon (whether
improvising or preparing it in advance), you may roll d20s or
choose options from the tables on the following pages!
Example Entry
A millenary presence ensures the dead buried within the Necropolis
of Basitrale rest undisturbed.
Dungeon Concept Ideas
Dungeon Concepts
Pyramid or ziggurat.
Tower of sorcery.
Network of caverns or tunnels.
Ancient ship or airship.
Inside a magitech colossus.
Lost city.
Great cathedral.
Castle or fortress.
Steam-powered factory.
Luxurious mansion.
Monster colony.
Petrified forest.
Forgotten labyrinth.
Legendary island.
Underwater shrine.
Inside an enormous creature.
Another planet or dimension.
Sewers.
Prison.
Focal Element
A blessed weapon.
An apocalyptic mechanism.
A legendary monster.
A way to commune with an Arcanum.
The egg of a divine creature.
The access to a hidden city.
A world-altering relic or magic.
The pulsing heart of a villain.
A kidnapped person.
A powerful witch or wizard.
Vital information for the heroes.
A forbidden ritual or spell.
The leader of a hostile faction.
An ancient and wise creature.
Forgotten lore.
A magitech war prototype.
An elemental crystal.
An evil deity or demon.
A portal to another world.
44 GAME MASTER
Population
1. Failed magical experiments.
2. Bandits or outlaws.
3. Dreams and nightmares.
4. Scholars and researchers.
5. Manifestations of elemental energies.
6. Ferocious beasts.
7. Priests and religious followers.
8. Creatures from another world.
9. Drakes and great lizards.
10. Magically tainted beasts.
11. Angelic creatures.
12. Magitech constructs.
13. Bizarre plant monstrosities.
14. Trained soldiers or warriors.
15. Swarms of deadly insects.
16. Golems and gargoyles.
17. Undead horrors.
18. Worshippers of an ancient deity.
19. Demons and hellbeasts.
20. Loyal servants or bodyguards.
Quirks
1. Crumbling sections.
2. Surges of elemental magic.
3. Steam pipes and furnaces.
4. Moving corridors and staircases.
5. Beautiful decorations.
6. Warped time and space.
7. Runes and magic circles.
8. Secret passageways and elevators.
9. A constant, haunting melody.
10. Tombs and catacombs.
11. Shifting gravity or floating areas.
12. Extremely high surveillance.
13. Magical mirrors.
14. Rivers and waterfalls.
15. Toxic fog or clouds of spores.
16. Extreme heat or extreme cold.
17. Sudden wind currents.
18. Underwater sections.
19. Pools of acid or lava.
20. Overgrown vegetation.
REWARD FREQUENCY
On average, the chart is based on the idea that a group will
receive approximately one reward per session (as in, every four or
five hours of play). This is not a hard rule and more of a
guideline: there will be some sessions in which characters do not
receive rewards in the form of fancy items, but instead develop
connections or retrieve a powerful artifact. That table is there
to help you, not to constrain you.
CREATING INTERESTING REWARDS
Here are a few things you will want to keep in mind when creating
rewards:
Learn what your Players want. If you catch a
Player saying they’d like a specific item for their character,
take notes — you can include that item in a future reward. Consider
a Survey or Wishlist, as explained on
page 123.
Items that tell a story. When placing a given
item among the rewards found by the characters, consider what it
says about the surrounding area and its inhabitants. Who brought
the crystal rod to this shrine? Why did the ancient wyvern guard
a ring with no apparent value?
Here and there. When the occasion arises and it
doesn't feel forced, split your reward into smaller mini-rewards
tied to different places, creatures, or threats. The Classic
example would be a dungeon with several hidden treasures.
Foreshadowing. This is a classic in JRPGs, and
something you will either love or hate. What you could do is
hand out rewards that will prove useful in future battles, such
as a silver talon (page 272)
in a dungeon crawling with undead creatures that are Vulnerable
to its light damage.
Adopting this method will surely make your sessions feel more
“videogamey”, but it's a matter of taste. Discuss this choice with
the rest of your group.
ROGUES AND SOUL STEAL
Player Characters who put levels in the Rogue Class will likely
acquire the Soul Steal Skill, which allows them to extract items
from powerful enemies. Items obtained this way are in addition to
normal rewards.
DESIGNING RARE ITEMS
Over the course of the game, you will often need to come up with a
rare item—perhaps it’s part of a reward, a lost treasure, an
arcane weapon extracted from the soul of a demon or monster, or
even a peculiar object sold by a merchant. In such instances, you
may:
Choose an existing Rare Item. This is the
simplest solution! Pick one of the sample items presented in
this section. Make sure to choose something appropriate to the
situation, such as a mjolnir hammer for a storm demon.
Create a new Rare Item. Follow the guidelines
presented in this section to create a new rare item. Sometimes
you can take an existing item and simply change the type of
damage it deals, or have it grant a different bonus, but it's
encouraged that you try to come up with items that resonate with
how and where they were found.
Rare items can and should tell their own story!
BE CAREFUL WITH BONUSES
Items that grant a bonus to a specific type of Check, as well as
items that grant an increase to Defense or Magic Defense, are
especially powerful: that is because Fabula Ultima features a
relatively "flat" math progression when it comes to Checks. Even
an innocuous-looking +1 bonus can make a huge difference; because
of this, avoid granting characters too many rare items whose
special abilities enhance Accuracy Checks, Magic Checks, Defense
or Magic Defense.
In general, a character should not be given the opportunity to
equip more than two such items at any given time. Feel free to
give out more, but make sure these are mutually exclusive options:
should you equip the Crested Helm that gives a +1 bonus to
Accuracy Checks, or the Pointy Yellow Hat that gives a +1 bonus to
Magic Checks?
AVOID COPYING EXISTING SPELLS OR SKILLS
When you create a Quality for a rare item, try to avoid copying
the effects of a Skill or spell that is unique to a specific
Class. Instead, look at which Skills the Player Characters have
acquired and give them items that synergize well with those, or
that provide useful (if pricey) alternatives when those same
Skills would otherwise be ineffective.
CHAPTER
44GAME MASTER
WHAT TO DO IF YOU MESSED UP
If you realize an item is much stronger than you had anticipated,
do not worry. Resist the temptation to take the item away from the
group; you should also avoid simply making the item useless by
creating situations in which it never makes a difference. Instead,
talk with the Players and explain what you did wrong, then adjust
the effects of the item together.
With this optional rule, Player Characters may pay a blacksmith or
artisan to add a Quality to armor, shields, or weapons that
doesn't have one, or to replace an item's Quality with a different
one (remember, an item can only have one Quality).
The Player selects a Quality from the default list for that item
type as long as the cost modifier associated with that ability is
+1000 zenit or lower. Then, the character must spend an amount of
zenit equal to twice the cost modifier associated with the chosen
ability: once this is done, the process generally takes one day
per item. Multiple characters may of course pool their money
together to purchase the more expensive abilities.
Example: T o replace a weapon's current Quality
with Multi (page 269), you
must spend 2000 zenit. To replace it with Resistance, you must
spend 1400 zenit.
The default list of weapon abilities can be found on
page 269, while the default
list of armor and shield abilities can be found on
page 280.
If a Player Character acquires the
Upgrade Heroic Skill (page 237), they will
gain access to this optional rule by default.
OPTIONAL: BUYING QUALITIES
44GAME MASTER
QUALITY COST EFFECT
Defensive Qualities
Antistatus +500 z: You are immune to a single
status effect.
Resistance +700 z: You have Resistance to a
single damage type (not physical damage).
Amulet +800 z: You gain a +1 bonus to Magic
Defense.
Bulwark +800 z: You gain a +1 bonus to
Defense.
Dual Resistance +1000 z: You have Resistance
to two damage types (not physical damage).
Swordbreaker +1000 z: You have Resistance to
physical damage.
Immunity +1500 z: You have Immunity to a
single damage type (not physical damage).
Omnishield +2000 z: You gain a +1 bonus to
Defense and Magic Defense.
Perfect Health +2000 z: You are immune to all
status effects.
Offensive Qualities
Magical +100 z: The weapon targets Magic
Defense instead of Defense.
Hunter +300 z: The weapon deals 5 extra
damage to creatures of a particular Species.
Piercing +400 z: Damage dealt by the weapon
ignores Resistances.
Dual Hunter +500 z: The weapon deals 5 extra
damage to creatures belonging to one of two particular
Species.
Multi +1000 z: Attacks with the weapon have
multi (2).
Status +1500 z: Each target hit by the weapon
suffers (choose one: dazed, shaken, slow, weak).
Status Plus +2000 z: Each target hit by the
weapon suffers (choose one: enraged, poisoned).
The Elves at Smolderheart Peak are rumored to craft weapons
capable of banishing demons.
SAMPLE RARE ARCANE WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Blessed Mace
200 z
【WLP + WLP】
【HR + 2】light
One-handed ◆ Melee ◆ No Quality.
🗡️
Encyclopedia
600 z
【INS + INS】
【HR + 6】physical
Two-handed ◆ Melee ◆ You are immune to dazed.
🗡️
Ars Goetia
800 z
【INS + INS】
【HR + 6】light
Two-handed ◆ Melee ◆ You gain a +2 bonus to Magic Checks
against demons, as well as a +2 bonus to
Opposed Checks against demons.
🗡️
Ferula
1050 z
【INS + WLP】
【HR + 2】physical
One-handed ◆ Melee ◆ You gain a +1 bonus to your Magic
Checks.
🗡️
Tyrant's Scepter
1200 z
【WLP + WLP】
【HR + 6】dark
Two-handed ◆ Melee ◆ Whenever you hit one or more creatures
with this weapon, each of them loses 10 Mind Points.
🗡️
Cultes des Ghoules
1400 z
【INS + INS】
【HR + 6】air
One-handed ◆ Melee ◆ When you hit one or more creatures with
this weapon, you may recover 5 Hit Points.
🗡️
Caduceus
1600 z
【WLP + WLP】
【HR + 6】physical
Two-handed ◆ Melee ◆ Spells you cast whose effects restore
Hit Points will restore 5 extra Hit Points.
🗡️
Necronomicon
1800 z
【INS + WLP】+1
【HR + 6】dark
Two-handed ◆ Melee ◆ When you hit one or more creatures with
an offensive (⚡) spell, each of them suffers shaken.
🗡️
Yellow Book
2100 z
【INS + INS】
【HR + 6】physical
Two-handed ◆ Melee ◆ Spells you cast deal 5 extra damage.
🗡️
Rafflesia Staff
2200 z
【WLP + WLP】
【HR + 10】poison
Two-handed ◆ Melee ◆ When you hit one or more creatures with
an offensive (⚡) spell, each of them suffers
poisoned.
SAMPLE RARE BOW WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Hand Crossbow
150 z
【DEX + INS】
【HR + 4】physical
One-handed ◆ Ranged ◆ No Quality.
🗡️
Composite Bow
250 z
【DEX + MIG】+1
【HR + 8】physical
Two-handed ◆ Ranged ◆ No Quality.
🗡️
Siegebreaker◆
750 z
【DEX + INS】
【HR + 12】physical
Two-handed ◆ Ranged ◆ Damage dealt by this weapon ignores
Resistances.
🗡️
Yoichi
900 z
【DEX + DEX】+1
【HR + 8】air
Two-handed ◆ Ranged ◆ You are immune to shaken.
🗡️
Thundering Bow
1000 z
【DEX + DEX】
【HR + 8】bolt
Two-handed ◆ Ranged ◆ You have Resistance to
bolt damage.
🗡️
Looting Bow
1250 z
【DEX + INS】
【HR + 8】fire
Two-handed ◆ Ranged ◆ When you reduce a creature to 0 Hit
Points with this weapon, you may immediately recover 2
Inventory Points.
🗡️
Gatling Crossbow◆
1350 z
【DEX + INS】
【HR + 12】physical
Two-handed ◆ Ranged ◆ Attacks with this weapon have
multi (2).
🗡️
Dragontrap Bow◆
1500 z
【DEX + DEX】
【HR + 12】earth
Two-handed ◆ Ranged ◆ When you hit a flying target with this
weapon, you may force that target to land immediately.
🗡️
Frozen Envy◆
1500 z
【DEX + DEX】
【HR + 12】ice
Two-handed ◆ Ranged ◆ When you hit one or more creatures
with this weapon, if you have at least one Bond of
inferiority, you may recover 5 MP.
🗡️
Gorgon Eye◆
2000 z
【DEX + DEX】
【HR + 12】poison
Two-handed ◆ Ranged ◆ Each target hit by this weapon suffers
slow.
🗡️
Artemis◆
2100 z
【DEX + DEX】+1
【HR + 12】light
Two-handed ◆ Ranged ◆ You have Immunity to
dark damage.
Sample Rare Brawling Weapons
SAMPLE RARE BRAWLING WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Nekode
250 z
【DEX + MIG】+1
【HR + 6】physical
One-handed ◆ Melee ◆ No Quality.
🗡️
Hellfist
350 z
【DEX + MIG】
【HR + 6】dark
One-handed ◆ Melee ◆ Attacks with this weapon target Magic
Defense.
🗡️
Frozen Grasp
750 z
【DEX + MIG】
【HR + 6】ice
One-handed ◆ Melee ◆ You are immune to enraged.
🗡️
Bear Paw◆
850 z
【DEX + MIG】
【HR + 10】physical
One-handed ◆ Melee ◆ You are immune to weak.
🗡️
Fuel Knuckle
950 z
【DEX + MIG】
【HR + 6】fire
One-handed ◆ Melee ◆ You have Resistance to
fire damage.
🗡️
Silver Talon
1100 z
【DEX + DEX】
【HR + 6】light
One-handed ◆ Melee ◆ You gain a +1 bonus to Magic Defense.
🗡️
Old Bandages
1250 z
【DEX + MIG】+1
【HR + 6】physical
One-handed ◆ Melee ◆ You have Resistance to dark and
poison damage.
🗡️
Storm Fist
1300 z
【MIG + MIG】
【HR + 6】bolt
One-handed ◆ Melee ◆ Attacks with this weapon have
multi (2).
🗡️
Lobster Claw◆
1950 z
【DEX + MIG】+1
【HR + 10】physical
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
slow.
🗡️
Dozer Glove◆
2000 z
【MIG + MIG】
【HR + 10】earth
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
dazed.
🗡️
Venom Claw
2250 z
【DEX + MIG】+1
【HR + 6】physical
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
poisoned.
🗡️
God Hand◆
2550 z
【DEX + MIG】+1
【HR + 10】light
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores
Immunities.
SAMPLE RARE DAGGER WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Latrodectus
250 z
【DEX + INS】+1
【HR + 4】poison
One-handed ◆ Melee ◆ No Quality.
🗡️
Heart Knife
550 z
【DEX + WLP】
【HR + 4】light
One-handed ◆ Melee ◆ Deals 5 extra damage to demons.
🗡️
Atom Slicer
600 z
【DEX + DEX】+1
【HR + 4】physical
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores
Resistances.
🗡️
Silent Edge
700 z
【DEX + DEX】
【HR + 4】air
One-handed ◆ Melee ◆ You are immune to slow.
🗡️
Spell Sever
850 z
【DEX + INS】+1
【HR + 4】dark
One-handed ◆ Melee ◆ When you hit a creature with this
weapon, if the attack had a single target, you may
choose a single spell with a duration of Scene
affecting the target and end its effects on that creature.
🗡️
Assassin's Blade
1000 z
【DEX + INS】+1
【HR + 4】physical
One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are
in Crisis.
🗡️
Gourmet Cutter
1350 z
【DEX + INS】+1
【HR + 8】physical
One-handed ◆ Melee ◆ When you hit one or more creatures with
this weapon, you may recover 5 Hit Points.
🗡️
Barbed Knife
1650 z
【DEX + INS】+1
【HR + 4】physical
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
shaken.
🗡️
Cold Finger
1950 z
【DEX + INS】+1
【HR + 8】ice
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
weak.
🗡️
Hornet
2200 z
【DEX + DEX】+1
【HR + 4】physical
One-handed ◆ Melee ◆ Attacks with this weapon have
multi (3).
🗡️
Frantic Nail
2450 z
【INS + INS】+1
【HR + 8】fire
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
enraged.
SAMPLE RARE FIREARM WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Revolver◆
300 z
【DEX + DEX】
【HR + 8】physical
One-handed ◆ Ranged ◆ No Quality.
🗡️
Istinggar◆
350 z
【DEX + INS】+1
【HR + 12】physical
Two-handed ◆ Ranged ◆ No Quality.
🗡️
Spellshot◆
400 z
【INS + INS】
【HR + 8】physical
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic
Defense.
🗡️
Diamond Pistol◆
650 z
【DEX + INS】+1
【HR + 8】physical
One-handed ◆ Ranged ◆ Deals 5 extra damage to
constructs.
🗡️
Headhunter◆
800 z
【DEX + INS】
【HR + 8】physical
One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you
have a Bond of hatred towards.
🗡️
Comet Gun◆
950 z
【DEX + INS】+1
【HR + 8】dark
One-handed ◆ Ranged ◆ You are immune to dazed.
🗡️
Bunker Cannon◆
1050 z
【DEX + INS】
【HR + 12】physical
Two-handed ◆ Ranged ◆ You gain a +1 bonus to Defense.
🗡️
Alchemusket◆
1300 z
【DEX + INS】
【HR + 8】poison
Two-handed ◆ Ranged ◆ Potions you create with your Inventory
Points deal 5 extra damage and restore 5 extra Hit Points.
🗡️
Calamity◆
1550 z
【DEX + INS】
【HR + 16】fire
Two-handed ◆ Ranged ◆ Attacks with this weapon have
multi (2).
🗡️
Freezing Shot◆
1850 z
【DEX + INS】
【HR + 8】ice
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
slow.
🗡️
Quatermain◆
2600 z
【DEX + INS】+1
【HR + 12】air
Two-handed ◆ Ranged ◆ Deals extra damage equal to the
difference between your current and maximum
Inventory Points.
SAMPLE RARE FLAIL WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Old Whip
650 z
【DEX + DEX】
【HR + 8】physical
Two-handed ◆ Melee ◆ Deals 5 extra damage to
beasts and monsters.
🗡️
Dusk Star
750 z
【DEX + DEX】
【HR + 4】dark
One-handed ◆ Melee ◆ You are immune to shaken.
🗡️
Witchbane
800 z
【DEX + DEX】+1
【HR + 8】physical
Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the
target's Mind Points instead of their
Hit Points. If the target's Mind Points reach 0, any
excess damage is applied to their Hit Points as normal.
🗡️
Salamander
1000 z
【DEX + MIG】
【HR + 8】physical
One-handed ◆ Melee ◆ You have Resistance to
fire damage.
🗡️
Nunchaku
1100 z
【DEX + MIG】
【HR + 8】physical
One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
🗡️
Dominatrix
1200 z
【DEX + WLP】
【HR + 8】fire
One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks
and Magic Checks against enraged targets.
🗡️
Whipblade◆
1400 z
【DEX + MIG】+1
【HR + 12】physical
Two-handed ◆ Melee ◆ Attacks with this weapon have
multi (2).
🗡️
Silk Wire◆
1450 z
【DEX + DEX】
【HR + 12】physical
Two-handed ◆ Melee ◆ You have Resistance to
physical damage.
🗡️
Kusarigama
1650 z
【DEX + DEX】
【HR + 8】physical
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
slow.
🗡️
Jormungand◆
2400 z
【DEX + MIG】
【HR + 12】dark
Two-handed ◆ Melee ◆ Attacks with this weapon have
multi (3).
🗡️
Koi Whisker◆
2800 z
【DEX + WLP】
【HR + 12】physical
Two-handed ◆ Melee ◆ You have Immunity to dark and
light damage.
SAMPLE RARE HEAVY WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Bardiche◆
350 z
【MIG + MIG】+1
【HR + 14】physical
Two-handed ◆ Melee ◆ No Quality.
🗡️
Artisan's Mallet
450 z
【INS + MIG】
【HR + 6】physical
One-handed ◆ Melee ◆ Deals 5 extra damage to
constructs.
🗡️
Beowulf◆
550 z
【MIG + MIG】
【HR + 10】physical
One-handed ◆ Melee ◆ Deals 5 extra damage to
monsters.
🗡️
Belly of the Beast◆
650 z
【MIG + MIG】
【HR + 14】poison
Two-handed ◆ Melee ◆ Deals 5 extra damage to
humanoids.
🗡️
Forest Hatchet◆
750 z
【MIG + MIG】
【HR + 10】physical
One-handed ◆ Melee ◆ Deals 5 extra damage to
beasts and plants.
🗡️
Adamanthammer◆
1050 z
【MIG + MIG】
【HR + 14】physical
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
🗡️
Aura Hammer◆
1350 z
【MIG + MIG】
【HR + 14】light
Two-handed ◆ Melee ◆ Attacks with this weapon have
multi (2).
🗡️
Gravity Mace◆
1850 z
【MIG + MIG】
【HR + 14】earth
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
slow.
🗡️
Mjolnir◆
1850 z
【MIG + MIG】
【HR + 10】bolt
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
dazed.
🗡️
Wyrmwing◆
2050 z
【MIG + MIG】
【HR + 18】fire
Two-handed ◆ Melee ◆ You have Immunity to
fire damage.
🗡️
Soul of Pillage◆
2550 z
【MIG + MIG】
【HR + 18】dark
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
enraged.
🗡️
Winter Kolossus◆
2550 z
【MIG + MIG】
【HR + 18】ice
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and
Magic Defense.
Sample Rare Spear Weapons
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Dragontongue◆
500 z
【DEX + MIG】+1
【HR + 12】fire
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic
Defense.
🗡️
Rocinante◆
500 z
【DEX + MIG】
【HR + 8】physical
One-handed ◆ Melee ◆ Deals 1 extra damage per status effect
you have.
🗡️
Serpent Spear◆
800 z
【DEX + MIG】
【HR + 16】physical
Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores
Resistances.
🗡️
Halberd◆
1000 z
【DEX + MIG】
【HR + 12】physical
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
🗡️
Narwhalhorn◆
1200 z
【DEX + MIG】
【HR + 12】ice
One-handed ◆ Melee ◆ You have Resistance to
ice damage.
🗡️
Brave Glaive◆
1300 z
【MIG + WLP】
【HR + 12】earth
Two-handed ◆ Melee ◆ As long as you have at least three
Bonds of loyalty or affection, you gain
a +1 bonus to Defense and Magic Defense.
🗡️
Morrigan◆
1400 z
【DEX + MIG】+1
【HR + 12】dark
Two-handed ◆ Melee ◆ When you hit one or more creatures with
this weapon, you may recover 10 Mind Points.
🗡️
Gae Bolg◆
1800 z
【DEX + MIG】+1
【HR + 12】physical
Two-handed ◆ Melee ◆ If you roll a
critical success on an Accuracy Check with this
weapon, you may spend that opportunity to deal 10
extra damage.
🗡️
Longinus◆
2000 z
【DEX + MIG】+1
【HR + 16】physical
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
weak.
🗡️
Nine-teeth Rake◆
2500 z
【DEX + MIG】
【HR + 16】poison
Two-handed ◆ Melee ◆ You Absorb poison damage.
🗡️
Gungnir◆
3000 z
【DEX + MIG】
【HR + 16】light
Two-handed ◆ Melee ◆ You have Immunity to fire and
ice damage.
Sample Rare Sword Weapons
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Zweihänder◆
400 z
【DEX + MIG】+1
【HR + 14】physical
Two-handed ◆ Melee ◆ No Quality.
🗡️
Falling Rain◆
450 z
【DEX + DEX】+1
【HR + 10】ice
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic
Defense.
🗡️
Flamberge◆
500 z
【DEX + MIG】+1
【HR + 10】fire
One-handed ◆ Melee ◆ No Quality.
🗡️
Elegant Edge◆
700 z
【DEX + INS】+1
【HR + 6】physical
One-handed ◆ Melee ◆ You are immune to enraged.
🗡️
Joyeuse◆
900 z
【MIG + WLP】+1
【HR + 10】physical
One-handed ◆ Melee ◆ You are immune to shaken.
🗡️
Deathblade◆
1000 z
【DEX + MIG】+1
【HR + 6】dark
One-handed ◆ Melee ◆ Deals 5 extra damage if you are in
Crisis.
🗡️
Gunsword◆
1000 z
【DEX + MIG】+1
【HR + 10】physical
Two-handed ◆ Melee ◆ This weapon can target
flying creatures.
🗡️
Main Gauche◆
1000 z
【DEX + MIG】+1
【HR + 6】physical
One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
🗡️
The Rikizo◆
1200 z
【DEX + INS】+1
【HR + 10】physical
Two-handed ◆ Melee ◆ Deals 2 extra damage for each
Class you have mastered.
🗡️
Flesh Eater◆
1300 z
【MIG + MIG】
【HR + 10】poison
One-handed ◆ Melee ◆ Deals 5 extra damage to
weak targets.
🗡️
Kusanagi◆
1500 z
【DEX + MIG】+1
【HR + 14】air
Two-handed ◆ Melee ◆ Attacks with this weapon have
multi (2).
🗡️
Excalibur◆
2300 z
【MIG + WLP】+1
【HR + 10】light
Two-handed ◆ Melee ◆ You are immune to all status effects.
SAMPLE RARE THROWN WEAPONS
WEAPON
COST
ACCURACY
DAMAGE
🗡️
Crescent Edge
350 z
【DEX + INS】
【HR + 4】light
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic
Defense.
🗡️
Meteor Star
350 z
【DEX + INS】+1
【HR + 4】fire
One-handed ◆ Ranged ◆ No Quality.
🗡️
Throwing Axe
350 z
【DEX + MIG】
【HR + 8】physical
One-handed ◆ Ranged ◆ No Quality.
🗡️
Boomerang
750 z
【DEX + MIG】+1
【HR + 4】physical
One-handed ◆ Ranged ◆ Deals 5 extra damage to
beasts and monsters.
🗡️
Wind Dancer
850 z
【DEX + WLP】
【HR + 8】air
One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores
Resistances.
🗡️
Acupuncturer
950 z
【DEX + INS】+1
【HR + 8】physical
One-handed ◆ Ranged ◆ You are immune to poisoned.
🗡️
Blue Pinwheel
950 z
【DEX + INS】
【HR + 4】ice
One-handed ◆ Ranged ◆ You have Resistance to
ice damage.
🗡️
Crone's Needle
1050 z
【DEX + INS】+1
【HR + 4】earth
One-handed ◆ Ranged ◆ You have Resistance to
dark damage.
🗡️
Chakram
1250 z
【DEX + MIG】+1
【HR + 4】physical
One-handed ◆ Ranged ◆ Attacks with this weapon have
multi (2).
🗡️
Vajra
2050 z
【DEX + WLP】+1
【HR + 8】bolt
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
shaken.
🗡️
Dark Orbit
2250 z
【DEX + INS】
【HR + 4】dark
One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and
Magic Defense.
🗡️
Hive Dart
2300 z
【DEX + DEX】
【HR + 4】poison
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
poisoned.
DESIGNING RARE ARMORS AND SHIELDS
Creating a rare armor or shield is much simpler. Pick one of the
items from the lists on pages 132 to 133 and add a single Quality
to it, which will increase its price by a variable amount, as
shown by the table below.
Once again, feel free to come up with new and unique special
abilities for rare armors and shields, using these as a reference.
QUALITY
Defensive Qualities
Antistatus +500 z: You are immune to a single
status effect.
Resistance +700 z: You have Resistance to a
single damage type (not physical damage).
Dual Resistance +1000 z: You have Resistance to
two damage types (not physical damage).
Swordbreaker +1000 z: You have Resistance to
physical damage.
Immunity +1500 z: You have Immunity to a single
damage type (not physical damage).
Perfect Health +2000 z: You are immune to all
status effects.
Enhancement Qualities
Initiative Up +500 z: You gain a +4 bonus to
your Initiative modifier.
Accuracy Up +1000 z: You gain a +1 bonus to
your Accuracy Checks.
Magic Up +1000 z: You gain a +1 bonus to your
Magic Checks.
Vitality Up +1000 z: When you recover HP, you
recover 5 extra HP.
Healing Up +1500 z: Spells you cast that whose
effects restore Hit Points will restore 5 extra Hit Points.
Spell Up +2000 z: Spells you cast deal 5 extra
damage.
Weapon Up +2000 z: Your attacks with (choose
one: melee, ranged) weapons deal 5 extra damage.
44GAME MASTER
Chapter CHAPTER
SAMPLE RARE ARMORS
Slimy Jacket
Cost: 600 z
DEX die +1
INS die +1
M. DEFENSE -1
You are immune to poisoned.
Fox Garb
Cost: 650 z
DEX die +1
INS die +1
M. DEFENSE -
You are immune to slow.
Shadow Tunic
Cost: 650 z
DEX die +1
INS die +1
M. DEFENSE +4
You gain a +4 bonus to your Initiative modifier (already
included).
Desperado Coat
Cost: 750 z
DEX die +1
INS die +1
M. DEFENSE -1
When you use the Barrage Skill (see Sharpshooter Class,
page 205), the MP cost
is halved.
Butler Uniform
Cost: 800 z
DEX die +1
INS die +2
M. DEFENSE -2
When a potion or magisphere created with your Inventory
Points restores Hit Points, it restores 5 extra Hit
Points.
Maid Uniform
Cost: 800 z
DEX die +1
INS die +2
M. DEFENSE -2
When a potion or magisphere created with your Inventory
Points restores Mind Points, it restores 5 extra Mind
Points.
Bandit Jacket
Cost: 900 z
DEX die +1
INS die +1
M. DEFENSE -1
You gain a +1 bonus to Accuracy Checks with daggers.
Crystal Plate
Cost: 900 z
E
DEX die 1
INS die -3
You have Resistance to dark damage.
Valkyrie Wings
Cost: 900 z
E
DEX die 1
INS die +1
M. DEFENSE -3
When you cast the Soaring Strike spell (see Elementalist
Class, page 189), the MP cost is halved.
Armor of Heroes
Cost: 1000 z
E
DEX die 1
INS die -4
Critical successes rolled on Accuracy Checks and Magic
Checks for attacks and offensive (rr) spells that include
you among their targets do not generate opportunities.
Item Equipment Listings
Page 282 | ITEM COST DEFENSE M. DEFENSE INITIATIVE
Black Belt
1000 z DEX die INS die -
Your attacks with brawling weapons deal 5 extra damage.
Meditation Robe
1000 z DEX die +1 INS die +2 -2
Whenever you recover Mind Points, you recover 5 extra Mind
Points.
Archmage Robe
1200 z DEX die +1 INS die +2 -2
You gain a +1 bonus to your Magic Checks.
Automaton Suit
E 1250 z 11 INS die +1 -3
You have Immunity to earth and poison damage, but Vulnerability
to bolt damage.
Adamantorso
E 1300 z 12 INS die -4
You have Resistance to physical damage.
Ardent Yoroi
E 1300 z 12 INS die -4
You gain a +1 bonus to your Accuracy Checks.
Demongrin
E 1500 z 12 INS die -4
After a creature hits you with a melee attack, you deal 5 fire
damage to that creature (after the attack has been resolved).
Bio Plate
E 1700 z 11 INS die -3
You have Immunity to poison damage.
White Tunic
1700 z DEX die +1 INS die +2 -2
Spells you cast whose effects restore Hit Points will restore 5
extra Hit Points.
Granny Vest
2000 z DEX die INS die +2 -1
As long as you have this armor equipped, you treat your
Willpower as if it were one die size higher (up to a maximum of
d12).
Black Tunic
2200 z DEX die +1 INS die +2 -2
Spells you cast deal 5 extra damage.
Red Tunic
2500 z DEX die INS die +2 -1
You are treated as having an arcane weapon equipped for the sake
of Skills that require it.
CHAPTER SAMPLE RARE SHIELDS
Available Shields
ITEM
COST
DEFENSE
M. DEFENSE
INITIATIVE
Aegis, Fulgur
800 z +2
-
-
You have Resistance to bolt damage.
Aegis, Gelum
800 z +2
-
-
You have Resistance to ice damage.
Aegis, Gorgonis
800 z +2
-
-
You have Resistance to poison damage.
Aegis, Ignis
800 z +2
-
-
You have Resistance to fire damage.
Aegis, Lux
800 z +2
-
-
You have Resistance to light damage.
Aegis, Terra
800 z +2
-
-
You have Resistance to earth damage.
Aegis, Umbra
800 z +2
-
-
You have Resistance to dark damage.
Aegis, Ventus
800 z +2
-
-
You have Resistance to air damage.
Demonshield
E 950 z +2
+2
+2
After a creature deals damage to you, if you are in Crisis,
you may have that creature suffer shaken.
Shield of Spring
E 1150 z +2
+2
+2
Whenever you recover Hit Points, you recover 5 extra Hit
Points.
Seraph Shield
E 2050 z +2
+2
+2
As long as you are in Crisis, you are immune to all status
effects.
Adamantower
E 2500 z +3
+3
+3
You gain a +1 bonus to Defense and Magic Defense (already
included).
DESIGNING ACCESSORIES
When you create an accessory, simply decide on which ability it
will grant — you can pick from the list below or come up with one
that seems appropriate.
The price of the item is determined by its Quality. When creating
accessories, experiment with a variety of custom effects that
reflect the item's nature and origin. You will see that many of
the sample accessories in the following pages have unique
abilities that are not present on the table below — that is
because the best accessories are the ones that give slightly
quirky benefits or encourage unconventional strategies.
QUALITY COST EFFECT
Defensive Qualities
Antistatus: 500 z - You are immune to a single
status effect.
Resistance: 700 z - You gain Resistance to a
single damage type (not physical damage).
Amulet: 800 z - You gain a +1 bonus to Magic
Defense.
Bulwark: 800 z - You gain a +1 bonus to
Defense.
Dual Resistance: 1000 z - You have Resistance
to two damage types (not physical damage).
Swordbreaker: 1000 z - You have Resistance to
physical damage.
Immunity: 1500 z - You have Immunity to a
single damage type (not physical damage).
Omnishield: 2000 z - You gain a +1 bonus to
Defense and Magic Defense.
Perfect Health: 2000 z - You are immune to all
status effects.
Enhancement Qualities
Damage Change: 300 z - All damage dealt by your
weapons, spells, and Skills becomes of a specific type.
Initiative Up: 500 z - If you have this item
equipped at the start of a conflict, you gain a +4 bonus to your
Initiative modifier.
CHAPTER
Enhancement Qualities (continued)
Accuracy Up 1000 z
You gain a +1 bonus to your Accuracy Checks.
Magic Up 1000 z
You gain a +1 bonus to your Magic Checks.
Vitality Up 1000 z
Whenever you recover Hit Points, you recover 5 extra Hit
Points.
Healing Up 1500 z
Spells you cast whose effect restores Hit Points will restore
5 extra Hit Points.
Spell Up 2000 z
Spells you cast deal 5 extra damage.
Weapon Up 2000 z
Your attacks with (choose one: melee, ranged) weapons deal 5
extra damage.
SAMPLE ACCESSORIES
Explorer's Belt 500 z
You gain a +4 bonus to your Initiative modifier.
Gloves, Elegant 500 z
You are immune to dazed.
Gloves, Rough 500 z
You are immune to weak.
Gloves, Silky 500 z
You are immune to slow.
Gloves, Warm 500 z
You are immune to shaken.
Rookie's Boots 600 z
When you roll a fumble, if you have less than 10 Experience
Points, you may immediately gain 1 Experience Point.
ACCESSORY COST
Han'nya Mask
700 z
All damage you deal to shaken creatures ignores Resistances.
Pendant, Amber
700 z
You have Resistance to earth damage.
Pendant, Amethyst
700 z
You have Resistance to dark damage.
Pendant, Diamond
700 z
You have Resistance to light damage.
Pendant, Emerald
700 z
You have Resistance to poison damage.
Pendant, Opal
700 z
You have Resistance to air damage.
Pendant, Ruby
700 z
You have Resistance to fire damage.
Pendant, Sapphire
700 z
You have Resistance to ice damage.
Pendant, Topaz
700 z
You have Resistance to bolt damage.
Ring of Sorcery
800 z
You gain a +1 bonus to Magic Defense.
Wanderer's Boots
900 z
When your group makes a discovery while traveling, you may
immediately gain 1 Fabula Point.
Crested Helm
1000 z
You gain a +1 bonus to your Accuracy Checks.
ARTIFACTS
While rare items allow you to customize your character, artifacts
are the objects your entire campaign will revolve around. They
don’t just grant you a bonus to Checks, improved damage or a way
to ignore status effects: no, artifacts are so powerful that they
draw the attention of the major factions in your world.
Artifacts cannot be sold or purchased, except for truly ludicrous
prices — and even then, there aren’t many who are willing to part
with such powerful objects.
ARTIFACTS IN YOUR GAME
There are no rules for designing an artifact: its fantastic
effects should go way beyond those of typical spells and magical
items, and are only limited by what you as the Game Master think
would be appropriate. Needless to say, you can’t have a new
artifact pop up every other session — each story arc should
feature one or two at most.
Make sure your artifacts are important elements of the ongoing
story at the table, and not just “super powerful magical toys”.
ASTROSCOPE
A large globe filled with stars and swirling clouds.
Anyone who rests their hand atop this powerful artifact and gazes
upon the swirling energy within can manipulate the cycle of day
and night within a range of 1 travel day; they may also modify
weather conditions in the same area (wind, blizzards, snow,
clouds, and so on). This functions identically to an
Entropism (for day and night) or
Elementalism (for weather
conditions) Ritual, but this artifact does not consume Mind Points
and the user does not need to have mastered any of the magical
disciplines in question.
Artifact Descriptions
BLACK BLOOD
A large vial filled with an oily and sticky black substance.
It is said this liquid was gathered from a tainted spring in the
depths of the earth. Those who drink it gain a peculiar ability:
when killed, their spirit will not return to the stream of souls
that permeates the world. Instead, they will retain their
conscience and remain bound to the land of the living.
Why anyone would choose such a fate remains a mystery,
however...
DEAD MAN'S ZENIT
It resembles an ancient gold coin, save for the skull on its
back. Easily lost or misplaced, this unassuming gold coin
appears worn by age. Many who see the shining skull on its flip
side would laugh it out as a coinsmith's prank, but old sailors
would urge them to let the thing sink to the bottom of the
ocean: an old legend tells of an indestructible golden coin
whose bearer may command an army of ghostly pirates in exchange
for their own soul.
FINAL FEATHER
This beautiful feather shines with the colors of the rainbow.
Countless scholars have debated the nature and origin of this
forearm-sized feather but were unable to find an answer. Only
two things are certain: it's the last of its kind, and several
legends suggest it can be crushed into a light powder that can
resurrect a recently fallen creature.
Up until now, no one has gathered the courage to put that legend
to the test, especially because it would mean destroying the
feather.
HELM OF THOUGHTS
Fashioned from the skull of an unknown beast, this helm is
surprisingly light. Whoever wears this artifact can effortlessly
sense the surface thoughts and emotions of surrounding people.
By focusing their attention and using an action, the wearer can
read the thoughts of a specific living creature. While using the
dreadful power of this artifact, the target only feels a faint
tingling sensation at the base of their skull, unaware that
their mind is being read.
W ROD OF RISING EARTH
A forearm-sized staff made of brass-like metal.
This powerful artifact comes from an era of lost technology. Its
core body is made of a nigh-indestructible and extremely light
metal known as orichalcum, encasing a gem formed by crystalized
earth spirits. When placed in the center of a structure known as
"an orichalcum ring", whose nature and construction is yet
unknown, the rod may lift entire landmasses from the ground and
cause them to float and move.
SOULREND
The hyper-sharp edge glows with ominous light...
Resembling the lower portion of a shattered greatsword, this
artifact is almost useless in an actual fight: its true power lies
somewhere else. If the correct sequence of stances and movements
are performed, the wielder may isolate a single consciousness
present in the stream of souls and sever it from the flow. This is
a Ritualism effect of extreme potency, made easier if the soul in
question belongs to someone who recently passed, if they were of
especially strong character, or if the wielder of Soulrend had a
deep personal bond with them.
Depending on the outcome of the Check, the soul might only be
temporarily severed or even become unable to return to the
spiritual stream, doomed to gradually vanish into oblivion or
trapped in eternal torment.
TOME OF THE GATE
A hefty grimoire. Sometimes, the crimson eye on its cover seems to
move...
The pages of this ancient-looking book are filled with unreadable
gibberish and unsettling pictures, portraying nightmarish
creatures in their adoration of the sky.
If bathed in the light of a full moon, the ink begins to glow a
reddish hue and rises from the pages, twisting into a network of
writhing tendrils that tear at reality. This artifact opens a path
to the cosmos, which will close at daybreak.
DESIGNING BATTLES
As the Game Master, your role is to create battles that challenge
the Player Characters and enrich the story. The following pages
will provide you with a variety of tools and guidelines that will
help with the mechanical side — but first, there are a few
important points you should try to remember.
Relevant battles. A battle takes place when two
sides are at odds and resort to violence in order to achieve
their goals. Battles should be meaningful: they should build
upon what previously happened in the story, add new interesting
characters or plot elements and move things forward in some
important way.
People, not numbers. Characters are more than
their stats. They have emotions, a personality, their own lives
and goals — when they fight, they do so for a reason. Even the
ones that aren't the focus of your story should be treated as
more than disposable, faceless pawns.
More than the sum of its parts. There are a
variety of elements that can alter the threat posed by a
situation — the options available to Player Characters, for
instance, or the particular synergy between two monsters. Once
you add the environment, the whim of the dice and the occasional
use of Ritual magic into the mix, you can see that there is no
way to foresee the outcome of a battle — and that’s okay. Being
the GM has nothing to do with being “in control”, but rather
with your ability to react to unexpected situations. Battles are
just like that — sometimes, things will get weird, or the heroes
will steamroll their foe. Don’t sweat it too much.
Balance. While the advice in the coming pages
is geared towards building a somewhat balanced challenge,
remember that there’s nothing wrong with an easy battle every
once in a while, or the occasional super-hard boss fight. Just
don’t make those the norm, or they'll lose their charm!
More importantly, respect the Players' expectations and what you
discussed during session zero (see
page 147), and design battles
in accordance with what you agreed upon in terms of challenge and
complexity.
Take your time. When the heroes decide to fight
an enemy for which you don’t have any combat stats ready, it’s
perfectly okay to pause the game and take your time to design
those creatures. The rules on
page 302 have been designed
specifically to make this process as smooth and fast as
possible; once you have familiarized yourself with them,
creating new adversaries will only take a few minutes.
And there’s always the Bestiary, of course!
HOW MANY BATTLES?
In Fabula Ultima, battles will often take a heavy toll on the
characters' resources. On average, a group of Player Characters
can face any one of the following before needing to rest or
recharge Inventory Points:
Three easy battles.
Two normal battles, or one normal battle and one easy battle.
One hard battle.
See the next page for easy, normal, and hard battles.
PARTY LEVEL AND ENEMY LEVELS
When designing a battle, you should start by considering which
Player Characters are present on the scene and calculating their
Party Level.
The Party Level is equal to the highest character level among the
Player Characters that will take part in the battle. For instance,
a group that includes two level 10 PCs and one level 12 PC will
have a Party Level of 12.
Enemy Level Guidelines
If an enemy's level is... Then that enemy...
Lower than the Party Level: Is probably too
weak.
Within 5 levels of the Party Level: Should make
for an easy fight.
Within 10 levels of the Party Level: Should
make for a challenging fight.
Greater than the Party Level by 11+: Is
probably too strong.
The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a
good range of enemies for your battles.
CREATURE RANKS
Adversaries in Fabula Ultima may be soldiers, elites, or
champions.
SOLDIERS
A soldier-rank foe is roughly on par with a Player Character of
its level. Creatures in the Bestiary are all soldiers — for
instance, a level 15 Cactroll (page 348) would approximately be as strong as a level 15 Player
Character.
Creatures designed following the rules found on
page 302 are also soldiers.
The basic assumption is that, when putting together a battle, you
should involve a number of enemy soldiers based on the following
guidelines:
Challenge
Number of Soldiers
Easy Battle
Equal to the number of Player Characters minus one.
Normal Battle
Equal to the number of Player Characters.
Hard Battle
Equal to the number of Player Characters plus one.
If the PCs are accompanied by helpful NPCs who get their own full
turn during the conflict, each of these allies should be counted
as an additional Player Character.
To spice things up, soldiers can be strengthened into elites and
champions.
44GAME MASTER
CHAPTER
CREATING AN ELITE
Elite creatures count as two soldiers of the same level.
If you want to turn a soldier into an elite, do the following:
Hit Points: Double the creature's maximum Hit
Points.
Skills: The creature gains one Skill of your
choice. This may be an NPC Skill (see
page 306) or a Skill taken
from a character Class.
Turns: During conflict scenes, an elite
performs two turns per round.
Initiative: The creature increases their
Initiative score by 2 points.
CREATING A CHAMPION
Champion creatures can replace any number of soldiers of the same
level.
If you want to turn a soldier into a champion, do the following:
Hit Points: Multiply the creature's maximum Hit
Points by the number of soldiers they are replacing.
Mind Points: Double the creature's maximum Mind
Points.
Skills: The creature gains a number of
additional Skills of your choice equal to the number of soldiers
replaced. These may be NPC Skills (see
page 306) or Skills taken
from a character Class.
Turns: During conflict scenes, a champion
performs a number of turns per round equal to the number of
soldiers they are replacing.
Initiative: The creature increases their
Initiative score by 1 point for every soldier they are
replacing.
Remember that while elites and champions can perform more than one
turn per round, they must still do so while alternating with the
Player Characters — that is, they will not perform back-to-back
turns if at least one Player Character has yet to act during the
round.
Story Snippet
The Petrified Woods are the Great Behemoth's hunting grounds.
And yet, some who encountered it were strangely spared.
LEVELS AND RANKS
Use levels and ranks as "sliders" to adjust the challenge posed by
a battle.
Example: When designing a battle involving three level 10 Player
Characters, two level 10 soldiers would make for an extremely easy
encounter, while a level 20 champion replacing four soldiers would
be feasible but particularly challenging. Anything between those
two extremes would be fair game — with a battle against three
level 15 soldiers being the most “average” option.
IDEAL LENGTH
In Fabula Ultima, a conflict should ideally last three to four
rounds. Keep this in mind when you design your battles.
If you want to think in terms of damage, this means that on
average, a successful enemy attack should do damage equal to one
third of an average Player Character's Hit Points. Similarly, a
PC's average attack should do damage equal to one third of an
average soldier-rank enemy's Hit Points.
DAMAGE TYPES
When designing a battle, consider what types of damage the group
has access to:
Combine adversaries with different Vulnerabilities and
Resistances.
Grant powerful adversaries the ability to alter their
Vulnerabilities and Resistances.
If a creature has a Vulnerability that two or more characters in
the group can exploit, balance this out by enhancing their
Defense, Magic Defense, or Hit Points.
If a creature has a large amount of Hit Points (as champions
often do), give them at least one Vulnerability that the party
can use to their advantage.
Make it so that Player Characters cannot simply apply the same
highest-damage option over and over during battles — that can get
boring fast.
GAME MASTER
CHAPTER INFORMATION AND HINTS
Even if the heroes face a powerful foe, it is incredibly important
for the battle to be transparent. It is your job as GM to
communicate the following clearly:
Crisis. Always make sure to tell the Players if
an enemy is in Crisis, and give hints if this caused it to gain
new abilities or change its damage Affinities.
Damage Affinities. If a creature takes damage,
tell the Players what the corresponding Affinity is —
Vulnerable, Resistant, and so on. Inform the Players again if
they use the same damage type and the creature's Affinity has
changed.
Changes in attacks and abilities. When a
creature uses an ability, if its effects have changed during the
scene, make sure the Players know.
"Charged attacks". If an enemy is about to use
a powerful attack — the kind that the Player Characters should
Guard against! — you should describe them charging their energy
at the start of the round, and only unleash the attack later so
that the group can prepare for it.
Always allow the group to make informed tactical choices.
RANDOM TARGETING
This is the default method of choosing targets in Fabula Ultima,
and it frees you from the responsibility of picking targets for
enemy attacks. Simply assign a number to each member of the Player
Character's side, and determine the targets of attacks, spells and
Skills by rolling dice.
SWARMS
If the Player Characters find themselves battling a great number
of identical creatures and you want them to feel powerful, treat
all those creatures as a single swarm.
Examples of swarms may be a horde of drooling zombies, a cloud of
deadly insects, or even an entire unit of trained magitech
gunners.
If you want to turn a creature into a swarm, just do it —
mechanically the creature will be the same, it is simply
“described” as a multitude of smaller beings within the narrative
of the scene.
OBSTACLES AND GIMMICKS
You may add extra complexity to your battles by including:
Defenders. Some creatures might completely
shield an ally from attacks; characters must either defeat these
defenders or find a way to circumvent them (probably through a
Clock of some kind, generally eight to ten sections).
Limited options. Some adversaries might only be
susceptible to specific actions until the heroes manage to alter
the situation in some way.
Gimmicks. Some battles might require characters
to perform actions in a certain order or use specific damage
types to disable their enemies' most powerful attacks. For
instance, a golem might be unable to unleash its lightning beam
if struck by bolt damage while charging its elemental coils.
Waves. This is a common situation in video
games. Each wave consists of a group of about three to five
enemies; defeating one wave causes the following wave to arrive
on the scene, turning the battle into a war of attrition. If you
want to make things easier for the Player Characters, give them
a round to regroup and recover between each of the waves.
Reinforcements. You might have new enemies join
the battle at the end of each round. These enemies should have
simple attacks and be relatively easy to defeat. You should
establish a limit beyond which no new enemies will be added to
the scene until some have been defeated.
Regardless of which options you choose, you should design battles
to challenge the heroes' ability to work as a team: don't shut
down any of their Skills completely, but rather push them towards
experimenting with what their characters can do in ways that are
different from the strategies they previously adopted.
OBSTACLES AND GIMMICKS
You may add extra complexity to your battles by including:
Defenders. Some creatures might completely
shield an ally from attacks; characters must either defeat these
defenders or find a way to circumvent them (probably through a
Clock of some kind, generally eight to ten sections).
Limited options. Some adversaries might only be
susceptible to specific actions until the heroes manage to alter
the situation in some way.
Gimmicks. Some battles might require characters
to perform actions in a certain order or use specific damage
types to disable their enemies' most powerful attacks. For
instance, a golem might be unable to unleash its lightning beam
if struck by bolt damage while charging its elemental coils.
Waves. This is a common situation in video
games. Each wave consists of a group of about three to five
enemies; defeating one wave causes the following wave to arrive
on the scene, turning the battle into a war of attrition. If you
want to make things easier for the Player Characters, give them
a round to regroup and recover between each of the waves.
Reinforcements. You might have new enemies join
the battle at the end of each round. These enemies should have
simple attacks and be relatively easy to defeat. You should
establish a limit beyond which no new enemies will be added to
the scene until some have been defeated.
Regardless of which options you choose, you should design battles
to challenge the heroes' ability to work as a team: don't shut
down any of their Skills completely, but rather push them towards
experimenting with what their characters can do in ways that are
different from the strategies they previously adopted.
ENVIRONMENTAL EFFECTS
Any battle can be made more interesting by adding environmental
effects. You should try to introduce such features after one or
two sessions to grow familiar with the combat rules before
experimenting with them!
Here are some examples of environmental effects; the damage they
deal should be based on the table on
page 93.
ELEMENTAL AURA
This effect grants all creatures a Resistance or Vulnerability to
a specific type of damage (such as a cursed cathedral granting
everyone Resistance to light damage, or ocean water granting
Resistance to fire but Vulnerability to bolt).
RISING DANGER
This effects adds one or more elements of increasing danger to the
scene; perhaps the site of the battle is cursed and causes a new
penalty at the end of each round (such as MP loss, a status
effect, or direct HP loss). This puts a timer on the battle and
forces the heroes to take risks in order to defeat the enemy
quickly.
TRAPS AND HAZARDS
A natural danger or a mechanical contraption might deal damage to
some creatures at the end of each round, or to any character that
performs a specific action. Typical examples are poisonous fogs,
lightning storms, or magical anomalies.
UNSTABLE AREA
The battlefield might react to specific actions, dealing damage to
all participants or to randomly selected characters. For instance,
explosive barrels might detonate whenever a fire-based spell is
cast or a fire-based attack is performed.
When you introduce an environmental effect, you should allow
Player Characters to find ways to disable it or turn its effects
against their adversaries. This will normally require filling a
Clock through the Objective action.
as a minor Villain and given a pool of Ultima Points (see
page 101). as a minor Villain
and given a pool of Ultima Points (see
page 101). and can use the
Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is
GAME MASTER GUIDANCE
CHAPTER
MULTIPLE PHASES
You might design a boss fight where the main enemy, once reduced
to 0 Hit Points, transforms into a more powerful version that is a
completely new creature, with its Hit Points and Mind Points fully
restored.
The creature will only be considered "defeated" (and thus choose
between escaping and surrendering) once all phases have been
reduced to 0 Hit Points.
When you design a battle with multiple phases, the first one
should be more of a warm-up (generally a normal or even easy
challenge) and the “true” fight should only begin once the villain
has transformed. If you want to go for the ultimate challenge, you
could build a three-phase battle that goes from easy to normal and
then culminates with a hard fight!
If you do this, it can be a good idea to give the heroes a free
round of actions to prepare themselves between one phase and the
other.
Just be mindful that a multi-phase battle can take a long time —
plan accordingly and make sure you have time for it during the
session!
ROUTINES
You can give the boss battle a routine: the creatures perform
actions in the same order, round after round. This option makes
the battle slightly easier to manage as the Game Master, while
also making it feel very video game-y.
It's not for everyone, but it can be an interesting solution to
experiment with.
BE PREPARED
One final piece of advice: since crafting an interesting and
challenging boss fight can take up to half an hour of work,
prepare stats for your Villains and potential bosses in advance.
Updating an enemy to match the level of your group is much quicker
than having to come up with the whole battle on the spot.
DESIGNING NPCs
While running the game, you will sometimes find yourself in need
of an NPC whose statistics aren't already provided by the
bestiary. When this happens, you have two possible choices:
Reskin. The process known as “reskinning”
consists of taking an NPC of the appropriate level and simply
describing them as something different, with minor
modifications. For instance, if you need a dragon for your
session but your group is level 9, you could use a drake (which
is level 10) and grant it the ability to fly since the rest of
the monster's profile is already fitting.
Create from scratch. The alternative is to
build your own NPC. This process normally takes ten to fifteen
minutes, and possibly longer at high levels.
Over the course of this section, you will learn how to build a
soldier-rank NPC from scratch; please keep in mind that, while
this system gives you clear guidelines, the challenge posed by a
given NPC will vary greatly depending on the Player Characters'
Skills, equipment, and current resources!
Character Concept
Think about the NPC's role in the world and pick four Traits that
make them unique: a personality, a need or instinct, or even a
specific quirk of their nature. Much like a Player Character's
Identity, Theme and Origin, an NPC's Traits help you portray them
as a three-dimensional being. Villains may also invoke their
Traits to reroll Checks (page 46).
Building the Profile
Distribute one of the following arrays among the NPC's
Attributes:
Jack of All Trades: d8, d8, d8, d8
Standard: d10, d8, d8, d6
Specialized: d10, d10, d6, d6
Super Specialized: d12, d8, d6, d6
Upon reaching levels 20, 40, and 60, the NPC chooses one of
its Attributes and increases it by one die size (to a
maximum of d12).
Choose the NPC's level: From a minimum of 5 to
a maximum of 60.
Choose the NPC’s Species: beast, construct,
demon, elemental, humanoid, monster, plant, or undead. Each
Species has its own rules. You can find more information about
Species on the upcoming pages.
NPC Character Sheet Mechanics
Calculate the NPC's Secondary Scores
Initiative equal to {base Dexterity die size +
base Insight die size}, divided by 2. Remember to apply
penalties due to armor.
Maximum HP equal to {twice the NPC's level} +
{five times the NPC's base Might die size}.
Crisis score equal to half the NPC's maximum
HP.
Maximum MP equal to {the NPC's level} + {five
times the NPC's base Willpower die size}.
Defense equal to the NPC's current Dexterity
die size.
Magic Defense equal to the NPC's current
Insight die size.
Basic Attacks
The NPC may have any number of basic attacks—these can be melee
($) or ranged
(aa). Basic attacks start with the
following profile: (Attack Name) {Attribute +
Attribute} {HR + 5} (type) damage.
The Accuracy Checks for these attacks may rely on any Attributes
you choose, such as {INS + WLP} or {MIG + MIG}, and you are free
to choose whatever damage type seems more appropriate.
Basic attacks may also be modified by Skills (see below); if an
NPC can equip weapons, these too will count among the creature's
basic attacks.
Choosing the NPC’s Skills
Each NPC receives a basic number of free Skills based on their
Species (see next page), plus:
They gain an additional Skill every ten levels.
They may gain any number of extra Skills by taking an equal
number of Vulnerabilities. Vulnerability to physical damage
grants two Skills.
Skills may be NPC Skills (page 306) or come from character Classes.
Level Bonuses
NPCs gain a bonus to Accuracy Checks and Magic Checks equal to
{their level, divided by ten and rounded down to a minimum of 0}.
Furthermore, all NPCs that are level 20 or higher deal 5 extra
damage with their attacks and spells. This bonus increases to 10
extra damage for NPCs level 40 or higher, and 15 extra damage for
NPCs of level 60.
NPC SPECIES
An NPC must belong to one of the following eight Species.
BEAST
Starting Skills: 4
Beasts are feral creatures with animal intelligence. While their
shape is sometimes twisted by magic, they generally do not use
spells.
Examples: Giant rat, sun bear, warrior ant.
Rules: Beasts cannot acquire the Use
Equipment Skill.
CONSTRUCT
Starting Skills: 2
Constructs are artificial beings animated by the power of souls,
often crafted by alchemists, mages, or scientists.
Examples: Gargoyle, golem, magitech soldier.
Rules: Constructs are Immune to poison
damage, Resistant to earth damage, and immune to poisoned.
DEMON
Starting Skills: 3
Demons are incarnations of legends and beliefs. Despite
possessing a body, they are not truly alive. Some may even
reincarnate when slain.
Examples: Boogeyman, devil, imp.
Rules: Demons are Resistant to two damage
types of your choice.
ELEMENTAL
Starting Skills: 2
Elementals are tangible manifestations of the great forces of
nature. Some of them are sentient, but many are devoid of
thought.
Examples: Nymph, phoenix, titan.
Rules: Elementals are Immune to poison
damage, Immune to a second damage type of your choice, and
immune to poisoned.
Creature Template Information
44GAME MASTER | 305
CHAPTER
HUMANOID
Starting Skills: 3
This is a broad category, a catch-all term for intelligent
creatures who tend to live in communities and rely on tools
and equipment.
Examples:
Bandit
kobold
ogre.
Rules: Humanoids always gain the Use
Equipment Skill for free.
MONSTER
Starting Skills: 4
Monsters are magical beasts, generally quite intelligent and
gifted with supernatural powers. Their features are often
bizarre.
Examples:
Basilisk
dragon
mimic.
Rules: Monsters have no special rules.
PLANT
Starting Skills: 3
Far from being typical vegetation, these plants have evolved
into dangerous predators due to mutation or magical influence.
Examples:
Alraune
dragontrap
treant.
Rules: Plants are immune to dazed, shaken and
enraged, and Vulnerable to (choose one: air, bolt, fire, ice)
damage.
UNDEAD
Starting Skills: 2
Undead may be corpses reanimated through magic or restless
spirits unable to peacefully return to the stream of souls
that forms creation.
Examples:
Mummy
skeleton
zombie.
Rules: Undead are Immune to dark and poison
damage, immune to poisoned, and Vulnerable to light damage.
Additionally, when an effect (such as an Arcanum, a potion
or a spell) would cause an undead creature to recover Hit
Points, whoever controls that effect may instead have the
undead lose half as many Hit Points.
Rising from the Dark Side of the Moon is the Tower of
Orichalcum, where the first monster was born.
NPC SKILLS
What follows is a list of common NPC Skills. You are encouraged to
create your own custom Skills, using these as a guideline.
Remember that your goal when designing a Non-Player Character is
to provide a memorable encounter and an interesting challenge.
Keep the PC’s strengths and weaknesses in mind, and make sure to
create synergies between the NPC’s attacks and abilities!
Each Skill can be taken more than once, with the exception of
Skills marked as limited. That said, you are encouraged to go for
variety whenever possible.
CRISIS EFFECT
As long as they are in Crisis, your creature gains a special
benefit or ability.
Examples are:
Your NPC's damage Affinities change.
Damage dealt by your NPC ignores Resistances (or maybe even
Immunities).
One or more of your NPC's attacks gain multi (2).
Since this Skill will only activate when the creature is already
severely damaged, it's okay for the effects to be quite strong.
DAMAGE ABSORPTION
Choose any one damage type your NPC is already Resistant or Immune
to: they gain Absorption towards the chosen damage type.
This Skill is perfect for elemental creatures that may grow
stronger when struck by attacks matching their element and should
generally be accompanied by one or two Vulnerabilities that can be
exploited by clever Player Characters.
DAMAGE IMMUNITY
Your NPC gains Immunity to one damage type of your choice they
were not Vulnerable to. Be careful when making a creature Immune
to physical damage since it’s the most common damage type during
the early levels.
GAME MASTER
Chapter 307
DAMAGE RESISTANCE
Your NPC gains Resistance to two damage types of your choice.
If you choose a type the NPC was Vulnerable to, they don't
become Resistant to it: instead, they simply lose the
corresponding Vulnerability (only Vulnerabilities caused by
the NPC's Species can be removed this way).
FINAL ACT (LIMITED)
When reduced to 0 HP, your NPC can immediately perform some
sort of special action or attack. Self-destructing robots and
exploding fire elementals are great classics.
Take some liberty with this Skill, making it powerful but also
a hindrance for the NPC’s allies. If this Skill deals damage,
it should be minor (see
page 93).
FLYING (LIMITED)
Your NPC has the ability to fly or levitate. In addition to
the obvious narrative benefits, creatures on the ground cannot
reach your NPC with melee attacks as long as your NPC is in
mid-air (but your NPC can perform melee attacks against
targets who are on the ground).
Limitation 1: If the NPC suffers damage of
a type they are Vulnerable to, they are immediately forced
to land and lose the benefits of this Skill until the end of
the round, when they will automatically resume flight. Your
NPC may also be forced to land by spending an opportunity.
Limitation 2: As long as it is in Crisis,
the NPC loses all benefits granted by this Skill.
IMPROVED DAMAGE
Choose one of your NPC's attacks or spells: it now deals 5
extra damage. If you acquire this Skill multiple times, you
must always apply it to a different source of damage.
Caution: Be careful when using this Skill to
increase damage dealt by attacks with multi.
IMPROVED DEFENSES
Choose one option:
Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic
Defense.
Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic
Defense.
This Skill can be taken only twice, and its effects are
cumulative with those granted by equipment and other
Skills.
Improved Hit Points
Your NPC's maximum Hit Points are increased by 10.
This Skill is excellent for creatures that need to compensate
for low defenses or damage Vulnerabilities.
Improved Initiative (Limited)
Your NPC gains a +4 bonus to their Initiative score.
Reaction
Your NPC reacts to a specific trigger (such as being missed by
an attack, or hit by an offensive spell). Examples are:
Performs an attack after being missed by a melee attack.
Deals minor damage when hit by an offensive spell.
Recovers some Mind Points when damaged.
Special Attack
Choose one of your NPC's attacks and add a special effect.
Examples are:
The attack gains multi (2).
The attack targets Magic Defense instead of Defense.
The target suffers a status effect.
The target is trapped, swallowed or captured. Breaking free
will likely require filling a Clock of variable size —
generally four to six sections.
The attack deals more damage to targets suffering from status
effects.
The attack allows your NPC to recover HP equal to half the HP
loss it causes.
If the target was dazed or shaken, your NPC controls the
target's next action.
If the target was slow or weak, the attack petrifies them.
The attack prevents the target from performing a specific
action on their next turn.
The attack grants your creature some kind of bonus that lasts
until their next turn.
Some effects are much more powerful than others. When you choose
an effect for this Skill, compare it with other creatures of a
similar level in the Bestiary. Take into account how effective
the attack will be in this particular situation as well.
GAME MASTER
SPECIALIZED
Choose one option:
Your NPC gains a +3 bonus to all Accuracy Checks.
Your NPC gains a +3 bonus to all Magic Checks.
Your NPC gains a +3 bonus to Opposed Checks in a specific
context.
This Skill can be taken up to three times, but never for the same
type of Check.
SPELLCASTER
Choose one option:
Your NPC learns one spell and increases their maximum Mind
Points by 10.
Your NPC learns two spells.
NPCs may learn spells from Classes or from the list of NPC Spells
on the next page.
Offensive (rr) spells cast by NPCs may use 【MIG + WLP 】 or 【INS
+ WLP 】 for the Magic Check.
STATUS EFFECT IMMUNITY
Your NPC becomes immune to any two status effects of your choice.
UNIQUE ACTION
Your NPC may perform the Skill action to generate a unique effect.
Examples are:
Your NPC's next attack or spell will deal 10 extra damage.
Your NPC changes "stance", swapping or altering their damage
Affinities.
Your NPC calls for reinforcements (these adversaries should be
very weak).
USE EQUIPMENT (LIMITED)
Your NPC gains one accessory slot, one armor slot, one main hand
slot, and one off-hand slot. Soldier enemies should only be
equipped with Basic Items; elite and champion adversaries, on the
other hand, should often use Rare Items. If an NPC loses a weapon
they have equipped, any Skills assigned to the corresponding basic
attack should be transferred to their unarmed strikes.
NPC SPELLS
When you give a Non-Player Character one of these spells, rename
it and tweak its effects to suit your needs — most spells are
already customizable, allowing you to choose between status
effects or damage types: you make this choice when designing your
NPC.
For instance, you might give a creature
Cursed Breath from the list below, choose ice
damage and the slow status effect and rename it to Frozen Spear.
SPELL
MP
TARGET
DURATION
Area Status
20
Special Instantaneous Choose any number of creatures
you can see: each of them suffers (choose one: dazed,
shaken, slow, weak).
Breath
5
One creature Instantaneous The target suffers 【HR +
10】 (choose type) damage.
Curse
5
One creature Instantaneous The target suffers (choose
one: dazed, shaken, slow, weak).
Curse XL
10
One creature Instantaneous The target suffers (choose
two: dazed, shaken, slow, weak).
Cursed Breath
10
One creature Instantaneous The target suffers 【HR +
15】 (choose type) damage and suffers (choose one: dazed,
shaken, slow, weak).
Devastation
30
Special Instantaneous Choose any number of creatures
you can see: each of them suffers 30 (choose type) damage.
You may only cast this spell once per turn.
Note: This spell should only be given to champion and elite
creatures level 30 or higher, and said creatures can only cast
this spell during their last turn in the round.
GAME MASTER
(Page Identifier: 311 W)
Spells and Abilities
Lick Wounds
Cost: 5 | Target: Self |
Duration: Instantaneous
You recover 20 Hit Points. This amount increases to 30 Hit
Points if you are level 20 or higher, to 40 Hit Points if you
are level 40 or higher, or to 50 Hit Points if you are level 60
or higher.
Life Theft
Cost: rr 10 | Target: One
creature | Duration: Instantaneous
The target suffers 【HR + 15】 (choose type) damage. Then, you
recover an amount of Hit Points equal to half the Hit Point loss
they suffered.
Mind Theft
Cost: rr 10 | Target: One
creature | Duration: Instantaneous
The target suffers 【HR + 15】 (choose type) damage. Then, you
recover an amount of Mind Points equal to half the Hit Point
loss they suffered.
Poison
Cost: rr 10 | Target: × T |
Scope: Up to three creatures |
Duration: Instantaneous
Each target hit by this spell suffers poisoned.
Quicken
Cost: 20 | Target: One
creature | Duration: Instantaneous
The target may immediately perform a free attack with a weapon
they have equipped (or with a basic attack, if the target is an
NPC).
Rage
Cost: rr 10 | Target: × T |
Scope: Up to three creatures |
Duration: Instantaneous
Each target hit by this spell suffers enraged.
Shell
Cost: 10 | Target: Self |
Duration: Scene
Until this spell ends, you gain Resistance to physical damage.
War Cry
Cost: 10 | Target: × T |
Scope: Up to three creatures |
Duration: Scene
Until this spell ends, each target gains a +1 bonus to Accuracy
Checks.
Weaken
Cost: rr 10 | Target: One
creature | Duration: Scene
Until this spell ends, the target suffers 5 extra damage from
all sources that deal (choose type) damage.
ANGELA, THE FIRE MAGE
In today's session, the group is investigating traces of a
mysterious organization that has been stealing rare magic tomes
and gathering "suspicious" ingredients. The Player Characters have
managed to locate one of the group's hideouts, nestled within the
blackened and mossy remains of an old watchtower. Unfortunately,
they weren't exactly subtle in their search, and a nasty surprise
awaits them: Angela, one of the organization's founding members
and a capable pyromancer, has been informed of their arrival and
will confront them directly.
This just happened, and the GM asks everyone to give them a few
minutes in order to come up with a suitable battle. There isn't
much time, so they try to be as fast as possible while creating
something that provides an interesting challenge.
Player Character Level Assessment: First of
all, the Game Master looks at the Player Characters' levels. Two
of them are level 10, one is level 9, and another is level 11.
This means the adversaries should range from level 10 to level
20, on average.
Angela's Design Parameters: Since Angela acts
as the biggest threat in this situation, it makes sense for her
to be level 20. She's a humanoid creature,
which means she can equip items and gets three starting Skills,
and she is considered a minor Villain, which means she has
access to 5 Ultima Points.
The GM also plans on making her an elite or a champion, but for
now she will be built as a soldier.
Personality and Traits: Angela is a capable
mage with a strong personality, so she is given the following
Traits: ambitious, arrogant, knowledgeable, and ruthless. She
will be easily provoked and stop at nothing to protect the
organization's interests, which includes destroying all evidence
in the hideout if given no other choice.
Attributes: When it comes to her Attributes,
the choice is easy: a d10 in Willpower, and a d8 in every other
Attribute (normally one of her Attributes should be a d6, but
Angela is level 20 and gets to raise one of her Attributes by
one die size).
Combat Equipment & Attacks: Close combat won't
be Angela's strong suit, but the GM takes into account her
humanoid advantages and equips her with a
(ferula, page 270), a rare weapon that boosts her Magic Checks. The GM decides to
give her another basic attack that showcases her frequent use of
fire magic; this will be a ranged attack that relies on
【INS + WLP】 and deals 5 fire damage. The attack
is named "flame dart".
Since an adversary level 20 or higher deals 5 extra damage with
attacks and spells, Angela's staff will deal a total of
【HR + 7】 damage and her flame dart will deal a
total of 【HR + 10】 damage, making her a bit more
dangerous.
SAMPLE BOSS DESIGNS
Game Master Report
Now comes the fun part: Skills. Since Angela is level 20 and her
Species is humanoid, she will start with a total of five Skills
because she is being built as a soldier. If she is made an elite
or a champion, she'll get a few more.
First, Angela is a mage and that needs to be taken care of. The GM
gives her the Spellcaster Skill. When a character
takes that Skill, they can either learn two spells, or learn one
spell and increase their maximum MP by 10. The GM takes the
Spellcaster Skill twice and gives Angela three
spells, plus a slight bump to her Mind Points.
But which spells should be chosen? She's a pyromancer and a dark
mage, so she should get something from Elementalist and Entropist
—
Drain Vigor and Ignis feel
appropriate. When it comes to her third spell, the GM goes with
Flare. The idea is that the heroes will feel
threatened by Angela, and a damage spell like this will surely
leave an impression. All three spells also deal 5 extra damage due
to Angela being level 20.
There are three Skills available, so the GM keeps it simple and
takes
Damage Resistances against dark and fire damage,
then Special Attack twice, making her "flame
dart" target Magic Defense instead of Defense and inflict weak.
Character Build Sheet - Angela
Since she's level 20, Angela gains a
+2 bonus to Accuracy Checks and Magic Checks.
The GM writes that down.
Finally, Angela is given some physical protection in the form of
a sage robe, bringing her Defense to 9 and her Magic Defense to
10. Her Initiative score will be 6, and her maximum HP and MP
will both be equal to 80.
Were Angela a soldier-rank adversary, she'd be done. But that
isn't the case. The heroes confront her inside a magical
laboratory, so she'll have a few magical allies to support her;
there isn't much time, so the GM relies on a creature already
present in the Bestiary: the arcane lantern (page 328).
Since they don't want to make the battle too overwhelming and
there are four Player Characters in the group, the GM makes Angela
an elite accompanied by two arcane lanterns (renamed as "Angela's
arcane lanterns").
Unfortunately, the Lanterns are only level 5 — a bit too weak.
They could be made level 10, or the GM could do something
different. They know the lanterns are rather easy to dispatch,
being Vulnerable to physical damage, so they give Angela a huge
supply and then add an extra effect upon defeat.
They take away the lanterns' Mana Transfer action and replace it
with
Mana Burst: when an arcane lantern drops to 0 HP,
it shatters in a wave of spiritual energy and restores 10 Mind
Points to all characters present on the scene, be they friends or
foes. When this happens, a new lantern will join the battle at the
end of each round (up to a maximum of three lanterns in the battle
at any time).
This creates an interesting dynamic: the Player Characters can
focus their actions on Angela and risk being swarmed by lanterns,
or take out the constructs but gradually restore Angela's MP,
giving her the opportunity to cast more spells.
Finally, Angela is going to be made an elite; this means she
will get two turns per round, she will double her maximum Hit
Points (bringing her to a rather resilient 160), and she will
get an additional Skill. She also gets a +2 bonus to her
Initiative score.
The GM is pretty happy with the battle as it is, but thinks the
extra Skill should reflect just how determined Angela is to put an
end to the heroes' meddling: when she enters Crisis for the first
time, she will channel her magic in an attempt to destroy the
laboratory — this will be represented by a six-sections Clock,
named "ashes to ashes", which will automatically increase by 1 at
the start of each of Angela's turns. The Player Characters can of
course use the Objective action to turn back this Clock, but the
only way to preserve the evidence in the hideout is to both reduce
the Clock to 0 and defeat Angela or force her to leave the scene.
Ferula w
[INS + WLP] +2 w
[HR + 7] physical damage.
Flame Dart w
[INS + WLP] +2 w
[HR + 10] fire damage and the
target suffers weak. (This attack targets Magic Defense.)
Spells
Drain Vigor w
[INS + WLP] +3 w 10 MP w One
creature w Instantaneous. The target suffers
[HR + 15] dark damage and
Angela recovers Hit Points equal to half the Hit Point loss
caused by this spell.
Flare w
[INS + WLP] +3 w 20 MP w One
creature w Instantaneous. The target suffers
[HR + 30] fire damage. This
damage ignores Resistances.
Ignis w
[INS + WLP] +3 w 10 × T MP w
Up to three creatures w Instantaneous. Each target suffers
[HR + 20] fire damage.
Opportunity: Each target suffers shaken.
Angela's Arcane Lantern
Type: CONSTRUCT
Typical Traits: glowing, helpful, magical, tiny.
Attributes
DEX d8
INS d8
MIG d6
WLP d10
Core Stats
HP: 40 | MP: 20 | Init: 8
DEF: +1 | M.DEF: +2
Basic Attacks
Elemental Discharge w
[DEX + INS] w
[HR + 5] damage. When
Angela's arcane lantern performs this attack, roll a d6 to
determine the damage type: 1-2 bolt; 3-4 fire; 5-6 ice.
Special Rules
Construct The lantern is immune to
poisoned.
Mana Burst When reduced to 0 HP, Angela's
arcane lantern explodes in a wave of magical energy. When this
happens, every other creature present on the scene recovers 10
Mind Points.
Bestiary (page 326), the
thornfish catches the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a
The thornshark dives underwater and can no longer be targeted by
attacks (spells and other effects can still be used against it).
This benefit lasts until the start of the Thornshark's next turn,
or until the Thornshark loses any amount of Hit Points.
Special Rules
Crisis Effect: As long as the thornshark is in
Crisis, the Ocean Jet attack gains multi (2).
Flying: Creatures on the ground cannot reach
the thornshark with melee attacks as long as it is in mid-air
(but the thornshark can perform melee attacks against targets on
the ground with no penalties).
If the thornshark suffers damage of a type it is Vulnerable
to, it is immediately forced to land and temporarily loses the
benefits of this Skill — the Thornfish resumes flight at the
end of the round. The thornshark may also be forced to land by
spending an opportunity.
As long as it is in Crisis, the Thornshark loses all benefits
granted by this Skill.
318
BESTIARY
This final chapter details a variety of NPCs that the Game Master
may use as reference when designing adversaries during the first
20 levels of the game, but further supplements will add even more
— in the meantime, make sure to experiment with the rules for NPC
design (page 302) and come up
with unique adversaries!
SPECIES AND LEVELS
This chapter features a section for each NPC Species, in
alphabetical order: beasts, constructs, demons, elementals,
humanoids, monsters, plants, and undead.
Within each section, NPCS are listed based on their level, from
lowest to highest, in five-levels increments — level 5, level 10,
level 15, level 20, and so on.
All NPCS listed in this chapter are soldiers (not elites or
champions).
STUDYING A NON-PLAYER CHARACTER
If you want to know more about an NPC's profile, perform an
【INS + INS】 Open Check — during a conflict scene,
the Study action is what you're looking for.
The Game Master will reveal the corresponding amount of
information:
Result 10+: The NPC's Rank, Species, maximum
HP, and maximum MP.
Result 13+: All the above, plus Traits,
Attributes, Defense, Magic Defense, Affinities.
Result 16+: All the above, plus basic attacks
and spells.
The Game Master may apply a +2 bonus or -2 penalty for creatures
that are especially common or hard to find. Once you perform the
check, that is what you know — the same character cannot retry the
Check, regardless of if they encounter a different NPC that would
feature the same profile. However, you can still study different
aspects of the creature (such as desires and motivations); if the
NPC changes profile, perhaps through a transformation or a change
of phase, they can be studied again.
Creature Profile Guide
Chapter Title Placeholder
d 1. NAME, LEVEL AND SPECIES
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.
d 2. DESCRIPTION AND TYPICAL TRAITS
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.
Villains can also spend Ultima Points to invoke Traits and reroll
dice (page 101).
d 3. ATTRIBUTES
This line provides you with the creature's main and secondary
statistics:
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.
HP indicates the creature's maximum Hit Points,
followed by their Crisis score.
MP indicates the creature's maximum Mind
Points.
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.
d 4. DEFENSES
This section lists the creature's defensive statistics:
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.
Magic Defense (M.DEF) is always listed as a
bonus to be added to the creature's current Insight die size.
These scores already take into account any benefits granted by
shields and Skills.
5. DAMAGE AFFINITIES
Here you can find the creature's Affinity towards each of the nine
damage types in the game, in this order: physical, air, bolt,
dark, earth, fire, ice, light, poison.
Empty field means the creature has no Affinity
regarding the damage type in question.
VU means the creature is Vulnerable to the
damage type in question, thus doubling the Hit Point loss.
RS means the creature is Resistant to the
damage type in question, thus halving the Hit Point loss.
IM means the creature is Immune to the damage
type in question, thus negating the Hit Point loss.
AB means the creature Absorbs the damage type
in question, thus recovering Hit Points equal to the damage
suffered.
For more information on damage and Affinities, see
page 92.
6. BASIC ATTACKS
This section lists the creature's main attacks using the format
below:
$ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage. aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
$ or aa indicates whether the attack is melee
or ranged.
【Accuracy Check】 indicates which Attributes
must be rolled for the Accuracy Check.
【Damage Calculation】 indicates how to
calculate the damage dealt by the attack, generally by adding
the High Roll and a fixed value, as well as the type of damage
dealt by the attack. Some attacks deal no damage.
Many attacks have secondary effects or follow special rules, such
as targeting Magic Defense instead of Defense. Secondary effects
are listed after the damage calculation (if any) and only take
place if the attack was successful unless otherwise noted.
CHAPTER 7. SPELLS
Some creatures can cast spells. The format is as follows:
h Spell Name w 【Magic Check】 w MP cost w Target w
Duration.
Spell effect.
Key definitions:
w h indicates that this is a spell and requires the
Spell action.
w If rr is present next to the spell's
name, it is an offensive spell.
w【Magic Check】 indicates which Attributes must be
rolled for the Magic Check (if the spell is an offensive spell).
w MP cost indicates the spell's cost in Mind
Points.
w Target indicates the spell's possible target or
targets.
w Duration indicates whether the spell is
instantaneous or lasts for the scene.
Finally, the effects of the spell are described in the text. If
the spell features an opportunity option, it will be listed here.
Some spells have effects that change if the creature casting them
is a higher level — this is mentioned in the text.
DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 7
DEF +2 M.DEF +1 ' a b aa RS EE RS ff VU ii VU l b
BASIC ATTACKS
Mandible Slash w 【DEX + MIG】 w 【HR + 5】
poison damage and the target suffers weak.
Cutter Ball w 【DEX + MIG】 w 【HR + 5】
physical damage. If the cutterpillar performed the Guard
action during its previous turn, this attack deals 5 extra
damage.
SPECIAL RULES
Roll Up w When the cutterpillar performs the
Guard action, it gains Immunity to physical damage until the
start of its next turn.
GIANT RAT Lv 5 w BEAST
Large rats dwelling in sewers and tunnels. Their bite can cause
violent fevers, but they are easily scared away by fire.
Typical Traits: afraid of fire, fast, hungry,
vicious.
DEX d12 INS d8 MIG d6 WLP d6 HP 40 w 20 MP 35 Init. 14
DEF +0 M.DEF +0 ' a b a EE RS ff VU i l bb RS
BASIC ATTACKS
Bad Bite w 【DEX + MIG】 w 【HR + 5】
physical damage and the target suffers poisoned.
SPECIAL RULES
Cornered Rat w As long as it is in Crisis,
the rat gains a +3 bonus to all Checks.
Quick w When the giant rat fills or erases
sections of a Clock related to escaping or pursuing, it may
fill or erase an additional section.
55 BESTIARY
GREY HOWLER
Lv 5 w BEAST
Often trained as guardians, these large canines can prove
extremely loyal to their owners and companions.
Vicious Bite w 【DEX + MIG】 +3 w 【HR + 10】
physical damage.
SPECIAL RULES
Protect: When another character is in danger,
the grey howler may choose to take their place (see the Protect
Skill on page 197).
VAMPIRE BAT
Lv 5 w BEAST
Unlike normal bats, these oversized predators often attack people
and animals. They are surprisingly intelligent.
Typical Traits: afraid of light, aggressive,
loud, smart.
DEX d10
INS d8
MIG d6
WLP d8
HP 50 w 25 MP
45 Init. 9
DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
BASIC ATTACKS
Blood Drinker w 【DEX + DEX】 w 【HR + 5】
physical damage. Then, the vampire bat recovers an amount of HP
equal to half the HP loss suffered by the target.
Screech w 【DEX + WLP】 w 【HR + 5】 air damage
and the target suffers dazed.
SPECIAL RULES
Flying: See
page 307 for the detailed
effects of this Skill.
BOMBARD ANT Lv 10 w BEAST
These human-sized ants are an extension of their Queen's will —
a mysterious creature dwelling in the depths of the earth.
Ant Slam w 【DEX + MIG】 +1 w 【HR + 10】
physical damage.
Ant Cannon w 【DEX + INS】 +1 w 【HR + 5】
physical damage and the target suffers dazed.
Special Rules
Burrow
When the bombard ant takes the Guard action, if it is
standing on dirt, sand, or rock, it gains a +2 bonus to
Defense and becomes Vulnerable to earth damage until the
start of its next turn.
Empty Mind
The bombard ant is immune to dazed and enraged.
THORNFISH Lv 10 w BEAST
Barely longer than an outstretched arm, these fishes use their
fins to fly across brief distances and carry a vicious bite.
White Maw (Requires [DEX + MIG]): Deals +5
physical damage and the target suffers weak.
Spells
Iceberg (Cost: 20 MP): Targets one creature,
instant action. The target suffers 【HR + 30】 ice damage.
This damage ignores Resistances.
Lick Wounds (Cost: 5 MP): Self, instant
action. The white howler recovers 30 Hit Points (40 if level
40+, 50 if level 60+).
Special Rules
Regal Aura: Allies of the white howler are
immune to shaken.
ARCANE LANTERN Lv 5 w CONSTRUCT
Mages often keep these creatures as magical repositories. In a
pinch, the lanterns can even help in battle.
Typical Traits: glowing, helpful, magical, tiny.
Stats
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8
DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM
Basic Attacks
Elemental Discharge
Damage: {DEX + INS} w {HR + 5} damage. When the
arcane lantern performs this attack, roll a d6 to determine the
damage type: 1-2 bolt; 3-4 fire; 5-6 ice.
Other Actions
Mana Transfer
The arcane lantern may use an action and spend up to 10 Mind
Points to choose another creature it can see. That creature
recovers an equal amount of Mind Points.
Special Rules
Construct: The lantern is immune to poisoned.
CLATTERCLOWN Lv 10 w CONSTRUCT
A discarded toy jester inhabited by loathsome spirits. Perhaps it
is simply looking for someone to play with?
Typical Traits: creepy, loud, small, vengeful.
Stats
DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13
DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM
Basic Attacks
Jester Kick
Damage: {DEX + INS} +1 w {HR + 5} physical
damage. This attack deals 5 extra damage against dazed or shaken
targets.
Spells
Dancing Jester
20 MP w Special w Instantaneous. The clatterclown chooses any
number of creatures it can see: each of them suffers shaken.
Special Rules
Construct: The clatterclown is immune to
poisoned.
GARGOYLE
Lv 10 w CONSTRUCT
Despite their weight, gargoyles can levitate using their moderate
magical powers. They make for excellent guardians.
Typical Traits
Bound to a location
Cunning
Floating
Vigilant
Statistics
DEX
d10
INS
d8
MIG
d8
WLP
d6
HP
70 w 35
MP
50
Init.
9
Defenses
DEF: +0
M.DEF: +0
Basic Attacks
Stone Claws w 【DEX + MIG】 +1 w 【HR + 5】
physical damage. This attack targets Magic Defense.
Spells
Stone Barrage w 【MIG + WLP】 +1 w 10 MP w One
creature w Instantaneous. The target suffers 【HR + 15】 earth
damage and suffers dazed.
Special Rules
Construct: The gargoyle is immune to poisoned.
Flying: See
page 307 for the detailed
effects of this Skill.
MAGITECH TROOPER
Lv 10 w CONSTRUCT
A suit of armor animated by soul energy. Immensely powerful in
battle, but its strategies tend to be very predictable.
Typical Traits
Loyal
Predictable
Ruthless
Vigilant
Statistics
DEX
d8
INS
d8
MIG
d10
WLP
d6
HP
80 w 40
MP
40
Init.
5
Defenses
DEF: 11
M.DEF: +0
Equipment
waraxe, bronze plate.
Basic Attacks
Axe Strike w 【MIG + MIG】 +1 w 【HR + 14】
physical damage and the target suffers slow.
Special Rules
Construct: The magitech trooper is immune to
poisoned.
Exposed Core: As long as it is in Crisis, the
magitech trooper loses Resistance to fire and ice damage and all
damage dealt by its Axe Strike becomes bolt.
BRONZE GOLEM Lv 15 w CONSTRUCT
These clockwork automatons are often employed as guardians by
aristocrats and merchants. They are imposing but slow.
DEX d10 INS d8 MIG d8 WLP d6 HP 80 w 40 MP 45 Init. 9
DEF +0 M.DEF +0 ' aa VU bb VUa EE RS ff IM ii VU l bb IM
BASIC ATTACKS
Razor Dive: w 【DEX + DEX】 +1 w 【HR + 10】
physical damage. After performing this attack, the razorbird
loses all benefits granted by the Flying Skill until the start
of its next turn.
Gatling Gun: w 【DEX + INS】 +1 w 【HR + 5】
physical damage. This attack has multi (2).
Scorch Rocket: w 【DEX + INS】 +1 w 【HR + 10】
fire damage.
SPECIAL RULES
Construct: The razorbird is immune to poisoned.
Fast & Furious: The razorbird is immune to slow
and weak.
Flying: See
page 307 for the detailed
effects of this Skill.
FOREST GOLEM Lv 20 w CONSTRUCT
Druids and witches often weave together these creatures and order
them to guard sacred locations.
DEX d6 | INS d6 |
MIG d12 | WLP d10 |
HP 110 w 55 MP 80 | Init. 6
DEF +0 | M.DEF +0
BASIC ATTACKS
Bark Claws w
{MIG + MIG} +2 w
{HR + 10} physical
damage. This attack has multi (2).
Life Blast w
{DEX + MIG} +2 w
{HR + 15} light
damage.
SPELLS
Dispel w 10 MP w One creature w Instantaneous.
If the target is affected by one or more spells with a duration
of "Scene", instead they are no longer affected by any of those
spells.
Spore Breath w
{MIG + WLP} +2 w 10
MP w One creature w Instantaneous. The target suffers
{HR + 15} poison
damage and suffers weak.
Vine Burst w 20 MP w Special w Instantaneous.
The golem chooses any number of creatures it can see: each of
them suffers shaken.
SPECIAL RULES
Construct w The forest golem is immune to
poisoned.
Design Notes for Constructs
The once-resplendent waters of the Dagda Oasis now run dry. The
Golem attacks all that approach. When designing a construct boss,
you might separate it into parts (such as a sturdy central body
supported by telescopic limbs), or have it expose its magitech
core when in Crisis, increasing its elemental damage but also
lowering defenses and unlocking new Vulnerabilities.
CONSTRUCT BOSSES
And if there's a Magitech Tinkerer in the party, they might even
be able to take control of a soldier-rank limb and force the boss
to punch itself in the face! Those are the kind of scenes your
group will remember.
DEMONS
IMP Lv 5 w DEMON
The weakest of demons. Imps originate from the dark thoughts of
a single person or small community. They are cowards.
DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8
DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b
BASIC ATTACKS
Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice
damage. This attack targets Magic Defense.
SPELLS
Enrage r w 【INS + WLP】 w 10 MP w One
creature w Instantaneous. The target suffers enraged and
cannot perform the Guard or Spell actions on their next turn.
Shell w 10 MP w Self w Scene. Until this
spell ends, the imp gains Resistance to physical damage.
LIGHTNING WHEEL Lv 10 w DEMON
Born from the fears of travelers, these cruel demons ride inside
a large wooden wheel surrounded by lightning.
Typical Traits: bright, cackling, cruel, fast.
DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9
DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b
BASIC ATTACKS
Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】
physical damage.
SPELLS
Fulgur r w 【INS + WLP】 +1 w 10 × T MP w Up
to three creatures w Instantaneous. Each target suffers 【HR +
15】 bolt damage. Opportunity: Each target suffers
dazed.
SPECIAL RULES
Quick w When the lightning wheel fills or
erases sections of a Clock related to escaping or pursuing, they
may fill or erase two additional sections.
SHADOW HOWLER Lv 15 w DEMON
This massive dog is said to appear when a great catastrophe is
about to take place — they are not evil but mere harbingers of
tragedy.
Tangle of Vipers w
【DEX + INS】 +5 w
【HR + 15】 poison damage.
Cold Glare w
【DEX + WLP】 +5 w
【HR + 10】 ice damage and the
target cannot perform the Objective action on their next turn.
This attack targets Magic Defense.
Spells
Brain Melt rr w
【INS + WLP】 +2 w 5 × T MP w Up
to three creatures w Instantaneous. Each target loses 【HR +
10】 Mind Points.
Special Rules
Eloquent w The echidna gains a +3 bonus to
Opposed Checks during social occasions.
ACORN PIXIE
Lv 5 w ELEMENTAL
These fairies gather in places where life force flows untainted.
If said energy becomes corrupted, their minds may grow clouded by
rage.
Typical Traits: curious, glowing, kind, playful.
Statistics
DEX: d10
INS: d6
MIG: d6
WLP: d10
HP: 40
MP: 20
Init: 8
Basic Attacks
Sharp Needle w {DEX + DEX} w {HR + 5} physical
damage. This attack deals 5 extra damage against slow targets.
Spells
Entangle w {INS + WLP} w 5 MP w One creature w
Instantaneous. The target suffers slow.
Heal w 10 × T MP w Up to three creatures w
Instantaneous. Each target recovers 40 Hit Points (50 if level
20+, 60 if level 40+).
Special Rules
Elemental: The acorn pixie is immune to
poisoned.
Flying: See
page 307 for the detailed
effects of this Skill.
CHAOS SHARD
Lv 5 w ELEMENTAL
A fragment of negative energy given form. It is largely mindless,
generally feeding on decaying matter and residual arcane energy.
DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7
DEF +0 | M.DEF +0 |
AA VU bb | RSa EE IM f i l bb IM
Basic Attacks
Rock Charge w 【DEX + MIG】 +2 w 【HR + 15】
physical damage. This attack has multi (2). If this attack
misses any of its targets, the cragboar loses a minor amount
(20) of Hit Points.
Rock Tusk w 【MIG + MIG】 +2 w 【HR + 10】
physical damage.
Spells
h Rock Barrage rr w 【MIG + WLP】 +2 w 10 MP w
One creature w Instantaneous. The target suffers 【HR +
20】 earth damage and suffers dazed.
h Terra rr w 【MIG + WLP】 +2 w 10 × T MP w Up
to three creatures w Instantaneous. Each target suffers
【HR + 20】 earth damage. This spell cannot target creatures who
are flying, floating, falling, or otherwise in mid-air.
Opportunity: Each target performs one
fewer action on their next turn (to a minimum of 0
actions).
Other Actions
S Angry Snort w On its next turn, the cragboar
must perform Stone Charge, and each target hit by that attack
will suffer shaken.
Special Rules
Elemental w The cragboar is immune to poisoned.
While elementals aren't too common as bosses, they make for great
minions. Using pairs of "opposing" elementals, such as fire and
ice, makes it so that the group must vary their strategy and
attacks — because what hurts one elemental will heal the other,
and vice versa.
Elemental Minions
HUMANOIDS
BRIGAND Lv 5 w HUMANOID
A common sight on less-patrolled roads, brigands take advantage of
lone travelers and small caravans.
DEX d8 INS d8 MIG d8 WLP d8 HP 60 w 30 MP 45 Init. 5
DEF 11 M.DEF +0 ' a b a E f i l b
Equipment: heavy spear, crossbow, bronze plate.
Basic Attacks
Heavy Spear: w 【DEX + MIG】 w 【HR + 12】
physical damage.
Crossbow: w 【DEX + INS】 w 【HR + 8】 physical
damage.
Special Rules
Defensive Formation: The guard gains a +1 bonus
to Defense and Magic Defense as long as there are one or more
other guards in the conflict.
Protect: When another character is in danger,
the guard may choose to take their place (see the Protect Skill
on page 197).
W HIVEKIN Lv 10 w HUMANOID
Half-bee, half-human, these creatures have a long tradition of
arts and craftsmanship but tend to be quite reclusive.
Typical Traits: buzzing, industrious, lover of
beauty, secretive.
Statistics
DEX
d10
INS
d8
MIG
d8
WLP
d6
HP
70 w 35
MP
50
Init.
11
DEF
+1
M.DEF
+2
Equipment
katana
sage robe
Basic Attacks
$ Hiveblade w [DEX + INS] +5 w
[HR + 10] physical damage.
Spells
Bee Dance w 20 MP w One creature w
Instantaneous. The target may immediately perform a free attack
with a weapon they have equipped (or with a basic attack, if the
target is an NPC).
Special Rules
Flying: See
page 307 for the detailed
effects of this Skill.
MERCENARY Lv 10 w HUMANOID
Mercenaries are experts at survival and combat. Their abilities
and equipment make them a dangerous threat.
Typical Traits: competent, grim, jaded,
ruthless.
Statistics
DEX
d8
INS
d8
MIG
d8
WLP
d8
HP
60 w 30
MP
50
Init.
5
DEF
11
M.DEF
+1
Equipment
bronze sword
pistol
runic plate
Basic Attacks
$ Bronze Sword w [DEX + MIG] +5 w
[HR + 11] physical damage.
aa Pistol w [DEX + INS] +4 w
[HR + 8] physical damage.
Other Actions
Charged Attack: The mercenary's next attack
gains multi (2) and ignores Resistances.
SNIPER
Snipers provide support fire from the back lines or take out key
targets for the army. They are rather unfit for close combat.
Decorated Staff w 【WLP + WLP】 +2 w 【HR +
11】 physical damage.
Spells
Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up
to three creatures w Instantaneous. Each target suffers 【HR +
20】 bolt damage. Opportunity:
Each target suffers dazed.
Heal w 10 × T MP w Up to three creatures w
Instantaneous. Each target recovers 40 Hit Points (50 if level
20+, 60 if level 40+).
Fiendish-looking soldiers were seen inspecting the Great Crater
Lake. What could they be searching for?
CAIT SITH Lv 5 w MONSTER
When a cat dies in winter, a spirit might take possession of the
body, transforming them into a magical Cait Sith.
Typical Traits: curious, playful, smart, tiny.
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12
DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU
BASIC ATTACKS
Scratch w
【DEX + MIG】 w
【HR + 5】 physical damage.
SPELLS
Heat Control
rr w 【INS + WLP】 w 15 MP w One
creature w Scene.
The cait sith chooses fire or ice. Until this spell ends, the
target suffers 5 extra damage from all sources that deal damage
of the chosen type.
DREADMOTH Lv 5 w MONSTER
A large carrion-eating moth, its translucent wings are covered in
poisonous spores that cause terrible vertigo.
Typical Traits: creepy, flying, hairy, smelly.
DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8
DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS
BASIC ATTACKS
Moth Bite w
【DEX + MIG】 w
【HR + 10】 physical damage.
SPELLS
Poison Cloud
rr w 【MIG + WLP】 w 10 × T MP w
Up to three creatures w Instantaneous.
Each target suffers poisoned.
SPECIAL RULES
Flying w See
page 307 for the detailed
effects of this Skill.
55 BESTIARY
MELLOW OOZE
Lv 5 W Monster
Mellow oozes often live in symbiosis with larger monsters. They
can be easily recognized due to their unique noise: pwih, pwih!
Typical Traits:
Glowing
Soft
Terribly cute
Warm
Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w
30 MP 55 Init. 7
Defense: DEF +1 M.DEF +2 '' RS a bb RSa E ff
RS ii RS l bb VU
Abilities
BASIC ATTACKS
Mellow Lick w 【DEX + MIG】 w 【HR + 10】
physical damage.
Mellow Woosh w 【DEX + INS】 w 【HR + 5】 air
damage.
SPELLS
Mellow Dance (10 MP, One creature,
Instantaneous). The target recovers 30 Hit Points (40 if level
20+, 50 if level 40+, 60 if level 60+) and also recovers from
one status effect of the mellow ooze's choice.
DRAKE
Lv 10 W Monster
Despite being the weakest among dragons, drakes are nonetheless
formidable opponents; luckily, they are also very lazy.
Typical Traits:
Heavy
Hungry
Lazy
Scaly
Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w
35 MP 50 Init. 8
Defense: DEF +2 M.DEF +1 ' a b a E ff IM i l
bb VU
Abilities
BASIC ATTACKS
Bite w 【MIG + MIG】 +4 w 【HR + 10】
physical damage.
SPELLS
Dragonbreath (10 MP, One creature,
Instantaneous). The target suffers 【HR + 15】 fire damage and
suffers shaken.
HEXEYE Lv 10 w MONSTER
A winged, one-eyed monstrosity feared for its cursed gaze. Some
say it was born from the eye of a dead witch.
Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP
60 Init. 12 DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b
BASIC ATTACKS
Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical
damage.
Chaos Glare w 【DEX + WLP】 +1 w 【HR + 5】 dark
damage. If the target is dazed, they will perform one fewer action
on their next turn (to a minimum of 0 actions).
SPELLS
Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One
creature w Instantaneous. The target suffers dazed and weak.
SPECIAL RULES
Flying w See page 307 for the
detailed effects of this Skill.
HYDROZOA Lv 10 w MONSTER
Every slithering tentacle of these bizarre, floating jellyfish
monsters is filled with a powerful neurotoxin.
This attack targets Magic Defense instead of Defense. Each
target hit by this attack suffers slow; if a target is already
slow, they must instead succeed on a DL 10 【MIG + WLP】 Check
or be turned to stone — healing a petrified creature is an
adventure in and of itself.
Toxic Peck (w 【DEX + MIG】 +4 w 【HR + 10】
poison damage.)
MIMIC
Devious shapeshifters that can disguise themselves as objects.
Some say they are divine punishment for greedy adventurers.
DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
Basic Attacks
Mimic Claw (w 【DEX + MIG】 +4 w 【HR + 5】
physical damage.)
If the mimic ambushed an unsuspecting target, this attack
deals double damage.
Item Steal (w 【DEX + INS】 +4 w 【HR + 5】
physical damage.)
Each target hit by this attack loses 2 Inventory Points.
Special Rules
Shapeshifting: As long as it remains
transformed, the mimic is identical to the object it copied —
except for a single disturbing and/or unusual detail which the
Game Muster must include when describing them.
Drakes make for exceptionally loyal companions.
Friends for all life...
ALRAUNE
Lv 5 w PLANT
Tiny but malicious, these plants are known for bringing terrible
misfortune to anyone they encounter.
Typical Traits: creepy, fast, malevolent, tiny.
DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 |
Init. 9
DEF +0 M.DEF +0 (Stats/Resistances listed in the original raw
text block follow here.)
BASIC ATTACKS
Vine Slap w 【DEX + MIG】 w 【HR + 5】
physical damage. This attack deals 5 extra damage to shaken
targets.
Alraune Scream w 【WLP + WLP】 w No damage
and the target suffers shaken. This attack targets Magic
Defense and has no effect on targets unable to hear the
alraune.
SPECIAL RULES
Plant: The alraune is immune to dazed,
enraged, and shaken.
CURSED PUMPKIN
Lv 5 w PLANT
The wrathful remains of carved pumpkins, thrown away at the end
of an old autumn festival. Frequent protagonists of horror
tales.
Typical Traits: furious, rotting, small,
smelly.
DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init.
8
DEF +1 M.DEF +2 (Stats/Resistances listed in the original raw
text block follow here.)
BASIC ATTACKS
Rotten Bite w 【DEX + MIG】 +3 w 【HR + 5】
poison damage.
SPELLS
Pumpkin Puke rr w 【MIG + WLP】 w 10 MP w One
creature w Scene. Until this spell ends, the target suffers 5
extra damage from all sources that deal poison damage.
SPECIAL RULES
Plant: The cursed pumpkin is immune to dazed,
enraged, and shaken.
BESTIARY
PESTERVINE Lv 10 w PLANT
A tangle of vines surrounding a thorny core that vertically
splits into a bottomless maw. Some say it was a failed
experiment.
DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9
DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS
BASIC ATTACKS
Corrupting Vines w 【DEX + DEX】 +1 w 【HR +
5】 physical damage and the target suffers weak. As long as
they are weak, the target cannot perform the Guard action.
Dark Bite w 【DEX + MIG】 +1 w 【HR + 10】
dark damage.
SPECIAL RULES
Plant: The pestervine is immune to dazed,
enraged, and shaken.
SHROOMKIN Lv 10 w PLANT
These squat, lumbering creatures are generally peaceful, but
might become aggressive if their bogs are contaminated.
DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7
DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b
BASIC ATTACKS
Shroom Slap w 【DEX + MIG】 +1 w 【HR + 5】
physical damage.
SPELLS
Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One
creature w Instantaneous. The target suffers 【HR + 15】 poison
damage and suffers dazed.
SPECIAL RULES
Plant: The shroomkin is immune to dazed,
enraged, and shaken.
Wide Cap: When the shroomkin performs the
Guard action, it may choose another creature. That creature
gains Resistance to all damage types until the start of the
shroomkin's next turn.
CACTROLL
Lv 15 w PLANT
These towering cacti spend most of their days standing still
amidst the desert dunes, but become much more active at night.
Typical Traits: creepy, hulking, territorial,
water sensitive.
Moisture Drain: rr w
【MIG + WLP】 +1 w 10 MP w One creature w
Instantaneous.
The target suffers 【HR + 15】 poison damage. Then,
the cactroll recovers an amount of Hit Points equal to half the
Hit Points loss suffered by the target.
OTHER ACTIONS
Cactroll Juice: The cactroll heals from slow
and weak. Then, the cactroll performs Thorn Barrage as a free
attack.
SPECIAL RULES
Plant: The cactroll is immune to dazed,
enraged, and shaken.
Game Commentary
The dragontrap's Dragoneater, on the next page, is a good example
of how complex you can make an attack in this game, with a custom
Clock for keeping track of trapped characters. Don't do this too
often, and when you do, make sure it's the main gimmick of that
battle.
COMPLEX ATTACKS: Additionally, it should be
mentioned that effects such as this one requires additional
judgment calls from the Game Master — would a character be able to
see a swallowed ally and target them with a spell, for instance?
As the GM, if you introduce a creature with complex attacks, make
sure the group properly understands what they're up against.
DRAGONTRAP
Lv 20
Description
These colossal plants have a well-earned name: their maws are
large enough to engulf the limbs of an adult dragon. These are,
however, more often used to capture and digest animals and
humanoids.
The only good news about these monstrosities is that they are
deeply rooted in the ground — you can run away from them,
assuming you escape their lethal vines.
Type and Traits
Typical Traits: colossal, hungry, patient,
rooted in place.
Stats
DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8
DEF +0 M.DEF +0
Attacks and Abilities
Basic Attacks
Dragoneater w
【MIG + MIG】 +5 w
【HR + 10】 physical
damage. If a target hit by this attack is weak, they are
swallowed by the dragontrap: a swallowed creature will suffer
minor (20) physical damage at the beginning of each of the
dragontrap's turns and can perform no actions except for
Objective (with the goal of freeing themselves).
Lashing Vines w
【DEX + MIG】 +5 w
【HR + 15】 air damage and
the target suffers weak.
Spells
Numbing Gas w
【MIG + WLP】 +2 w 10 × T MP
w Up to three creatures w Instantaneous. Each target loses
half of their current Mind Points.
Pre-digestion w
【MIG + WLP】 +2 w 10 MP w
One creature w Scene. Until this spell ends, the target
suffers 10 extra damage from all sources that deal physical
damage.
Special Rules
Plant: The dragontrap is immune to dazed,
enraged, and shaken.
UNDEAD
DREAD URN Lv 5
A sepulchral urn, filled with old bones and inhabited by a
restless soul fueled by envy towards the living.
Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and
the mage recovers 5 MP.
Spells
Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three
creatures w Instantaneous. Each target suffers 【HR + 15】 dark
damage. Opportunity: Each target suffers shaken.
Special Rules
Undead w The skeletal mage is immune to
poisoned and HP recovery may harm them (page 305).
SKELETAL SOLDIER
Usually found guarding ancient ruins or serving a necromancer,
these creatures are ruthless and capable combatants.
DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM
Basic Attacks
Grave Claw w 【MIG + WLP】 +5 w 【HR + 10】
earth damage. Each target hit by this attack suffers slow; if a
target is already slow, they become Vulnerable to all damage
types until they recover from the slow status effect.
Special Rules
Ancient Curse w When reduced to 0 HP , the
mummy crumbles to dust and utters a powerful curse: all living
creatures present on the scene suffer shaken and weak.
Empty Mind w The mummy is immune to dazed,
enraged, and shaken.
Undead w The mummy is immune to poisoned and HP
recovery may harm it (page 305).
SHACKLED SOUL
Level: 20 w UNDEAD
Spirits whose tormented existence made it impossible to find peace
in the afterlife sometimes transform into powerful ghosts.