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<p>W</p>
<h1>Fabula Points</h1>
<p>
Fabula Points represent the Player Characters ability to influence destiny
and stem directly from their heroic nature and the hardships they face.
</p>
<h2>FABULA POINTS AT CHARACTER CREATION</h2>
<p>
Each newly created character automatically receives 3 Fabula Points; any other
Fabula Points must be gained during play.
</p>
<h2>GAINING FABULA POINTS</h2>
<p>
There are four main ways a Player Character can gain Fabula Points, plus a
fifth optional method:
</p>
<ul>
<li>
If a Player Character has no Fabula Points at the start of a session, they
immediately receive 1 Fabula Point.
</li>
<li>
Whenever a Player Character rolls a fumble on a Check, they immediately
receive 1 Fabula Point.
</li>
<li>
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.
<em class="note"
>For more information on Villains, see
<a href="/books/core/#page-100">page 100</a>.</em
>
</li>
<li>
Whenever a Player Character is reduced to 0 Hit Points and decides to
Surrender, that character immediately receives 2 Fabula Points.
</li>
<li>
Whenever a Player Character invokes one of their Bonds or Traits to
automatically fail a Check (as per the optional rule on
<a href="/books/core/#page-47">page 47</a>), that character immediately
receives 1 Fabula Point.
</li>
</ul>
<p>
There is no upper limit to a characters 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
<a href="/books/core/#page-226">page 226</a>).
</p>
<p>Thus, saving them up will slow down the growth of the entire group.</p>
<hr />
<h3>FABULA POINTS</h3>