56 lines
1.9 KiB
HTML
56 lines
1.9 KiB
HTML
<p>W</p>
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<h1>Fabula Points</h1>
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<p>
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Fabula Points represent the Player Characters’ ability to influence destiny
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and stem directly from their heroic nature and the hardships they face.
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</p>
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<h2>FABULA POINTS AT CHARACTER CREATION</h2>
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<p>
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Each newly created character automatically receives 3 Fabula Points; any other
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Fabula Points must be gained during play.
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</p>
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<h2>GAINING FABULA POINTS</h2>
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<p>
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There are four main ways a Player Character can gain Fabula Points, plus a
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fifth optional method:
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</p>
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<ul>
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<li>
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If a Player Character has no Fabula Points at the start of a session, they
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immediately receive 1 Fabula Point.
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</li>
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<li>
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Whenever a Player Character rolls a fumble on a Check, they immediately
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receive 1 Fabula Point.
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</li>
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<li>
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Whenever a Villain makes an entrance during a scene — even if it is a Game
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Master scene, where the Player Characters are not present — each Player
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Character will immediately receive 1 Fabula Point.
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<em class="note"
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>For more information on Villains, see
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<a href="/books/core/#page-100">page 100</a>.</em
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>
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</li>
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<li>
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Whenever a Player Character is reduced to 0 Hit Points and decides to
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Surrender, that character immediately receives 2 Fabula Points.
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</li>
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<li>
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Whenever a Player Character invokes one of their Bonds or Traits to
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automatically fail a Check (as per the optional rule on
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<a href="/books/core/#page-47">page 47</a>), that character immediately
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receives 1 Fabula Point.
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</li>
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</ul>
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<p>
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There is no upper limit to a character’s Fabula Points. In short, you are free
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to hoard them in preparation for an “important occasion” — however, spending
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Fabula Points is one of the main ways you will gain Experience Points and
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increase your level in the game (see
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<a href="/books/core/#page-226">page 226</a>).
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</p>
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<p>Thus, saving them up will slow down the growth of the entire group.</p>
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<hr />
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<h3>FABULA POINTS</h3>
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