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<h1>GAME RULES</h1>
<section>
<h2>ULTIMA POINTS</h2>
<p>
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.
</p>
<h3>How Villains Receive Ultima Points</h3>
<dl>
<dt>Minor (5)</dt>
<dd>
Enemy commanders, unique and infamous monsters, and antagonists causing
trouble in small settlements.
</dd>
<dt>Major (10)</dt>
<dd>
Tyrants, powerful mages, legendary creatures, and entities that threaten
entire countries.
</dd>
<dt>Supreme (15)</dt>
<dd>
Archdemons, immortal entities, and alien deities bent on destruction or
domination.
</dd>
</dl>
<h2>SPENDING ULTIMA POINTS</h2>
<p>A Villain has three options for spending Ultima Points:</p>
<dl>
<dt>Escape (1 Point)</dt>
<dd>
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".
</dd>
<dt>Invoke Trait (1 Point)</dt>
<dd>
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).
</dd>
<dt>Recovery (1 Point)</dt>
<dd>
A Villain may use an action and spend 1 Ultima Point to recover from all
status effects and also recover 50 Mind Points.
</dd>
</dl>
<p>
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).
</p>
</section>