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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>
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<p>Philip Forlenza (Order #)</p>
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