Sep 4, 2023 4:13 pm
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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.
[ +- ] CREATE YOUR IDENTITY: a short sentence that briefly summarizes how they see themselves at the moment.
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!
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!
[ +- ] CHOOSE YOUR THEME: a strong ideal, emotion or feeling that dominates your character's actions.
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.
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.
[ +- ] CHOOSE YOUR ORIGIN: All heroes come from somewhere: a humble village, a great city, or even something more fantastical.
All heroes come from somewhere: this is their Origin. 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.
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.
[ +- ] CHOOSE TWO TO THREE STARTING CLASSES: Take note of the free benefits and Skills gained.
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.
Entries describing each Class can be found starting on page 176.
[ +- ] DETERMINE YOUR ATTRIBUTES: Dexterity, Insight, Might, and Willpower.
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.
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.
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
When allocating Attribute dice, you should take into account your choices of Classes and Skills!
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.
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
When allocating Attribute dice, you should take into account your choices of Classes and Skills!
[ +- ] CALCULATE: Hit Points, Mind Points, Inventory Points, Defense, Magic Defense, and Initiative modifier.
HIT POINTS AND MIND POINTS
Your maximum Hit Points and Mind Points are calculated as follows:
Your maximum Hit Points are equal to five times your character’s base Might die size, + your total character leve.
Your Crisis score is equal to half your maximum Hit Points, rounded down.
Your maximum Mind Points are equal to five times your character’s base Willpower die size, + your total character level.
These values may be further modified by your character’s choices of Class, Skills and equipment.
Your character begins the game with full Hit Points and Mind Points.
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.
INVENTORY POINTS
Your maximum Inventory Points are calculated as follows:
Your maximum Inventory Points are equal to 6.
Note that this number may be further modified by your character’s choices of Class, Skills and equipment
Your character begins the game with full Inventory Points.
DEFENSE AND MAGIC DEFENSE
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).
Your maximum Hit Points and Mind Points are calculated as follows:
Your maximum Hit Points are equal to five times your character’s base Might die size, + your total character leve.
Your Crisis score is equal to half your maximum Hit Points, rounded down.
Your maximum Mind Points are equal to five times your character’s base Willpower die size, + your total character level.
These values may be further modified by your character’s choices of Class, Skills and equipment.
Your character begins the game with full Hit Points and Mind Points.
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.
INVENTORY POINTS
Your maximum Inventory Points are calculated as follows:
Your maximum Inventory Points are equal to 6.
Note that this number may be further modified by your character’s choices of Class, Skills and equipment
Your character begins the game with full Inventory Points.
DEFENSE AND MAGIC DEFENSE
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).
[ +- ] DETERMINE EQUIPMENT, SAVINGS, & FABULA POINTS
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. 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 (M) 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.
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).


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!
FABULA POINTS
Each Player Character enters play with 3 Fabula Points.
[ +- ] FINISHING TOUCHES
Give your character a name, note their pronoun(s), and briefly describe what they look like to the rest of the group!