Dec 14, 2023 3:25 pm
Step 1: Pick an Identity
The first step is to pick your identity. This is a short sentence that tells you who your character is and can be invoked at certain points for extra benefits on tests. For the most part, this is up to you. In order to give you some prompts, I've included a list of the premade ones but feel free to take one if you think it fits your character concept.
1. Royal Knight
2. Battle Priestess of the Old Faith
3. Elderly Amnesiac Sorcerer
4. Freedom Fighting Brawler
5. Tormented Veteran
6. Queen of the Desert Thieves
7. Warrior Princess of the Moon People
8. Former Imperial Strategist
9. Magitech Scientist
10. One Eyed SamuraiStep 2: Pick a Theme
Your theme is the basis for your character's motivations. The main mechanical effect of this is for potential advancement as the game progresses. Theme is also fluid, allowing you to change your theme whenever you level up. The spoiler contains the list of Themes to pick from.
1. Ambition
2. Anger
3. Belonging
4. Doubt
5. Duty
6. Guilt
7. Hope
8. Justice
9. Mercy
10. VengeanceStep 3: Pick an Origin
This part is completely up to you. It has no overall gameplay element, but it helps with decided who your player is and what bonds they would have with their fellow adventurers. There aren't any prompts for this one, but I'm happy to add some and has it out if you're struggling to decide on anything.
Step 4: Pick two Classes
At the beginning of the game you can have 2-3 classes. For the purposes of keeping things simple and balanced I'm restricting it to two starting classes. As new characters, you have 5 levels to spend on these classes. What this means, is you'll have 5 skills to spread between them. As a general note, the book recommends a 3/2 spread, but 4/1 is also allowed. I've added a list of classes in the spoiler, and I'll add a poll just so you can all pick classes you want if you're not using the premades.
I won't add the skills for the classes until I know which ones to add, just to save me some potential time and effort. :p
1. Arcanist - Summon magical avatars of ancient entities.
2. Chimerist - Learn spells from animals and speak to them.
3. Darkblade - Unleash attacks drawn from bonds.
4. Elementalist - Wield the power of the elements.
5. Entropist - Channel the energy of the cosmos.
6. Fury - Provoke enemies and hit hard.
7. Guardian - Protect your allies with heavy armour.
8. Loremaster - Support your allies through knowledge.
9. Orator - Use your words to influence conflicts.
10. Rogue - Seize Opportunities and steal unique items.
11. Sharpshooter - Excel at ranged combat.
12. Spiritist - Support with magic and light element spells.
13. Tinkerer - Craft inventions and use Inventory Points.
14. Wayfarer - Be a master explorer.
15. weaponmaster - Excel at melee combat.
16. Chanter - Use singing to cast magic.
17. Commander - Use tactics to support allies.
18. Dancer - Use dances to cast magic.
19. Symbolist - Use images to cast magic.
Step 5: Determine Attribute Scores
After picking your class, it's time to determine your attribute scores. Fabula Ultima has four attributes, including Dexterity (governing defence and finesse), Insight (governing magic defence and knowledge), Might (governing strength and health), and Wisdom (governing magic and magic points). At character creation you can chose one of three for your attribute scores.
Step 6: Calculate Derived Stats
After picking your attribute scores and assigning them where you prefer, you need to calculate your derived stats next. The calculations are in the table below.
Step 7: Items and Equipment
At the beginning of the game, all characters have 500 zenit to spend on starting equipment. They can buy anything under basic items. Anything left over is added to your starting savings. In addition you gain [2D6 X 10] Zenit to add to your starting savings after purchasing equipment.
When using healing items or stuff from your inventory that doesn't include weapons, armour, shields or accessories, your character uses inventory points. Since you start with 6 inventory points, you won't need to buy any of these.
Step 8: Name and Pronouns
Last but not least, some finishing touches. Pick your characters name and pronouns, and anything else narrative you think your character needs!
The first step is to pick your identity. This is a short sentence that tells you who your character is and can be invoked at certain points for extra benefits on tests. For the most part, this is up to you. In order to give you some prompts, I've included a list of the premade ones but feel free to take one if you think it fits your character concept.
[ +- ] Identities
1. Royal Knight
2. Battle Priestess of the Old Faith
3. Elderly Amnesiac Sorcerer
4. Freedom Fighting Brawler
5. Tormented Veteran
6. Queen of the Desert Thieves
7. Warrior Princess of the Moon People
8. Former Imperial Strategist
9. Magitech Scientist
10. One Eyed Samurai
Your theme is the basis for your character's motivations. The main mechanical effect of this is for potential advancement as the game progresses. Theme is also fluid, allowing you to change your theme whenever you level up. The spoiler contains the list of Themes to pick from.
[ +- ] Themes
1. Ambition
2. Anger
3. Belonging
4. Doubt
5. Duty
6. Guilt
7. Hope
8. Justice
9. Mercy
10. Vengeance
This part is completely up to you. It has no overall gameplay element, but it helps with decided who your player is and what bonds they would have with their fellow adventurers. There aren't any prompts for this one, but I'm happy to add some and has it out if you're struggling to decide on anything.
Step 4: Pick two Classes
At the beginning of the game you can have 2-3 classes. For the purposes of keeping things simple and balanced I'm restricting it to two starting classes. As new characters, you have 5 levels to spend on these classes. What this means, is you'll have 5 skills to spread between them. As a general note, the book recommends a 3/2 spread, but 4/1 is also allowed. I've added a list of classes in the spoiler, and I'll add a poll just so you can all pick classes you want if you're not using the premades.
I won't add the skills for the classes until I know which ones to add, just to save me some potential time and effort. :p
[ +- ] Classes
1. Arcanist - Summon magical avatars of ancient entities.
2. Chimerist - Learn spells from animals and speak to them.
3. Darkblade - Unleash attacks drawn from bonds.
4. Elementalist - Wield the power of the elements.
5. Entropist - Channel the energy of the cosmos.
6. Fury - Provoke enemies and hit hard.
7. Guardian - Protect your allies with heavy armour.
8. Loremaster - Support your allies through knowledge.
9. Orator - Use your words to influence conflicts.
10. Rogue - Seize Opportunities and steal unique items.
11. Sharpshooter - Excel at ranged combat.
12. Spiritist - Support with magic and light element spells.
13. Tinkerer - Craft inventions and use Inventory Points.
14. Wayfarer - Be a master explorer.
15. weaponmaster - Excel at melee combat.
16. Chanter - Use singing to cast magic.
17. Commander - Use tactics to support allies.
18. Dancer - Use dances to cast magic.
19. Symbolist - Use images to cast magic.
[ +- ] Classes Poll
Class preferences Multi
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
After picking your class, it's time to determine your attribute scores. Fabula Ultima has four attributes, including Dexterity (governing defence and finesse), Insight (governing magic defence and knowledge), Might (governing strength and health), and Wisdom (governing magic and magic points). At character creation you can chose one of three for your attribute scores.
Jack of All Trades | D8 | D8 | D8 | D8 |
Average | D10 | D8 | D8 | D6 |
Specialised | D10 | D10 | D6 | D6 |
Step 6: Calculate Derived Stats
After picking your attribute scores and assigning them where you prefer, you need to calculate your derived stats next. The calculations are in the table below.
Hit Points | Level + [Might X 5] |
Magic Points | Level + [Wisdom X 5] |
Inventory Points | 6 |
Defence | Dexterity |
Magic Defence | Insight |
Initiative | 0 |
Step 7: Items and Equipment
At the beginning of the game, all characters have 500 zenit to spend on starting equipment. They can buy anything under basic items. Anything left over is added to your starting savings. In addition you gain [2D6 X 10] Zenit to add to your starting savings after purchasing equipment.
When using healing items or stuff from your inventory that doesn't include weapons, armour, shields or accessories, your character uses inventory points. Since you start with 6 inventory points, you won't need to buy any of these.
Step 8: Name and Pronouns
Last but not least, some finishing touches. Pick your characters name and pronouns, and anything else narrative you think your character needs!