Mar 4, 2024 8:35 pm
Fabula Ultima Rules Ref
Whenever you roll a double on a 6 or higher you gain a critical success and may pick one opportunity from the list.
- Gain +4 on your next roll.
- A creature suffers Dazed, Shaken, Slow or Weak
- You create a bond with something or someone in the scene or add an emotion to an existing bond.
- A creature in the scene makes a compromising statement.
- You earn someone’s favour of admiration.
- You spot a useful clue or detail.
- An item is destroyed, stolen or left behind.
- You may fill or erase up to two sections of an active clock.
- Something or someone of your choice appears in the next scene.
- You discover one vulnerability or trait.
- You learn the goals and motivations of a creature.
When a character falls to 0hp, they may surrender. A character who surrenders may not be killed but will suffer a narrative consequence. When a character surrenders, they gain 2 fabula points and regain consciousness with HP equal to their Crisis restored. Examples of consequences include.
- Changing your theme to anger, doubt, guilt or vengeance.
- The heroes lose the faith and approval of an important person or group.
- Something precious is taken from you.
- You’re forced to erase a bond and replace it with a negative bond to a character of the GMs choice.
- You are separated from your allies.
There are nine different types of damage.
Physical | Air | Bolt | Dark | Earth | Fire | Ice | Light | Poison
If a character is Vulnerable to a type of damage, they take double damage from its sources. If they are Resistant, they take half, and if they are immune, they take none. Rarely, a character will be able to absorb the damage, at which point they recover hit points equal to the amount suffered.
There are four ways to gain Fabula Points:
- If you roll a fumble on a check.
- When a villain enters a scene.
- When you’re reduced to 0 hit points and surrender (gain 2)
- When you invoke a bond or trait to automatically fail a check.
- You can spend Fabula Points to do any of the following.
- Alter an existing element of the story or add a new element.
- Invoke a bond and add the bond strength to a check.
- Invoke a trait and re-roll a die.
- Use a skill.
When a villain is introduced, they are determined to be either a minor, major or supreme villain. Depending on which they are, they have a pool of Ultima points.
Minor = 5
Major = 10
Supreme = 15
They can spend those points on effects in the same way as a player character.
- They can spend 1 point to escape the scene.
- They can spend 1 point to invoke a trait.
- They can spend 1 point to recover from status effects and heal 50mp.
At any time during play the villain may escalate. When doing so, they become value higher. For example, a minor villain becomes a major villain.
All characters have 6 or more max inventory points. They can be used at any time, though as a standard action in combat, to produce one of the following items.
- Exixir – 3 – Recover 50mp.
- Remedy – 3 – Recover 50hp.
- Tonic – 2 – Recover a single status effect.
- Elemental Shard – 2 – One creature suffers 10 damage with a single damage type of your choice.
- Magic tent – 4 – The entire group may rest in the wilderness.
Inventory points may be recharged at a shop for a cost of 10z for every point recharged.
The GM determines the threat level of travel. The highest is applied if multiple are present.
One player rolls a travel roll, by rolling a dice equal to the appropriate threat level. On a 6 or higher the group encounters danger. On a 1 they encounter a discovery.
Unless stopped by an encounter, the group continue their travel.
[ +- ] Opportunities
Whenever you roll a double on a 6 or higher you gain a critical success and may pick one opportunity from the list.
- Gain +4 on your next roll.
- A creature suffers Dazed, Shaken, Slow or Weak
- You create a bond with something or someone in the scene or add an emotion to an existing bond.
- A creature in the scene makes a compromising statement.
- You earn someone’s favour of admiration.
- You spot a useful clue or detail.
- An item is destroyed, stolen or left behind.
- You may fill or erase up to two sections of an active clock.
- Something or someone of your choice appears in the next scene.
- You discover one vulnerability or trait.
- You learn the goals and motivations of a creature.
[ +- ] Surrendering
When a character falls to 0hp, they may surrender. A character who surrenders may not be killed but will suffer a narrative consequence. When a character surrenders, they gain 2 fabula points and regain consciousness with HP equal to their Crisis restored. Examples of consequences include.
- Changing your theme to anger, doubt, guilt or vengeance.
- The heroes lose the faith and approval of an important person or group.
- Something precious is taken from you.
- You’re forced to erase a bond and replace it with a negative bond to a character of the GMs choice.
- You are separated from your allies.
[ +- ] Damage Types
There are nine different types of damage.
Physical | Air | Bolt | Dark | Earth | Fire | Ice | Light | Poison
If a character is Vulnerable to a type of damage, they take double damage from its sources. If they are Resistant, they take half, and if they are immune, they take none. Rarely, a character will be able to absorb the damage, at which point they recover hit points equal to the amount suffered.
[ +- ] Fabula Points
There are four ways to gain Fabula Points:
- If you roll a fumble on a check.
- When a villain enters a scene.
- When you’re reduced to 0 hit points and surrender (gain 2)
- When you invoke a bond or trait to automatically fail a check.
- You can spend Fabula Points to do any of the following.
- Alter an existing element of the story or add a new element.
- Invoke a bond and add the bond strength to a check.
- Invoke a trait and re-roll a die.
- Use a skill.
[ +- ] Villain Fabula Points
When a villain is introduced, they are determined to be either a minor, major or supreme villain. Depending on which they are, they have a pool of Ultima points.
Minor = 5
Major = 10
Supreme = 15
They can spend those points on effects in the same way as a player character.
- They can spend 1 point to escape the scene.
- They can spend 1 point to invoke a trait.
- They can spend 1 point to recover from status effects and heal 50mp.
At any time during play the villain may escalate. When doing so, they become value higher. For example, a minor villain becomes a major villain.
[ +- ] Inventory Points
All characters have 6 or more max inventory points. They can be used at any time, though as a standard action in combat, to produce one of the following items.
- Exixir – 3 – Recover 50mp.
- Remedy – 3 – Recover 50hp.
- Tonic – 2 – Recover a single status effect.
- Elemental Shard – 2 – One creature suffers 10 damage with a single damage type of your choice.
- Magic tent – 4 – The entire group may rest in the wilderness.
Inventory points may be recharged at a shop for a cost of 10z for every point recharged.
[ +- ] Travel
The GM determines the threat level of travel. The highest is applied if multiple are present.
One player rolls a travel roll, by rolling a dice equal to the appropriate threat level. On a 6 or higher the group encounters danger. On a 1 they encounter a discovery.
Unless stopped by an encounter, the group continue their travel.