Fabula Ultima - Game Masters Toolkit - Booklet

Download as pdf or txt
Download as pdf or txt
You are on page 1of 36

GAME MASTER’S BOOKLET W

Hadleigh Vickers (Order #43893910)


TABLE OF CONTENTS
Š GAME MASTER’S BOOKLET Champions, Elites, Soldiers . . . . . . 13
Strengths and Weaknesses . . . . . . 13
Super-Secret Info?..................... 3
Choosing Targets . . . . . . . . . . . . . . . . . . . . . 14
Using this Booklet ..................... 4
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Tips and Insights ............................ 4
Managing Allied NPCs . . . . . . . . . . . . . . . . . . 16
Let People Help You .................. 4
NPCs as Check Bonuses . . . . . . . . . . . 16
Infinite Resources ...................... 4
NPCs as Special Abilities . . . . . . . . . 17
Plenty of Information ................ 5
Full-Profile NPCs . . . . . . . . . . . . . . . . . . . . . 17
Mysteries, Plots, and Secrets ...... 5
Tools and Generators . . . . . . . . . . . . . . . . . . . . 20
“Fuzzy” Preparation ................... 6
Emergency Tools . . . . . . . . . . . . . . . . . . . . . 18
Freedom to Experiment and Make
A Creative Effort . . . . . . . . . . . . . . . . . . . . . . 19
Mistakes.................................... 9
Tweaking Results. . . . . . . . . . . . . . . . . . . . . 19
Emotions and Thoughts........... 10
Minor, Heavy,
Moments of Tension, Moments of
and Massive Values . . . . . . . . . . . . . . . . . 19
Calm ....................................... 11
Gimmick Generator. . . . . . . . . . . . . . . . . . . . . . . 20
Decompressing.... .................... 11
Skill Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Evaluating Challenges .................. 12
Danger Generator . . . . . . . . . . . . . . . . . . . . . . . . . 26
Action Disparity... .................... 12
Discovery Generator . . . . . . . . . . . . . . . . . . . . . 28
Level Disparity .... .................... 12
Quality Generator . . . . . . . . . . . . . . . . . . . . . . . . . 30

ISBN: 979-12-5598-035-3
Printed in Europe. First Printing June 2024

Fabula Ultima © 2023-2024 Need Games and Rooster Games. Any unauthorized reproduction of copyrighted
material is prohibited. This is a product of fiction. Any reference to people and events existing in the past or future
is purecoincidence and not intended. All rights reserved. Version 1.0. For Errata & FAQ: www.fabulaultima.com
W
2

Hadleigh Vickers (Order #43893910)


GAME MASTER’S
BOOKLET
Welcome to the Game Master’s Booklet for Fabula Ultima!
This companion booklet to Fabula Ultima’s Game Master’s Screen contains tips and
tools which expand on Chapter 4: Game Master of the Core Rulebook, providing a
deep dive into some specific themes and “good practices” that have emerged out of
dialogue with our community.

We would sincerely like to thank everyone who gave us feedback, expressed doubts,
and participated in active discussions. Fabula Ultima continues to grow and become
better, thanks to your enthusiasm and questions!

SUPER-SECRET INFO?
The tips and tools included in this booklet are mainly for the Game Master, but there’s
no reason to keep them hidden from Players. Quite the opposite: reading these pages
may help Players see the game from the Game Master’s perspective, leading to better
collaboration and communication between participants.

USING THIS BOOKLET


The best way to approach this booklet is to take your time reading its first parts
(pages 4 to 17) and then move from theory to practice using the tables on page
20 and beyond, trying to create adversaries or imagine dangers and discoveries for
your own campaign.
As mentioned in Chapter 4: Game Master of the Core Rulebook, it’s a good idea to
review this booklet once in a while, between sessions: you’ll get something different
from each reading, depending on what’s happening in your game at the time.

W
3

Hadleigh Vickers (Order #43893910)


W TIPS AND INSIGHTS
To get started, here are some simple tips and insights that expand on the content of
the Core Rulebook.

LET PEOPLE HELP YOU


First of all, it’s not your responsibility to please the rest of the group or coordinate
everyone’s actions on your own. Sure, your role can be described as asymmetrical,
different from that of the Players, but you shouldn’t think of it as a “duty” or a “role
with overtime”.

You don’t need to be unwavering and efficient, and the same goes for everyone
else you are playing with. Failure, running into unexpected obstacles, and regretting
previous decisions are integral parts of gameplay and a path towards improvement.

This is why it’s crucial that you express your doubts, concerns, and needs to the group.
For example, the rules let Players spend Fabula Points to add narrative elements (Core
Rulebook, page 96). However, it’s perfectly reasonable to ask the Players to contribute
additional information to help integrate the new elements with the other “pieces of
the puzzle”. Likewise, if you have trouble creating compelling adversaries for conflicts,
ask your group for a list of their abilities to build on. Or if you don’t know the group’s
next objective, just ask.

INFINITE RESOURCES
As the Game Master, you have no reason to skimp on adversaries or rewards. Whereas
Players must manage characters with limited resources (Hit Points, Mind Points,
equipment, and much more), you have endless resources and complete information
at your disposal: you can always bring a new adversary into the spotlight or introduce
a new complication.

This is the real difference between the roles of Game Master and Player.

So, don’t ever concern yourself about the PCs’ victories, whether large or small: defeat is
much harsher on them than on your NPCs, which is also true for events such as losing
a crucial ally or the destruction of a rare piece of equipment. An excellent way to get
better at balancing the difficulty of the challenges you create is to become a Player in a
different campaign, which will give you a much more well-rounded perspective.

W
4

Hadleigh Vickers (Order #43893910)


PLENTY OF INFORMATION
This is a complex topic to address, because everyone expresses themselves differently,
but that is precisely why this is so important.

The information you give is never as clear as you would want.

If you notice that the group has misinterpreted the clues you put into a dialogue or
description, don’t worry. Just tell them openly: the flow of the scene is less important
than the Players’ ability to make informed choices.

When you have doubts about how much information to give, refrain from thinking,
“Nope, there is no logical way for any of them to know this”. Instead, give the Players
a chance. The situation will likely become tense and exciting precisely because the
group is now truly aware of what’s at stake and can plan a proper strategy.

This tip is also important when you create a conflict scene: hints and descriptions
indicating each enemy’s special abilities should always be clear, otherwise, the
situation can quickly become frustrating.

In essence, it’s crucial that the protagonists fail only because of their choices or due
to unlucky dice rolls, never because there was no option for them but to proceed by
trial and error, fumbling in the dark.

MYSTERIES, PLOTS, AND SECRETS


Many mysteries can find their way into the game, ranging from the antagonist’s true
motivations to enigmas left by ancient civilizations.

A mystery is useful when it develops the story, not if it forms a roadblock. There is no
need to drag things out: if the protagonists seek answers, they should get them, for
better or worse. We play to find out what the heroes will sacrifice in pursuit of these
answers and how uncovering the truth will change their worldviews.

In JRPG video games, the narrative design team unveils the plot’s secrets step by step.
But in this game any participant can create – entirely or in part – the answer to a
mystery. As the GM, you are free to place clues and reveal information, but be ready
to embrace creative inputs from the Players. This will often help you see the world in
a new light. W
5

Hadleigh Vickers (Order #43893910)


W

“NEBULOUS” PREPARATION
The best way to deal with preparing challenges, conflicts, and situations, both during
a campaign or between sessions, is to keep things as vague and nebulous as possible
– these are definitely both positive qualities in Fabula Ultima!

Don’t fall into the common trap of fixating on a single perspective of the events. Instead,
try to make your prepared content adaptable to different situations, and doubly so when
it comes to the NPC profiles you design.

Always remember that:

Š You have complete freedom to build on the setting elements established during
World Creation (Core Rulebook, page 148). However, when you introduce new
elements or plot twists that connect to a PC’s Origin, part of their Identity, or just
their “field of expertise”, you should ask their Player for feedback. For example, when
revealing truths about life after death, ask whoever is playing a Spiritist.
Š You always have the right to determine any mechanical consequences of using
Fabula Points to alter the story (Core Rulebook, page 96) – damage, status effects,
destruction of equipment, loss of Mind Points, removal of a specific Skill, etc.
Š You may oppose the use of Fabula Points to alter the story, but only if it would modify
an already-defined character, place, or object. In other words, something that has
already come into play or that was defined through the conversation at the table. You
cannot veto something based on your private notes or because you had imagined
something different happening. Once again, it’s totally legitimate to ask Players not
to completely overturn the plot when they insert new elements, and to help you make
their inputs coherent with the established narrative.

Below you can find some tips on managing specific aspects of preparation between
sessions.

d INSPIRATION GALLERIES
Use online image-research tools to build a gallery of inspiring locations, characters,
objects, or creatures, and then scroll through them regularly. It can be helpful to
organize the images in different folders, each connected to a region and/or faction
from the game world. If you want, you can even show these images during sessions to
aid with your descriptions.
W
6

Hadleigh Vickers (Order #43893910)


d PLOT TWISTS
Think about plot twists as if you were making theories about what happens next in a
television show: what you have in mind might not come to pass but, given the right
circumstances, you have some interesting things to propose!

Š Try connecting plot twists to the Identity, Theme, or Origin of one or more PCs – the
revelations should lead to moments of narrative growth.
Š If you introduce a plot twist affecting a Player Character or
a story element introduced by a Player, ask that Player
if you are going too far or if they are enjoying the
direction the story is taking.

Sometimes, Players will throw you off guard, using


a Fabula Point to introduce a twist that drastically
changes the situation. Usually,
that’s fine: it clearly means they
are interested in these new
developments – try seeing
things from their perspective!

In practice, any addition a


Player makes can become a
“springboard” toward the
next threat or revelation!

W
7

Hadleigh Vickers (Order #43893910)


W
d ONE NPC, MANY USES
You could prepare a collection of ready-to-use NPC profiles which you can add details
to on the fly: for example, a Mage with Construct Minions or a Great Flying Monster.
Depending on what’s required, all you need to do is write the Traits, swap some
Resistances and Vulnerabilities, or modify the damage types dealt by these foes to
obtain a Witch with Animated Cauldrons or an Occultist with Golems, a Frost Dragon
or Mountain Roc, and so on.

This is also an excellent way to become more familiar


with the NPC creation rules, so you can easily make
quick modifications and corrections during sessions!

Throughout this booklet, various sections contain


tips and tools to help you create your NPCs. In
addition, playing lots of different JRPGs and taking
notes on how they manage bosses and adversaries can
give you many ideas to use in Fabula Ultima.

d ENTHUSIASM AND SERENITY


When thinking about the directions the story might take, do so with enthusiasm.
When the story takes a different turn, set aside your expectations with serenity. There
will always be a chance to reuse a particular scene, idea, or adversary, either in this
campaign or a different one – follow the direction that your group is pushing towards,
and avoid pre-narrating the next session in your head at all costs.

Your preparation should be a palette of images, scenes, and characters you can draw
upon when needed, as the Players chart the story’s course. Don’t grow too enamored
with your ideas, or you might start forcing the game toward your own point of view.

It’s worth noting that the Players should have a similar attitude at the table: sometimes
things go exactly the way they expected, sometimes not. Playing is, after all, a form of
creative “back and forth”.

The ability to accept the unexpected and adapt to what happens in the scene is
probably the most crucial skill to “train” for playing Fabula Ultima.

W
8

Hadleigh Vickers (Order #43893910)


FREEDOM TO EXPERIMENT AND MAKE MISTAKES
Though this point is closely connected with those above, it’s worth focusing on it
separately. As the Game Master, you always know precisely how dangerous an
adversary is or what the Villains’ secret plans are – so it’s reasonable that you’ll think
about what the best solution or tactic for a given situation might be.

Such expectations must be left outside the session.

If you thought the group would face the enemy army head-on, but the Players opted
for a stealthy approach, let them do so. If they decide to stay and fight an enemy
decidedly above their abilities, let them fight and possibly fail – though, even then,
things might not go as you expect!

Your responsibility is to ensure that the Players understand how challenging the
situation is, and let them have the final word on what to do.

Never try to rush through the story, stopping the group from playing out a scene they
have actively set up, so you can return to the “part you prepared”. If the Players have
expressed an intent and given themselves a goal – which means they have embraced
their role and responsibilities in Fabula Ultima – just follow along, creating obstacles
that fit with the unfolding situation.
That said, it’s entirely possible to find yourself unprepared when the Players spring an
unforeseen plan on you. In these cases:

Š Communicate clearly. There’s no shame in saying: “I hadn’t thought about that. I need
a second to figure out how to handle this”.
Š Use your resources. The “Nebulous Preparation” described on page 6 – especially
the section on NPCs with multiple potential roles – and the Dungeon Archive (Core
Rulebook, page 261) can be of great help.
Š Ask the Players. They may have some ideas about the dangers lurking in the area or
the riskier implications of their plans.
Š Postpone. If the session is winding down, end it a bit earlier and use the time to
talk with the Players about their characters’ intentions. Take notes and use this
information when you prepare for the next session.

In essence, the greatest mistake that you could make is not letting the Players fully
play out the scenes they care about.
W
9

Hadleigh Vickers (Order #43893910)


W

EMOTIONS AND THOUGHTS


The events that occur during play sessions may sometimes seem distant to us as
Players, but they are real and tangible for the characters. After a sudden revelation, a
moment of drama, or a clash with a Villain, ask the Players how their characters feel
and how the event has changed them.
Focusing on the emotions of the protagonists, their thoughts, and the feelings they
experience after each crucial junction of their journey has several advantages:

Š It encourages Players to nurture complex relationships between their


characters.
Š It allows all participants to better understand the psychology of
each character, their own and those played by others.
Š It helps Players understand when it’s time to change the Identity
or Theme of their characters.
Š It lets you, the GM, bring situations into play that allow
characters to put their ideals and convictions to the test.

After all, the burdens that weigh upon Fabula Ultima’s


protagonists don’t really depend on the
number of Hit Points lost or status effects
suffered, but on the responsibilities
accrued, failures confronted,
doubts endured, and the heroes’
painful personal growth.

Example: Celeste, the towering


warrior standing in the middle
of the Core Rulebook’s cover, has
sworn she will not remove her
helmet and armor until she has
avenged her queen’s death. How will
Celeste react upon discovering that the
assassin was someone she once greatly
admired, perhaps even the very man who
trained her? And, after vanquishing this foe,
will she keep wearing her armor, or will she
W change her look and equipment completely?

10

Hadleigh Vickers (Order #43893910)


MOMENTS OF TENSION, MOMENTS OF CALM
In several places, the Core Rulebook advises you to keep the pressure high and ensure
that the Players’ actions and choices impact the course of events and the world their
characters live in. However, it’s important to alternate the tense and stressful moments
with opportunities for rest and relaxation.

These moments are precious not just because they let the characters – and their
Players! – catch their breath, but also because they give the group chances for
growth, dialogue, and reflection.

Alternating between tension and calm undoubtedly helps prevent the loss of intensity
during critical moments: if every scene is extreme, your group will get used to that
level of pressure and end up desensitized to it.

The same logic applies to building obstacles and conflicts: if you continuously throw
challenging situations at the group, the gameplay experience will soon become
exhausting, and the face-offs with Villains will lose their bite.

DECOMPRESSING
Everyone at the table is responsible for creating a space that is as safe and relaxed
as possible. However, since the GM is tasked with managing the rhythm of play, it may
be helpful for you to propose a moment of dialogue and decompression at the end
of each session.
In essence, decompression is used to:

Š Step away from the characters. After acting as a different person for hours, and
experiencing their emotions, it’s good to ease back into an “external” and less
involved perspective.
Š Talk about what happened. Outside of the game, you can talk constructively about
the session, figuring out what worked well and what didn’t.
Š Preparing the ground for the future. Decompression is a great time to discuss the
group’s possible objectives for the next session and to consider briefly how the
characters would change if they were to level up.

W
11

Hadleigh Vickers (Order #43893910)


W EVALUATING CHALLENGES
Starting on page 292, Fabula Ultima’s Core Rulebook provides important guidelines
for creating challenges. Still, it’s not always easy to judge how challenging a situation
will be at first glance, especially if you are new to the game or need to improvise a
conflict during a session.
In the following pages, you will find a more in-depth analysis of the elements to keep
in mind while planning a conflict.

ACTION DISPARITY
If a faction has more available actions than their enemies, they have a clear advantage.
The calculation of available actions includes elements that grant extra actions, like
the Acceleration spell (Core Rulebook, page 192), and also reactive abilities like
counterattacks or effects that can target multiple foes simultaneously.

Action disparity becomes even more crucial with smaller group sizes. A clash between
2 PCs and 3 NPCs is more challenging than one between 4 PCs and 5 NPCs. Likewise,
the multi (3) property can be devastating against a group of 3 PCs.

Don’t forget that the number of actions is to be carefully adjusted regardless of the
type of conflict: verbal conflicts and chases also assume that the enemy side has as
many turns as the PCs, plus or minus 1.

LEVEL DISPARITY
Level disparity is usually slightly less impactful than the other parameters discussed
in these pages, with one crucial exception: upon reaching levels 20, 40, and 60, NPCs
significantly increase their damage output with their attacks and spells. This creates
“breakpoints” in their power level.

Example: a group of level 10 PCs facing a level 20 foe will be harder pressed than a
group of level 5 PCs facing a level 15 enemy, even though the disparity is 10 levels
in both cases.

Since levels grant bonuses mainly to Accuracy Checks, Magic Checks, and damage
dealt, they have a significantly lesser impact on conflicts that do not revolve around
damage and Hit Points. Likewise, effects that grant bonuses to Opposed Checks or to
filling or emptying a Clock have a substantial impact regardless of levels.

W
12

Hadleigh Vickers (Order #43893910)


CHAMPIONS, ELITES, AND SOLDIERS
Situations that involve many enemy creatures, or few creatures with many turns
available, can be more or less challenging depending on the type of conflict.

Š Combat. In conflicts where victory depends on Hit Points, soldier-rank NPCs are
generally weaker: as they are defeated, the actions available to the enemy faction
decrease. Conversely, a single champion remains just as dangerous even with few
Hit Points left.
Š Clocks. In conflicts where victory depends on completing Clocks, Attributes and
status effects play a crucial part. In these situations, a single champion is usually
easier to deal with because the characters only have one enemy who they need to
inflict a status effect on to gain the upper hand.

It might seem hard to imagine how to use elite and champion NPCs in a non-combat
conflict. The trick is to think about the adversary’s importance in the scene and who
might aid them.

Example: the Lady of Thieves (elite) and her goons (soldiers) might be good adversaries
during a chase. An audience, on the other hand, could revolve around two corrupt
councilors (both elites) or even a debate with the sole Grand Commander (champion).

STRENGTHS AND WEAKNESSES


In any conflict, half or more of the PCs should have access to tools effective against the
enemy; the remaining characters should be able to provide support via status effects,
power-ups, Hit Point recovery, etc.

Š Limited uses. If an option is only available one or two times during the conflict, or
if using it is somehow punished or discouraged by one of the enemy’s abilities, then
that option should not be considered a true strength.
Š All for one. If all effective options are in the hands of a sole character, there are two
issues: the rest of the group will feel of little use and that character will be unable to
use all their resources because of the action limit per turn. If you’re in this situation,
it’s best to rethink the conflict.

Even when especially tense and complex, conflicts should provide each PC with a
chance to shine. That is what matters most.
W
13

Hadleigh Vickers (Order #43893910)


W

CHOOSING TARGETS
The way in which NPCs choose targets has a substantial impact on the flow and feel
of a conflict.

Š Random targets. The NPC profiles and the various options available to characters
assume that NPCs choose their targets randomly among those that are “legitimate”:
for example, an NPC using a melee attack with multi (2) randomly targets two
different PCs, ignoring characters covered by allies with Guard.
Š Follow the narrative. Let’s imagine a situation in which a PC’s actions draw the ire of
an NPC – such as insulting someone with the prideful Trait. In these cases, it makes
complete sense to select targets based on what is happening in the story. However,
any sort of prolonged “taunt” effects should at least require a four- or six-section
Clock to avoid treading on the ground covered by the Fury’s Provoke Skill.
Š “Codified” targeting mechanics. NPCs who choose targets based on specific criteria
or events can be interesting: for example, a warrior who constantly attacks the last
PC who cast a spell, or a scoundrel who always targets the PC who currently has the
lowest Hit Points. Some of these methods are more punishing than others – like the
one just mentioned for the scoundrel – so be careful.

Usually, starting off with random target selection helps avoid “mental traps”, such as
never attacking characters who are Immune to the damage that a certain attack would
inflict, or doing so only when you think the group needs a breather.

Fabula Ultima includes numerous effects and abilities that grant characters the
power to control the ways in which enemies perform actions – reducing or negating
their efficacy – or to deny them the resources needed for specific actions. Randomly
choosing the targets of attacks, spells, and effects ensures that these options remain
relevant but do not become overpowered.

Of course, this does not apply to effects targeting all PCs in the scene – like the NPC
spell Devastation – or to reactions and counterattacks, which should normally target
whoever triggered them.

W
14

Hadleigh Vickers (Order #43893910)


EQUIPMENT
The Core Rulebook doesn’t give detailed information about how NPCs use equipment,
so this is a great topic to delve into now.

Š Advantages and disadvantages. Even at first glance, it’s clear that equipment grants
many advantages: with the expense of just one Skill (Use Equipment), an NPC can
increase their defenses, deal more damage, and gain other benefits through item
Qualities. But all this comes at a cost: the NPC can be disarmed, or their items can be
destroyed. Their items might even end up in the hands of the Player Characters – this
can be done through Clocks and opportunities, or via Skills like the Weaponmaster’s
Breach (Core Rulebook, page 219).
Rules-wise, a character could use an opportunity to disarm an enemy, making their
weapon or shield clatter to the ground, and then pick the item up with a minor
activity (Core Rulebook, page 66), even equipping it if they have enough free slots.
Š Limitations. Since any item wielded by an NPC can become part of the Player
Characters’ rewards for the session, you should equip your NPCs following the
limitations described in the Core Rulebook on page 264. For example, if the
group is level 9, no NPC should carry equipment worth more than 1000 zenit. As
also mentioned in the Core Rulebook, you should only give rare items to elite- or
champion-rank creatures.
Š Disarming. When an NPC loses an object equipped in a hand slot, it is replaced by the
corresponding unarmed strike. If the lost item was a weapon and its corresponding
basic attack had one or more Skills connected to it – such as being able to inflict a
status effect, or the ability to target Magic Defense – those Skills should be applied
to the resulting unarmed strike.
Š Bound equipment. Sometimes, items are part of an adversary’s iconic characteristics.
In these cases, you could give the NPC a Skill which prevents one or more of their
items from being destroyed, damaged, stolen, or lost.
Always inform the Players when an item is protected this way.
Š If you can do it, so can I! All the observations above are also valid for the Player
Characters’ equipment, except for the points about bound or protected equipment.
However, adversaries should rarely attempt to destroy or steal the PCs’ items, and
only when it is narratively appropriate – for example, if they are facing a legendary
swordswoman, or when they can acquire a replacement quickly. Your NPCs can always
procure a new weapon “off-screen” without concern for the budget; the PCs do not
have such luxury.
W
15

Hadleigh Vickers (Order #43893910)


W MANAGING ALLIED NPCs
As the story unfolds, the protagonists are bound to encounter one or more Non-Player
Characters who will offer their help and become allies.

This typically happens when the Players spend Fabula Points (Core Rulebook, page 98),
use the Plot Twist! opportunity (Core Rulebook, page 41), the Unexpected Ally Skill
(Core Rulebook, page 201), or decide that the enemy joins the heroes after their defeat
and Surrender (Core Rulebook, page 87).

The Core Rulebook provides detailed guidelines for creating NPCs. However, making
complete profiles for all the NPCs in your game is not usually necessary.

Š It’s up to you. As the Game Master, you decide any mechanical consequences of using
Fabula Points and opportunities; you are also in charge of managing all NPCs in the
game world. It’s up to you to decide how complex you want to make these characters.
However, since you’ll need to keep tabs on their profiles, don’t make your life harder
than it needs to be!
Š This is the Player Characters’ story. The protagonists of this narrative are the
characters made by Players. Creating memorable NPCs is fundamental, but they
should never steal the spotlight or solve situations for the heroes – at most, they
could intervene to save them after a Surrender. That being said, a Player might like
one of the NPCs you created so much that they later decide to turn this character into
a fully-fledged PC (perhaps after their previous character’s Sacrifice).
Š People, not numbers. Allied NPCs should never become disposable resources and
faceless servants; their fealty should not be taken for granted, and their help is not
always available. As always, be coherent with the established narrative.

Below, you’ll find some methods for using NPCs in a scene without weighing the game
down too much, which will lessen your workload.

NPCs AS CHECK BONUSES


This is the easiest of all options: while present on the scene, an NPC – or group of
NPCs – grants a +2 bonus to any Check they could reasonably help out with. During a
conflict, this bonus should be available only once per round.

Example: a wise wizard might grant a +2 bonus to Magic Checks and Open Checks
used to analyze ancient tomes; a small unit of Olcressian spearwomen could grant +2
to melee Accuracy Checks and Opposed Checks to demoralize an enemy.
W
16

Hadleigh Vickers (Order #43893910)


NPCS AS SPECIAL ABILITIES
This is the halfway option: the NPC doesn’t have a full profile, but does have one or
more special abilities. These special abilities can be passive effects with an ongoing
duration, or active or reactive effects that can be used a limited number of times per
conflict (two or three uses is a good rule of thumb).

The next two pages provide a list of sample NPC special abilities to be used this way,
which you can reskin narratively as needed (for instance, the cover fire ability can
represent support from a skilled archer or a hail of bullets from sentry drones). If the
effect deals damage or inflicts status effects, pick whatever option works best for that
NPC in the narrative (such as light damage for a holy priestess).

Remember, allied NPCs handled this way do not have an independent turn during the
round, and thus do not count as Player Characters when establishing the number of
enemy turns in the conflict (see Core Rulebook, page 294).

NPCS WITH A FULL PROFILE


And finally, the most complex option: create a complete profile for the NPC, using the
rules on page 302 of the Core Rulebook (even if this NPC acts on the heroes’ side, do
not use the rules for Player Character creation).

Š Soldier. The NPC should be of soldier rank and of a level close to that of the group
(for simplicity’s sake, use a multiple of 5 or 10).
Š Support role. In general, you want your NPC’s abilities to be mostly geared towards
a supportive role (for example status effects, healing or Attribute increases), rather
than towards direct offense. There’s nothing worse than an ally NPC dealing the final
blow to a powerful enemy.
Š Swarm. If the heroes are receiving support from an entire group of NPCs in the
narrative, you should still use a single NPC profile but describe them as a swarm (see
Core Rulebook, page 297). Do everything in your power to avoid having more than
one ally NPC involved in any conflict.
Š Turns and actions. During conflicts, the NPC is treated as part of the Player Characters’
team and takes their independent turn when the Players wish them to.

W
17

Hadleigh Vickers (Order #43893910)


W SAMPLE SPECIAL ABILITIES
Many of these abilities mention minor or heavy amounts of damage or recovery. You
can find a table for these values on page 21.

d BASTION
When to use it: up to twice per conflict, when an attack or offensive spell (r) hits one
or more Player Characters. This ability triggers automatically.
Effect: the NPC intercepts and negates the effects of that attack or spell. If the attack
or spell hits two or more Player Characters, this NPC protects only one of them, chosen
at random.

d BATTLEFIELD SUPPORT
When to use it: this ability is an ongoing effect.
Effect: Player Characters are immune to shaken and all damage they deal ignores
Resistances.

d BLESSING OF VITALITY
When to use it: this ability is an ongoing effect.
Effect: during this conflict, Player Characters can recover Hit Points even if this would
cause them to go beyond their maximum HP scores, up to 150% (for instance, a
character with 45 maximum HP can have up to 67 current HP).

d CHAOTIC SALVO
When to use it: this ability triggers automatically at the end of each round.
Effect: this NPC deals a minor amount of damage to two random enemies present in
the scene (the same enemy can be affected twice).

d COVER FIRE
When to use it: this ability triggers automatically at the end of each round.
Effect: this NPC deals a minor amount of damage to every enemy present in the scene,
and each of those enemies suffers slow.

W
18

Hadleigh Vickers (Order #43893910)


d DRAGONSLAYER
When to use it: once per conflict, at the end of a Player Character’s turn.
Effect: the NPC deals a heavy amount of damage to a single enemy chosen by the
Players, and if that enemy is flying, they are forced to land immediately.

d ELEMENTAL ENCHANTMENT
When to use it: this ability triggers automatically at the end of each round.
Effect: the Players choose both a Player Character and a damage type; the first time
the chosen character deals damage before the end of the next round, all damage dealt
is of the chosen type.

d ELEMENTAL SAFEGUARD
When to use it: this ability triggers automatically at the end of each round.
Effect: the NPC chooses a damage type. All Player Characters gain Resistance to the
chosen type until the end of the next round.

d ENERGIZING WAVE
When to use it: this ability triggers automatically at the end of each round.
Effect: every Player Character recovers a minor amount of Hit Points.

d FULL CURE
When to use it: once per conflict, at the end of a Player Character’s turn.
Effect: one Player Character recovers a heavy amount of Hit Points and also recovers
from all status effects.

d SECOND CHANCE
When to use it: this ability triggers automatically the first time one or more Player
Characters are reduced to 0 Hit Points during a conflict.
Effect: those Player Characters do not need to Surrender nor Sacrifice themselves,
and the current Hit Points of every Player Character in Crisis become equal to that
Player Character’s Crisis score.
W
19

Hadleigh Vickers (Order #43893910)


TOOLS AND GENERATORS
From here on, you’ll find several tools for randomly generating ideas, scenes, and
enemy special abilities.
The tools are grouped as follows:

Š Gimmick generator. Special rules for adversaries that turn a battle into a unique
puzzle worth solving.
Š Skill generator. Some example NPC Skills that you can use in different conflict
situations: combat; social intrigue; competitions and chases.
Š Danger generator. Story hooks to quickly create dangers encountered
during travel (Core Rulebook, page 106).
Š Discovery generator. A variety of discoveries that the group
could encounter during travel (Core Rulebook,
page 106).
Š Quality generator. Tables of new Qualities,
divided by elemental nature or origin, to help
you quickly create rare items (see Core Rulebook,
page 266).

It’s up to you how and when you use these tools, but
you’ll find some suggestions below. In any
case, remember that these are tools meant
to support your creativity, not rules and
procedures to follow strictly.

EMERGENCY TOOLS
If you find yourself hard-pressed and low on ideas
during a session, you can roll a handful of dice and
see which results make sense in the context of the
story. More often than not, you’ll need to tweak the
results, which is completely normal. After all, each
situation has its own peculiarities, which will make
some details fit in better than others.

W
20

Hadleigh Vickers (Order #43893910)


A CREATIVE EXERCISE
Besides using them during sessions, these tables can be used as a kind of “creative
exercise” in between sessions when you create NPCs or imagine possible situations for
the campaign. Ask yourself, “Which adversary might have this ability?” or “How would
I manage a danger or discovery in this area?” This is a great way to view the situation
from multiple perspectives and maintain a good level of flexibility.

TWEAKING RESULTS
After checking the results on a table, ask yourself if the outcome you obtained makes
sense given the scene in play, and also if the Player Characters are able to interact
with it in a relevant and meaningful way.

Examples: a special ability that triggers when a spell is cast makes little sense if the
group only has one spellcaster. Likewise, if the PCs are already weakened, a danger
that throws the group into an inescapable fight will probably feel mean to the point of
bitterness. The same is valid for any discovery offering benefits different from those
that the characters are urgently in need of.

MINOR, HEAVY, AND MASSIVE VALUES


For ease of reference, here is a copy of the table on minor, heavy, and massive damage
(Core Rulebook, page 93). The values depend on the Party Level (Core Rulebook, page
293) and as well as indicating appropriate amounts of damage in different situations,
also cover different ways of losing and recovering HP and the like:

Level Minor Heavy Massive


5 or more 10 30 40
20 or more 20 40 60
40 or more 30 50 80

W
21

Hadleigh Vickers (Order #43893910)


W GIMMICK GENERATOR
The term “gimmick” refers to a “special rule” used by an enemy, which drastically
changes the strategy needed to face them. Gimmicks may include actions performed
in a specific order, special reactions to specific events, or weaknesses and strengths to
discover through trial and error.

Š In Fabula Ultima, gimmicks should be relatively easy to discover and understand:


the Game Master should provide explicit and unmistakable clues about them when
describing an adversary’s appearance or actions during a conflict.
Š “Deceptive” gimmicks are always a bad idea. Gimmicks already add an extra layer of
complexity; if they are hard to figure out, they become frustrating. Many gimmicks in
video games have this flaw, which is why the term is often used negatively.
Š Gimmicks should not be too punishing. Unlike a video game, in Fabula Ultima the
group can’t simply reload from the last checkpoint. Players should have a chance to
experiment and figure things out during the scene.
Š The best gimmicks make foes predictable or strengthen some of their features while
also revealing a weak spot.
Š Roughly, each gimmick counts as 1 Skill.

Searching online for “JPRG gimmick boss” is a great way to get inspiration. You’ll also
find a method for creating a variety of gimmicks randomly, below.

SAMPLE TRIGGERS
d8 The gimmick triggers when…
1 … this foe suffers damage from a specific element.
2 … this foe enters Crisis for the first time during a scene.
3 … one of this foe’s allies (choose one: loses Hit Points; is defeated).
4 … this foe suffers a specific status effect for the first time during a scene.
5 … this foe starts their (choose one: first; last) turn in the round.
6 … a PC recovers (choose one: Hit Points; Mind Points).
7 … a PC is buffed by a spell with a duration of “Scene”.
8 … a PC uses a potion, elemental shard, or magisphere.
W
22

Hadleigh Vickers (Order #43893910)


SAMPLE EFFECTS
d10 When the gimmick triggers, this foe…
… changes stance. Each stance grants this foe a specific basic attack but also
1
inflicts a temporary Vulnerability on them.
… becomes Vulnerable to a damage type they were Resistant or Immune to, and
becomes Resistant or Immune to a damage type they were Vulnerable to. If the
2 trigger depends on the damage suffered, the creature might even mimic that
damage type and gain an appropriate Vulnerability – fire for ice, for example –
representing their mutable nature.
… copies the trigger totally or partially, applying its effects to themselves.
Selecting this option requires choosing both a harmful and beneficial trigger.
3
This foe cannot decide not to copy a trigger, so the PCs can manipulate the
situation, leading this foe to damage or weaken themselves.
… uses their next action to charge a move, dealing heavy damage to all their
enemies at the end of the current round – or at the end of the next round if the
4 trigger happened during the last turn of the round. While charging the move,
this foe gains a new Vulnerability which, if taken advantage of, interrupts the
charging action.
… causes a minor loss of Hit Points or Mind Points to all creatures in the scene,
5
including themselves.
… causes a minor recovery of Hit Points or Mind Points to all creatures in the
6
scene, including themselves.
… suffers minor or heavy damage. A foe with this gimmick gains 2 or 3 Skills
7 respectively. These Skills should be used to acquire defensive abilities that
make the creature exceptionally resistant to conventional means of attack.
… suffers a reduction to their Defenses but gains a bonus to Accuracy Checks,
8 Magic Checks, and/or damage dealt. Possibly, the same or a different trigger
might restore the creature’s Defenses, ending the bonuses.
… summons a fragile soldier Rank NPC that joins the conflict at the end of
9 the round. When this NPC is defeated, this foe suffers backlash, taking heavy
damage, for example.
… increases one Attribute’s die size but decreases another Attribute’s die size
10 W
by the same amount.
23

Hadleigh Vickers (Order #43893910)


W SKILL GENERATOR
The tables in these pages contain tips and ideas for special NPC Skills tailored to
different conflict situations.

SAMPLE SKILLS
d10 Combat Skill
After being hit or missed by a melee attack, this foe casts one of their offensive
1
spells (r) against the attacker, spending MP.
After being hit or missed by an offensive spell (r), this foe performs a basic
2
attack against whoever cast the spell.
This foe is surrounded by an aura that powers up all spells cast in the scene:
3 they deal 5 extra damage. When they are in Crisis, the aura changes, boosting
all HP and MP recovery effects by 5.
This foe’s equipment is magically bound to their soul. The items they equip can’t
4 be destroyed or removed, and they can perform the Equipment action for free
once per turn.
The damage dealt by this foe ignores the Resistances of creatures suffering
5
from a specific status effect.
This foe is Resistant to damage of all types, as long as that damage is dealt by
6
creatures suffering from a specific status effect.
One of this adversary’s basic attacks does not deal damage but removes all
7 spells with a duration of “Scene” from any target hit by the attack, applying
them immediately to this foe, without spending Mind Points.
On their first turn of each round, this foe declares an action type – Attack, Guard,
8 Objective, etc. – which becomes forbidden. Until the round’s end, whoever takes a
forbidden action loses a minor amount of Hit Points or Mind Points.
When this foe casts a spell dealing elemental damage – for example, fire – they
9 become Resistant to that damage type and Vulnerable to another damage type
until the Skill triggers again. The GM must give clear and obvious clues about this.
While present on the scene, this foe grants one of their allies Immunity to a
10
damage type they would otherwise be Vulnerable to.

W
24

Hadleigh Vickers (Order #43893910)


SAMPLE SKILLS (CONTINUED)
d6 Intrigue and Social Skill
This foe’s sinister presence causes the PCs to fill one less Clock section (to a
1
minimum of 1) during persuasion attempts.
This foe can use one of their basic attacks or spells without anyone perceiving
2
it as such except for the target.
By calling for restraint, this foe can use an action to fill or erase 1 section from
3
each Clock tied to the scene.
This foe holds such influence that they can automatically fill or erase 1 Clock
4
section at the end of each round.
5 This foe can use an action and spend 10 MP to slander a PC with an Opposed
Check using【INS + WLP】. If they succeed, they choose one of the target’s
Traits, which can’t be invoked until the end of the scene.
6 This foe is a Villain and knows the heroes so well that they can spend Ultima
Points to reroll dice by invoking the heroes’ Traits instead of their own. When they
do so, the corresponding PC suffers the dazed or shaken status effect.

d6 Competition or Chase Skill


Creatures suffering from slow never trigger critical successes in Opposed
1
Checks against this adversary.
This foe is daring and vengeful: when they lose an Opposed Check against a PC,
2
that PC suffers minor damage.
3 After their first turn of each round, this foe may choose an ally who has not
acted this round: that ally immediately takes their turn.
4 When this foe performs a successful Check using the Objective action, they may
fill or erase one less Clock section than normal – minimum 0. If they do so, the
next Check made by a PC suffers a −2 penalty.
Until the Player Characters’ Clock is at least half full, this adversary is not visible
5
for the sake of Skills, attacks, spells, and items directed against them.
This adversary knows the lay of the land so well that they can automatically fill
6
or erase 1 Clock section at the end of each round. W
25

Hadleigh Vickers (Order #43893910)


W DANGER GENERATOR
It’s not always easy to improvise a danger suitable for the current situation – the
tables below offer some suggestions.

SAMPLE DANGERS
d20 Danger
An odd magical event warps the landscape. It may spawn hostile elementals
or require a Group Check to traverse it without suffering minor damage of the
1
type appropriate to the phenomenon. Effects that grant Resistance can be used
to mitigate this damage.
The group’s transport suddenly breaks down; if airborne, it must land. They’ll need
2 to come up with a solution – a Project or Ritual – or find spare parts in a nearby
village. Of course, the village has a problem of its own that needs solving.
By happenstance, a Villain is able to further their plans; the GM starts a GM scene
3
narrating what happened – this could translate into filling 2 Clock sections.
Someone steals an item from the group which is essential for the story: it could
4 be a wild beast, a petty thief, or a spy sent by a Villain. Perhaps this encounter
leads to finding a new ally!
Beasts or plants native to the area attack the group. The heroes could fight
5
back or try to calm the attackers.
A roadblock bars the Player Characters’ way. The requirements for passing might
6 be money, special permits, or membership of a specific military or religious
organization.
Legends speak true! Surrounded by mist, the group faces an apparition haunting
7 the area – ghost ships in particular are a great classic. Can the heroes placate
these restless souls?
A dreadful infestation of some kind – magic moss, angry bugs, rust spores, etc.
8 – threatens to damage the group’s supplies. If they cannot find a solution –
probably a Group Check – each character loses 3 Inventory Points.
9 An enemy patrol spots the PCs and gives chase, attempting to capture them!
An enemy spy or wild creature poisons a randomly selected PC. That PC suffers
10 the poisoned status and cannot recover until they find a suitable cure – a
W Project, Ritual, or aid from a capable NPC.

26

Hadleigh Vickers (Order #43893910)


SAMPLE DANGERS (CONTINUED)
d20 Danger
Whether intentionally or unknowingly, someone revealed the group’s position
11 to an enemy faction. The PCs find themselves face-to-face with a minor Villain
sent to teach them a lesson.
Something spooked the group’s mounts; the animals won’t budge. Could it be a
12
monster or a restless spirit?
The group meets an NPC seeking help – a very dangerous person or creature
13 is after them. Solving the situation might lead to a substantial reward or a
temporary ally.
A group of bounty hunters are tracking the PCs and have no intention of letting
14
them slip away. If it comes to a fight, the hunters are tough as nails.
An unlucky twist of fate leads the group to the place where a reckless Villain
15 is testing a new super weapon – it could be military tech or even a colossal
bio-engineered monster.
The group crosses a place that was once the site of an ancient battle.
16 Aggressive constructs and undead amble about, their minds fixated on the
last order they received.
A randomly selected character has caught the eye of a local magical creature with
extraordinary powers. As soon as possible, the creature captures the group with
17
magic and subjects them to dangerous tests. The heroes will only be allowed to
leave after they perform a “simple feat”. Of course, the feat is not simple at all.
A nearby settlement is under attack: the group must decide whether to rush
18 to the rescue or continue towards their objective. Each choice has significant
consequences.
The area is corrupted, haunted by an extremely dangerous, gargantuan creature.
19
The group must find a way to flee the monster.
A local force, which is supposed to be among the Player Characters’ allies, is
20
mistreating the population. How will the group deal with this situation?

W
27

Hadleigh Vickers (Order #43893910)


W DISCOVERY GENERATOR
As with the dangers from the previous pages, the tables below provide a series of
ideas and suggestions for discoveries that can be used during travel.

SAMPLE DISCOVERIES
d20 Discovery
A deserted mine or other similarly abandoned excavation site. Inside, the group
1 can find materials for Projects and Rituals and a bizarre prototype designed by
an eccentric inventor – a rare weapon!
An oasis, pond, or pool where the stream of souls surfaces, flowing openly.
2 In this place, the group can perform Ritualism or Spiritism Rituals to access
ancient memories and visions.
A traveling merchant leading a steed overburdened by excess goods. They are
3
offering a 20% discount!
The entrance to an ancient canal, aqueduct, or tunnel which connects two points
on the map that are otherwise separated by a natural obstacle. A crumbling
4
section of the architecture reveals a massive cavern hiding the remains of a
legendary buried city.
A person who greatly admires the group – or a specific PC – insists on offering
5
their help, or offers them a rare item.
A wise and very bored monster guards this region. If the group shares an
6 exciting tale, the creature provides helpful information and perhaps teaches
one or more spells to any Chimerists present.
A large and cozy inn along the road, where the group can rest safely. The
7 innkeeper was once a fighter, and she proposes a wager. Can one of the Player
Characters beat her in combat?
A lost mount or abandoned vehicle. It’s looking pretty run-down, but some care
8
and kindness will put it back in shape!
A rookie group of rebels coordinated by the daughter of a local noble. If the
9 group help them reach their current goal, they could become allies, or offer one
or more rare items.
Glimpses of a ruin emerge amid the tree branches or fog. The location is
W 10 dangerous but hides the answer to an ancient mystery as well as precious
treasure, perhaps even an ancient Arcanum.
28

Hadleigh Vickers (Order #43893910)


SAMPLE DISCOVERIES (CONTINUED)
d20 Discovery
A secluded village in the mountains, or a remote island in the middle of the
ocean. It’s home to a smith who can add Qualities with any cost modifier (Core
11
Rulebook, p. 269) to weapons, armor, and shields. However, Qualities worth
1000 zenit or more require rare, bizarre ingredients.
A caravan of artists, performers, or merchants heading to a city that was occupied
12 by a Villain. If the PCs need to sneak past the city’s gates, these travelers will not
hesitate to offer their help.
A witch who lives in an isolated tower. She has no interest in meddling with
13 the affairs of the region, but she’ll provide special ingredients, information, and
even hospitality to whoever visits.
The broken carcass of an airship that crashed long ago, and is now home to a
14
creature. It hides mysterious materials and rare equipment.
A group of elemental fairies who guard a forest, canyon, or similar natural
15 place. Though wary at first, they’ll escort the group across the region if they are
treated respectfully – no roll for travel is needed the next day.
A traveling cartographer who will provide the group with intel on the region for
16
a small price. This might become a recurring encounter!
A peaceful community of construct that live together, repairing each other and
17 collecting spare parts from across the region. They have gathered many rare
items which they have no use for, and are happy to sell.
The spirit of a long-dead warrior hermit. Despite their sullen and grouchy
18 manner, they will grant a rare item – or part of their power in the form of an
Arcanum – to a PC who shows they are worthy.
An old acquaintance of one PC, perhaps a mentor or teacher. They might give
19 helpful information or even follow the group for some time, helping out
where they can.
A small group of people from a sunken – or flying! – city. They are reserved
20 but friendly folk. They are happy to explain how they travel from home to the
planet’s surface but are unlikely to get involved in the heroes’ mission.
W
29

Hadleigh Vickers (Order #43893910)


W QUALITY GENERATOR
Sometimes it can be difficult to come up with an interesting Quality for an item on the
spot, or even between sessions. While it is always possible to involve the Players when
designing rare items, the tables below allow you to roll a d6 to generate a unique
Quality based on the origin of the item (you can also simply choose the Quality that
you find most fitting; they are listed in ascending order of cost).

For instance, an accessory found amidst the desert sands might have an ardent origin,
while an aquatic origin would be appropriate for a sword retrieved from the belly of
a colossal demon whale.

Each Quality has a cost modifier which increases the total cost of the item. An
asterisk (*) means that the Quality is for weapons only.

DESIGNING AND PRICING NEW QUALITIES


When it comes to inventing new Qualities and establishing their price, it is hard to give
precise rules. In all honesty, it is a bit of an art and requires the kind of experience that
a Game Master will only develop with time – as usual, don’t be afraid to experiment
even if it means making mistakes, and involve the rest of the group in the process, so
you can get their feedback.
The following advice should help:

Š Try your best to create Qualities that improve the more unusual and interesting
aspects of each Player Character’s abilities, bridging the gap between Skills that don’t
easily synergize.
Š If possible, the Qualities should provide flexibility rather than vertical improvement:
new ways to use an item or Skill are more interesting than “the usual way, only
stronger”, and allow you to create more varied adversaries, too.
Š On average, the price of Qualities follows a simple guideline: +500 zenit if the effect
is fairly weak, or good but situational, +1000 zenit if reliable but still reasonable,
+1500 zenit if it has direct and explosive potential, and +2000 zenit if it honestly
seems too good to be true. These values can be adjusted up and down for effects that
feel like they’re somewhat “in between”, of course.

And finally, don’t feel bad about simply borrowing one of the default Qualities from
the lists in the Core Rulebook if you’re in a hurry. They’ll rarely disappoint.

W
30

Hadleigh Vickers (Order #43893910)


QUALITIES BASED ON THE ITEM’S ORIGIN
Aerial Origin w Winds, clouds, floating ruins, winged monsters, storms.
+600 z, non-martial weapons only* w As long as this weapon is in your off-hand
1 slot, you may use two-weapon fighting with it and the weapon in your main hand
slot, even if they belong to different Categories.
2 +600 z* w This weapon deals 5 extra damage during the first round of a conflict.
+800 z* w After you hit one or more creatures with this weapon and the attack has
3
been resolved, you may immediately perform the Equipment action for free.
4 +900 z w You Resist damage of all types dealt by flying creatures.
+1000 z w When you cast a spell targeting at least one creature who is suffering
5 from the slow status effect, that spell’s total MP cost is halved. Note that this
benefit does not apply to spells with a target of “Special”.
+1200 z w When you deal damage to one or more creatures outside of your turn
6
during a conflict scene, you deal 5 extra damage to each of those creatures.

Aquatic Origin w Rivers, lakes, seas, mollusks, fish, waterways.


+600 z w After you reduce an enemy to 0 Hit Points, you may treat your Dexterity as
1
being one die size higher until the end of your next turn (maximum d12).
+800 z* w Attacks with this weapon treat the Defense score of each target as being
2
equal to their current Might die size.
+1000 z w After you cast and resolve an offensive spell (r), you recover an amount
3
of Hit Points equal to your High Roll for the Magic Check.
+1000 z* w Attacks with this weapon never trigger counterattacks or similar
4
reactive Skills from their targets.
+1200 z w After you cause one or more allies to recover Hit Points, each of those
5
allies who is at full Hit Points recovers 5 Mind Points.
+1500 z* w When you hit one or more creatures with an attack using this weapon,
record the High Roll of that Accuracy Check (erasing any High Roll you previously
6 recorded this way). When you suffer damage, if you have a recorded High Roll from
this Quality, erase it and reduce that damage by an equal amount (before Affinities).
Erase any recorded High Roll at the end of each scene. W
31

Hadleigh Vickers (Order #43893910)


W

QUALITIES BASED ON THE ITEM’S ORIGIN (CONTINUED)


Ardent Origin w Fire, deserts, volcanoes, magma, furnaces, scorching sun.
+500 z w When you use the Bladestorm Skill (see Core Rulebook, page 219) on an
1
attack with this weapon, its MP cost is halved.
+600 z* w When you use the Shadow Strike Skill and attack with this weapon (see
2 Core Rulebook, page 185), you may have the attack deal fire damage instead of
dark damage (the damage type still cannot be changed).
+600 z* w Attacks with this weapon deal 1 extra damage for every status effect
3
you are suffering from.
+800 z w After you invoke a Bond during a Check you are performing, you recover
4
5 Mind Points.
+1300 z* w When you hit one or more creatures with this weapon, none of those
5
creatures can perform the Spell action during their next turn.
+1800 z w Your attacks with weapons belonging to the bow and/or sword
6
Categories deal 5 extra damage.

Corrupted Origin w Chaos, undead, dark magic, curses, pollution.


+600 z* w When you cast a spell using the Spellblade Skill (see Core Rulebook,
1 page 187) and choose this weapon, any dark damage dealt by the spell ignores
Immunities and Resistances.
+1000 z w Any offensive spells (r) you cast treat each target’s Magic Defense as
2
being equal to their current Willpower die size.
3 +1000 z w Dark and poison damage you deal ignores Immunities and Resistances.
+1000 z w When you cast a spell targeting at least one creature you have a Bond of
4 hatred towards, that spell’s total MP cost is halved. Note that this benefit does not
apply to spells with a target of "Special".
+1200 z w You gain a +1 bonus to Defense and Magic Defense against attacks and
5
offensive spells (r) from creatures suffering from the shaken status effect.
+1500 z* w When you use the Counterattack Skill (see Core Rulebook, page 219),
6 if you attack with this weapon and hit the target, that target suffers the poisoned
W status effect.

32

Hadleigh Vickers (Order #43893910)


QUALITIES BASED ON THE ITEM’S ORIGIN (CONTINUED)
Glacial Origin w Cold, snow, ice, mountains, cold rooms.
+600 z w When you enter Crisis for the first time during a conflict, you may deal 5
1
ice damage to every enemy present in the scene.
2 +1000 z w Ice damage you deal ignores Immunities and Resistances.
+1000 z w At the start of your turn during a conflict, each creature present in the
3
scene who is suffering from the weak status effect loses 5 Hit Points.
+1000 z w You gain a +1 bonus to Defense and Magic Defense against attacks and
4
offensive spells (r) from creatures suffering from the enraged status effect.
+1800 z w When you deal ice damage to one or more creatures, each of those
5 creatures suffers the slow status effect. If a creature damaged this way was already
slow, that creature loses 10 Mind Points instead.
+1800 z w When you deal damage to a creature suffering from the weak status
6
effect, you deal 5 extra damage to that creature.

Mechanical Origin w Constructs, mechanisms, vehicles, factories.


1 +300 z w You may spend an opportunity to earn 100 zenit.
+600 z* w When you use the Breach Skill (see Core Rulebook, page 219), if you
2
attack with this weapon, you gain a +2 bonus to your Accuracy Check.
+800 z w When you create a potion through the Gadget (Alchemy) Skill (see Core
3 Rulebook, page 212), if two or more d20s show the same number, you may freely
choose an area and an effect for that potion.
+1000 z* w This weapon deals 5 extra damage to creatures with metal parts or
4
equipped with metallic objects.
+1200 z w When you use the Tavern Talk Skill (see Core Rulebook, page 217), you
5
earn zenit equal to your Tavern Talk Skill Level, multiplied by 200.
+1500 z* w When you hit two or more creatures with this weapon on your turn,
this weapon becomes charged; if it was already charged, it loses its charge and the
6 attack deals 10 extra damage to each target. When this weapon loses its charge, it
cannot be used for attacks until the end of your next turn, and you cannot perform
the Equipment action until the end of your next turn. W
33

Hadleigh Vickers (Order #43893910)


W

QUALITIES BASED ON THE ITEM’S ORIGIN (CONTINUED)


Paradox Origin w Anomalies, parallel realities, quantum devices.
+600 z* w This weapon deals 5 extra damage as long as you have exactly one other
1
weapon equipped and the two weapons do not share any Categories.
+800 z w You begin every conflict scene with the Mirror spell (see Core Rulebook,
2 page 193) cast upon yourself (this does not require an action, nor any MP, and you
can do so even if you have not learned that spell).
+1000 z* w When you hit exactly two enemies with this weapon, you may have
them become entangled until you use this effect again. After either entangled
3
enemy loses Hit Points due to damage they are Vulnerable to, the other entangled
enemy loses 5 Hit Points.
+1200 z w When you score a critical success on a Magic Check for an offensive spell
4
(r), that spell deals 5 extra damage.
+1500 z w After one or more enemies present in the scene heal from one or more
5 status effects, roll a d8. Each of those enemies suffers a status effect based on the
number you rolled: 1-2 dazed, 3-4 shaken, 5-6 slow, 7-8 weak.
+1800 z* w Enemies hit by this weapon become fading. If a fading enemy would
6
recover Hit Points, instead they recover no Hit Points and stop fading.

Spiritual Origin w Souls, flow of life, fey-touched locations, light.


+600 z w At the end of your turn, if you are merged with an Arcanum, you may heal
1
from a single status effect of your choice.
2 +800 z* w This weapon deals 1 extra damage for each Bond of affection you have.
+1000 z w As long as you are affected by one or more spells with a duration of
3
“Scene”, all damage you deal ignores Resistances.
+1000 z* w When you use the Spellblade Skill (see Core Rulebook, page 187) and
4 choose this weapon, all bonuses you would normally apply to an Accuracy Check
with this weapon are applied to your Magic Check.
+1000 z w When you perform the Guard action and choose to cover an ally, that
5
ally recovers 5 Hit Points.

W 6 +1500 z w You Resist dark, light, and poison damage.

34

Hadleigh Vickers (Order #43893910)


QUALITIES BASED ON THE ITEM’S ORIGIN (CONTINUED)
Terrestrial Origin w Woods, caves, farmlands, rocks, nature, fossils.
+600 z w You have Resistance to damage of all types caused by environmental
1
hazards (such as lava, toxic clouds, thorny brambles, etc.).
+800 z w When you recover Hit Points, if you are in Crisis, you recover 5 additional
2
Hit Points.
+1000 z* w When you hit one or more creatures with this weapon, you recover an
3
amount of Mind Points equal to your High Roll for the Accuracy Check.
+1000 z w When you cause one or more allies to recover Hit Points during a conflict,
4 each of them gains Resistance to the next instance of physical damage they suffer
before the start of your next turn. This benefit is not cumulative.
+1200 z w You gain a +2 bonus to all Magic Checks you perform for Rituals whose
5 effects fall within the Elementalism discipline, as long as those Rituals have a total
MP cost equal to or lower than 60.
+1800 z w Your attacks with weapons belonging to the heavy and/or spear
6
Categories deal 5 extra damage.

Thunderous Origin w Electricity, storms, batteries, power sources.


+600 z w When you use a spell or Skill to deal bolt damage to one or more enemies,
1 you may choose one ally you can see who has yet to take their turn during this
round: that ally may take their turn immediately after yours.
+800 z* w When damage dealt by this weapon causes one or more enemies to enter
2
Crisis, every enemy present in the scene suffers dazed.
+1000 z w Any extra damage granted by your Cataclysm Skill (see Core Rulebook,
3
page 187) is increased by【half your level in the Elementalist Class】.
+1000 z w When you use the Encourage Skill (see Core Rulebook, page 201), the
4
target recovers additional Hit Points equal to【half your level】.
+1200 z w After a creature hits you with a melee attack, you deal 5 bolt damage to
5
that creature (after their attack has been resolved).
+1500 z* w When you deal damage to one or more enemies with this weapon, if at
6
least one of them is shaken, each of those enemies loses 20 Mind Points. W
35

Hadleigh Vickers (Order #43893910)


A WORLD IN
SHACKLES AWAITS
YOUR REBELLION IN
FABULA ULTIMA’S
TECHNO FANTASY
ATLAS!

CREDITS

Game Design, Writing, and Development Emanuele Galletto


Cover Artist Catthy Trinh
Interior Artwork Catthy Trinh, Moryo
GM Screen Artist Takashi Konno
Publisher Nicola Degobbis
Chief of Operations Marco Munari
English Translation Ian Hathaway
Editing Emanuele Galletto, Neil Kingham, Alberto Orlandini
Graphic Design Emanuele Galletto, Erica Viotto
Sensitivity Reading & Proofreading Marta Palvarini

Typo Hunters: Nicola Degobbis, Marco Munari, Alberto Orlandini, Matteo Pedroni, Erica Viotto

Hadleigh Vickers (Order #43893910)

You might also like