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A free introductory adventure, ''Press Start'', is available on the Need Games! [[https://www.needgames.it/fabula-ultima-en/ website]], along with several free supplements. The core rulebook is available on [=DriveThru RPG=]. A splatbook, ''Fabula Ultima Atlas: High Fantasy'', was released in August 11, 2023. It is available on [=DriveThru RPG=] [[https://preview.drivethrurpg.com/en/product/445259/fabula-ultima-atlas-high-fantasy here.]]

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A free introductory adventure, ''Press Start'', is available on the Need Games! [[https://www.needgames.it/fabula-ultima-en/ website]], along with several free supplements. The core rulebook is available on [=DriveThru RPG=]. A splatbook, ''Fabula Ultima Atlas: High Fantasy'', was released in August 11, 2023. It is available on [=DriveThru RPG=] [[https://preview.drivethrurpg.com/en/product/445259/fabula-ultima-atlas-high-fantasy here.]] A second splatbook, ''Fabula Ultima Atlas: Techno Fantasy'', was released on May 16th 2024 and is available on [=DriveThru RPG=] [[https://legacy.drivethrurpg.com/product/481039/Fabula-Ultima-Atlas-Techno-Fantasy here.]]

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* BadIsGoodAndGoodIsBad: The Infernal Academy described in the Nether Delinquent Quirk operates on this trope. Students at the academy are expected to be selfish, villainous, and unable to keep a schedule, whereas the character with the Quirk is considered a delinquent because they are punctual, diligent, and go out of their way to help others at no benefit to themselves. This good behavior earns them Delinquency Points, too many of which will result in a demerit and eventual expulsion from the academy.



* DoubleEdgedBuff: Some of the Commander's skills produce effects that are beneficial, or harmful, to friend and foe alike. For instance, the Bishop's Edict skill can either make anything that costs MP more expensive, or make anything that deals damage hit harder.

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* DoubleEdgedBuff: DoubleEdgedBuff:
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Some of the Commander's skills produce effects that are beneficial, or harmful, to friend and foe alike. For instance, the Bishop's Edict skill can either make anything that costs MP more expensive, or make anything that deals damage hit harder.harder.
** The Delinquency Points obtained through the Nether Delinquent Quirk are a double-edged sword. While a character has any quantity of these points, any HP or MP they restore to their allies is increased by an amount equal to their Delinquency Points, as is any damage they inflict to a Villain. However, any damage the Delinquent ''takes'' from a Villain is increased by the same amount, and if they have at least 10 Delinquency Points at the end of a session, they gain a Demerit, three of which will result in them being expelled and losing all benefits of the Quirk.
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* MonsterAdventurers: Several of the Quirks in the ''High Fantasy'' sourcebook let you play as a monstrous character, such as an undead revenant, a PlantPerson, or a disembodied spirit bound to another person's body. The 2023 Halloween supplement contains many more such Quirks, allowing for the creation of player characters that are FallenAngels, members of a WitchSpecies, or even a gaggle of weak monsters that act as a single unit.

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* MonsterAdventurers: Several of the Quirks in the ''High Fantasy'' sourcebook let you play as a monstrous character, such as an undead revenant, a PlantPerson, or a disembodied spirit bound to another person's body. The 2023 Halloween supplement contains many more such Quirks, allowing for the creation of player characters that are FallenAngels, {{Fallen Angel}}s, members of a WitchSpecies, or even a gaggle of weak monsters that act as a single unit.
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* MonsterAdventurers: Several of the Quirks in the ''High Fantasy'' sourcebook let you play as a monstrous character, such as an undead revenant, a PlantPerson, or a disembodied spirit bound to another person's body. The 2023 Halloween supplement contains many more such Quirks, allowing for the creation of player characters that are FallenAngels, members of a WitchSpecies, or even a gaggle of weak monsters that act as a single unit.
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* AllDeathsFinal: It is borderline impossible to resurrect the dead in this game. No playable class has the power: the closest you can get is the Hope spell, which is limited to reviving the unconscious. The only ways to bring the dead back to life provided in the core rulebook are a pair of unique magical artefacts: one must be ingested pre-mortem and brings you back as an intelligent undead once you die; the other is destroyed forever upon being used to resurrect a single person. This was a deliberate choice by the game's designers to make player character deaths meaningful.

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* AllDeathsFinal: It is borderline impossible to resurrect the dead in this game. No playable class has the power: the closest you can get is the Hope spell, which is limited to reviving the unconscious. The only ways to bring the dead back to life provided in the core rulebook are a pair of unique magical artefacts: one must be ingested pre-mortem and brings you back as an intelligent undead once you die; the other is destroyed forever upon being used to resurrect a single person. This was a deliberate choice by the game's designers to make player character deaths meaningful. Conversely, a PC can't die unless they've accepted their death and made a HeroicSacrifice - otherwise, they take a nonfatal consequence.
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* RitualMagic: Rituals are a special form of magic available to the core rulebook's five spellcasting classes. Unlike regular spells, rituals take more than one action to cast during combat, and their casting time, MP cost, and difficulty level are proportional to their intended potency and area-of-effect. The possible effects of a ritual depend on the "disciplines" available to the caster: the Arcanist, Chimerist, Elementalist, Entropist, and Spiritist can each unlock a class-specific discipline by taking a skill, and there is a generic "Ritualism" discipline that all but the Arcanist get by default.

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* RitualMagic: Rituals are a special form of magic available to the core rulebook's five spellcasting classes. Unlike regular spells, rituals take more than one action to cast during combat, and their casting time, MP cost, and difficulty level are proportional to their intended potency and area-of-effect. The possible effects of a ritual depend on the "disciplines" available to the caster: the Arcanist, Chimerist, Elementalist, Entropist, and Spiritist can each unlock a class-specific discipline by taking a skill, and there is a generic "Ritualism" discipline that available to all of them but the Arcanist get by default. Arcanist. Once a ritual has been initiated, any character can help advance it toward completion, and only once it is ready does the caster spend their MP and roll to see if the ritual was a success.
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** A spellcaster who is performing a ritual can halve its MP cost by providing an appropriate ingredient.


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* RitualMagic: Rituals are a special form of magic available to the core rulebook's five spellcasting classes. Unlike regular spells, rituals take more than one action to cast during combat, and their casting time, MP cost, and difficulty level are proportional to their intended potency and area-of-effect. The possible effects of a ritual depend on the "disciplines" available to the caster: the Arcanist, Chimerist, Elementalist, Entropist, and Spiritist can each unlock a class-specific discipline by taking a skill, and there is a generic "Ritualism" discipline that all but the Arcanist get by default.
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* {{Cap}}: The maximum level a player can reach is 50, while the maximum levels they can invest into any one class is 10. The number of unmastered (i.e., not at level cap) classes a character can have at any one time is capped at 3, meaning you cannot start leveling a fourth class until you've maxed out one of the three you already have. [=NPCs=], meanwhile, have a maximum level cap of 60.
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* BarredFromTheAfterlife: The artifact Soulrend can be used to ritualistically cut a dead person's spirit off from the flow of the stream of souls, potentially condemning them to wander the world of the living forever. It can also result in a gradual CessationOfExistence for the victim.

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