Fabula Ultima

The core system we use in roleplay and sessions is Fabula Ultima, a JRPG-inspired TTRPG with a focus on worldbuilding, epic narratives, and quick-paced action. It's a character-focused game that emphasizes making grounded characters in the world you create together.
Fabula Ultima Resources
- Need Games - Publisher of Fabula Ultima. Has a fair amount of free content as well.
- Fultimator - A character and encounter builder. Requires a login for most features.
- CrysTools - Tool to lookup resources from the core rules & expanded Atlases.
Approved Content
- Fabula Ultima - Core Rulebook
- ATLAS Expansions - High Fantasy, Techno Fantasy, and Natural Fantasy
- Seasonal Content - April Fools & Halloween
Server Errata
This server has some base changes to the default rules in the core rulebook, but they are subject to change on a GM-by-GM basis.
Initiative
Conflict scenes now follow a simple rule for determining which side goes first: if the conflict features no Villains, the heroes' side wins initiative. If the conflict features one or more Villains, the enemy side wins initiative. This change has consequences throughout the system.
- Rules and effects that affect initiative no longer exist.
- Armor no longer gives initiative penalties.
- NPCs no longer have Initiative, so elite and champion foes do not increase it.
Tonics
The effect of the tonic becomes: One creature recovers from all status effects.
Designing NPCs
- The Use Equipment Skill no longer exists. Humanoids have 4 free initial Skills, just like Monsters. They may wield equipment, from a narrative standpoint, but mechanically these are just normal basic attacks, spells, or unique actions.
- NPCs can no longer choose Class Skills, only NPC Skills. Effects such as the Protect Skill (see Grey Howler, page 325), can be recreated via the "Reaction" NPC Skill, for instance.
Studying a NPC
Instead of being revealed at 10+, 13+ and 16+, the various degrees of NPC data are revealed at 7+, 10+, and 13+.
PC Bonds
You can have an unlimited number of bonds towards other player characters, but they will not count past the total of 6 for any skills or class features that scale off of bonds.
Hooks
Hooks, when utilized, can be rewarding to players in multiple ways.
- Referencing or utilizing a hook in a roleplay scene gives +1 XP to each participant of the scene. XP can only be redeemed once per scene, and must be logged in character-log.
- Developing a character based around an existing hook grants you an instant +5 XP on creation.
- Spending a Fabula Point to invoke or create a hook in a session grants an additional +1 XP per Fabula Point.
Session Reports
Player characters can write a log, diary entry, spy report, or any sort of documentation after a session in order to earn an additional +1 XP per session. There is no limit to the amount of players in a session who can claim this, just that it can only be done once per session. The minimum requirement is simple– simply write in character about what they thought, experienced, or felt during or after the session.
Survivor Quirk
The Survivor quirk has the following errata added: "You may acquire this Quirk only if your character’s Theme is Guilt, and your Theme cannot be changed in any way as long as you have this Quirk."