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Fabula Ultima ARGUS
Fabula Ultima ARGUS
Fabula Ultima ARGUS
O
DEXTERITY 1d10 1d10 K SLOW
IDENTITY Retired Templar Commander K ENRAGED
TRAITS
2 K Inferiority K Mistrust K Hatred 5 K Inferiority K Mistrust K Hatred HIT POINTS, MIND POINTS, INVENTORY POINTS
K Admiration K Loyalty K Affection K Admiration K Loyalty K Affection
MAX CURRENT
3 K Inferiority K Mistrust K Hatred 6 K Inferiority K Mistrust K Hatred
HP 45
(MIG x 5) + LEVEL + OTHER
22
CRISIS
45
FABULA POINTS
l +1 Fabula Point if you have none at the start of a session. l +1 Fabula Point when you fumble a Check.
MP 50
(WLP x 5) + LEVEL + OTHER
50
3 l +1 Fabula Point when a Villain makes an entrance. l +2 Fabula Points if you surrender at zero HP.
IP 6 6
6 + OTHER
l Spend 1 Fabula Point after performing a Check to invoke a trait to reroll one or both dice (not on a fumble).
l Spend 1 Fabula Point after performing a Check to invoke a bond and add its strength to the result (once per Check).
l Spend 1 Fabula Point to alter the story. If you alter an existing element, you need permission from whoever introduced it. CHARACTER LEVEL
EXPERIENCE POINTS CLASS / LEVEL COMMANDER / 3 FREE BENEFITS Permanently increase your maximum Hit Points by 5. Gain the ability to equip martial melee weapons and martial ranged weapons.
5
At the end of each session, you automatically gain 5 XP. Then: INITIATIVE MODIFIER: -1 SKILL INFORMATION
l Gain XP equal to【Fabula Points spent by the group ÷ number of Player Characters】. QUEEN’S GAMBIT [1]
l Gain XP equal to【Ultima Points spent by Villains】. DEFENSE: 13 During a conflict, you may use an action to perform a free attack with a weapon you
have equipped, treating your High Roll (HR) as 0 when calculating damage. After the
11
Finally, if you have 10 or more XP, lose 10 XP and gain 1 level. attack is resolved, choose one option: one ally who is able to hear you recovers 5 +
MAGIC DEFENSE:
(SL × 5) Hit Points; or you may immediately use a Skill you acquired among Bishop’s
EQUIPMENT May equip: K Martial Armor K Martial Shields K Martial Melee Weapons K Martial Ranged Weapons Edict, Charging Cavalry or King’s Castle for free (spending the appropriate MP).
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EQUIPPED ITEM DESCRIPTION CHARGING CAVALRY [1]
During a conflict, you may use an action and spend 10 MP to choose one ally that can
hear you. That ally may immediately perform a free attack with a weapon they have
ACCESSORY
equipped
CLASS SHARPSHOOTER / 1
/ LEVEL(or with a basic attack if they are an NPC). They gain
FREE aBENEFITS
bonus equalPermanently
to SLincrease
3 your maximum Hit Points by 5. Gain the ability to equip martial ranged weapons and martial shields.
to the Accuracy Check, but treat their High Roll (HR) as 0 when calculating damage.
SKILL INFORMATION
SKILL INFORMATION
SPIRITUAL MAGIC [1]
Each time you acquire this Skill, learn one Spiritist spell (see next two pages).
Offensive (r) Spiritist spells use INS + WLP for the Magic Check.
ZENIT
60
CHARACTER NAME Argus Ferguian
OTHER CLASSES Keep track of additional class information here. Remember, you can only have up to 3 non-mastered classes. ARCANA & SPELLS Keep track of any spells you have learned, as well as any Arcana you have bound, here.
SKILL INFORMATION
Soul Weapon 10 MP One equipped weapon Scene
You imbue a weapon with the cleansing energy of your spirit. Until this spell ends,
all damage dealt by the weapon becomes of the light type. If you have that weapon
equipped while you cast this spell, you may perform a free attack with it as part of
the same action.
This spell can only be cast on a weapon equipped by a willing creature.
SKILL INFORMATION
SKILL INFORMATION
SKILL INFORMATION
HEROIC SKILLS
RITUALS Disciplines: K Arcanism K Chimerism K Elementalism K Entropism K Ritualism K Spiritism
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CHARACTER NAME Argus Ferguian
ARCANA & SPELLS Keep track of any spells you have learned, as well as any Arcana you have bound, here.