
Fabula Ultima
Heroic fantasy roleplaying in a world you make together.
A short tour of the game before your first session.
Home Turn your device sideways for a larger slide.

Heroic fantasy roleplaying in a world you make together.
A short tour of the game before your first session.
A tabletop RPG that wants to feel like a great JRPG: airships, crystal cities, villains with themes, and a party that would die for each other. There is no default continent. Press Start, then invent one.
You start as everyday souls who become legends. The humble village, then the empire, then the sky.

Who you love, hate, or owe is a mechanic. The campaign is those threads under pressure.

They are people — or close enough. Motives, themes, a last stand. You do not grind them. You confront them.

You do not need to have finished Final Fantasy. You need a willingness to be theatrical and sincere.
Every Fabula Ultima world is different. All of them keep eight promises. If a pitch fights a pillar, change the pitch.
Ancient ruins and harsh lands — the map is old, dangerous, and worth crossing.
A world in peril — something is ending. The party is how it might not.
Clashing communities — nations, clans, guilds. Conflict has a culture, not just a boss.
Everything has a soul — spirits, machines, the land. Speak with it. It may answer.
Magic and technology — both exist, both change lives, both have a cost.
Heroes of many shapes and sizes — everyday people become extraordinary. That is the arc.
It’s all about the heroes — the camera follows the party. The world turns because they act.
Mystery, discovery and growth — ruins hide answers. Characters change. The journey is the point.
These are not optional flavor. They are how the GM and the table agree what kind of story this is.
Spirit woods, stone circles, villages that bargain with the land. Magic is weather and kinship.

Kingdoms, chosen blades, cathedrals of light. Empires, prophecies, a tower you can see from anywhere.

Airships, magitek, cities of glass and gear. A republic, a foundry, a sky that has a navy.

Most tables mix two. The Atlases add more palettes. Agree the mix in world creation, then keep it.
There is no canonical Golarion here. Before characters, the table sketches kingdoms, a threat, and the look of magic. The GM does not arrive with a locked gazetteer.
Name a place you want to defend. Name a place you want to visit. Name the thing that will ruin both if nobody stops it. That is enough geography to start.

World, then group, then characters. In that order. The GM does not arrive with a locked plot.
Pick flavors. Name a place to defend, a place to visit, and the thing that will ruin both.

How you know each other. One shared Bond. Why you would board the same airship.

Identity, Theme, Origin. Two or three classes. Dice that total 32. A Bond already on the sheet.

Who they are in one line: “exiled sky-knight,” “mill-town medium,” “the last court scientist.” It is a trait you can invoke.

The story they keep starring in: belonging, vengeance, wonder, duty. When it is tested, Fabula Points get involved.

Where they came from in the world you just made. A village, a foundry, a floating school. It ties them to the map.

After a Check, spend 1 Fabula Point to invoke a trait that applies and reroll one or both dice. Or invoke it to fail on purpose and gain a point.
Each attribute is a die, not a bonus. Start at d6, d8, or d10. The four sizes must total 32. They never go below d6 or above d12.
Speed, stealth, many weapons. Feeds Defense and Initiative.

Notice, study, many spells. Feeds Magic Defense.

Force, melee, shoving. Feeds Hit Points.

Spirit, resolve, many spells. Feeds Magic Points.

A typical start is d8 / d8 / d8 / d8, or d10 / d8 / d8 / d6 if someone is clearly the strong one.
“I will not let this be the last time I see you.”A Bond, spoken in play
A Bond is a named relationship, strength 1–3, with a feeling: admiration, loyalty, affection, inferiority, mistrust, or hatred. You may hold up to six.

Named, themed, and built to recur. They spend Ultima Points — the dark mirror of Fabula Points. When they enter, every hero gains 1 FP.
The bigger the name, the bigger the pool. They do not go down like a random soldier.

Escape the scene. Invoke a trait to reroll or add +2. Or turn a hit into a critical surge.

Defeat or escape is a chapter. Next time they should have a new scar, a new power, a worse clock.

You start with three. You earn more when things go wrong. You spend them to be the kind of hero the cutscene promised.
After a Check, spend 1 FP to invoke Identity, Theme, or Origin and reroll one or both dice — or invoke a Bond and add its strength.

Spend 1 FP to declare a helpful detail. If you change something someone else introduced, you need their permission.

Gain 1 if you start a session empty, fumble, see a Villain enter, or fail on purpose. Gain 2 if you Surrender at 0 HP. You begin play with 3.

Fifteen core classes. Split five starting levels across two or three. A Weaponmaster/Orator is not a Weaponmaster/Darkblade.















Skills, not prestige. Two people can share a class and still play unlike each other.
High, Techno, and Natural Fantasy books add classes. Same mix-and-match rules. Pick the fantasy, then the mix.













Pilot is Techno. Floralist and Gourmet are Natural. The rest are High Fantasy Atlas and companions. Same mix-and-match as the core fifteen.
Four people who would die for each other. Mix roles on purpose — a wall, a blade, a scholar, a spark.

Guardian · holds the line

Weaponmaster · one clean cut

Loremaster · the answer in time

Elementalist · fire when it matters
These portraits live in the companion as sample heroes. Steal the mix, not the names.
Move for free if the GM agrees it is reasonable. Then take one action. Talk is free. Guard only once per turn.
Accuracy vs Defense. Damage is HR plus the weapon.

Resist all damage, +2 opposed, and you may cover an ally.

Pay MP. Offensive spells vs Magic Defense. Support just happens.

A class trick that asks for the Skill action. Follow the card.

Spend IP to produce a potion, bomb, or tool from the pack.

The lever, the hostage, the clock. Not every win is a corpse.

DL 10. On a hit, inflict dazed, shaken, slow, or weak.

Read a creature or the room. Affinities, HP, what they will do next.

Initiative is a choice, not a roll-off. Act slow and take a breath, or go fast and spend the moment.

You are in Crisis at half HP or less. Many skills only wake up then. Looking beaten is when JRPG heroes get interesting.

4 sections for a small effect, 6–8 for a major one, 10–12 to end a conflict. Beat the DL by 3 and fill an extra section.

At 0 HP you leave the scene — or Surrender for 2 Fabula Points and stay in the chronicle. Sacrifice spends the character, on purpose.
Pay MP. Offensive spells roll INS + WLP vs Magic Defense; damage often starts from HR. Support spells just happen.

Minor 4 / 20 MP / DL 7. Medium 6 / 30 / 10. Major 6 / 40 / 13. Extreme 8 / 50 / 16. Area then multiplies the MP.

Your pack is usually 6 IP plus class bonuses. Spend them to produce a potion, a bomb, a rope. A rest fills the pack.







Rituals cannot deal direct damage, copy a spell, or mint Fabula Points. If you need those, that is a spell, a skill, or a story beat.
Each one shrinks an attribute die one step. Never below d6. Enraged and Poisoned hit two attributes at once.
DEX down one size.
INS down one size.
MIG down one size.
WLP down one size.
DEX and INS down.
MIG and WLP down.
DEX feeds Defense. INS feeds Magic Defense. MIG feeds Hit Points. WLP feeds Magic Points. A smaller die makes you easier to hit and worse at that check.
Fill HP, MP, and IP. Clear every status. Often costs a tent, a room, or a story beat that says you are safe.

The road is a scene. A travel die can throw weather, a fight, or a wondrous Discovery at you.

Projects, clocks, and zenit. Build the airship, brew the tonic, or advance the thing you promised the village.

A Tonic costs 2 IP and clears one status mid-scene. The rest is how the chronicle breathes.
Level 5, split across two or three classes. 3 Fabula Points. 500 zenit for gear. Everyday people, not demigods.

Add one level to a class you have, or open a new one. Raise a skill. HP and MP grow with you.

From level 10, the sheet grows a signature: extra HP, a second spell list, a hope that looks like a phoenix.

The chronicle runs toward 50. You will not be the person who left the mill-town.
Nobody expects you to memorise these. Ask at the table — that is what session zero is for.
Presents the world you all made, plays everyone you meet, and referees the rules. They are not your opponent.
Each of you plays one hero. Describe what they do and why. Spend Fabula Points when the scene should remember you.
“The airship won’t lift. The crystal is cracked, and the villain is already on the dock.”
Tinkerer: I spend a Fabula Point — my Origin is the foundry. I know this model.
GM: Roll Insight + Dexterity to jury-rig a launch.
Tinkerer: *rolls* High roll 10. We leave a burning pier behind.
The GM frames a scene. You answer in character. When the outcome is in doubt, the dice decide.
Roll two attributes, add them. DEX + INS to sneak. MIG + MIG to shove. Sizes run d6 → d8 → d10 → d12 and never leave that ladder.
DL 7 is easy, 10 is the default, 13 is hard, 16 is rare without help. Doubles of 6+ crit and grant an Opportunity. Double 1s fumble — and grant 1 FP.
The higher die is HR — weapon damage and many spells start there. If both dice match, that number is the HR.
A crit Opportunity can be Advantage (+4 next check), Affliction, Bonding, Scan, Progress, Plot Twist, Unmask. Pick one. Make it theatrical.
Identity, Theme, Origin. One sentence is enough: “a mill-town medium who has never seen the capital.” Those three are traits you can invoke.

Start at level 5, split across two or three classes. Attribute dice are d6–d10 and must total 32. You begin with 3 Fabula Points and 500 zenit.

Tie yourself to another hero, a hometown, or the villain. The sheet is a reminder. The table is where it becomes visible.

You start as a nobody with everything to prove. That is the point.
The primer is the tour. The rest of the app is the table.
Multiclass, bonds, gear, and every derived number kept in sync.
The cheat sheet is the formulas you reach for mid-session.
Classes, spells, skills, and adversaries without losing your place.
You know the pillars. You know the Bond.
Now make a world, make a party — and press start.
Drawn from Fabula Ultima (Need Games). Setting and rules © Emanuele Galletto / Need Games. For personal table use.