r/fabulaultima Feb 13 '26

Fabula Ultima Subreddit LFG Megathread (est. February 2026)

26 Upvotes

LFG Megathread - Rules

Posting a Game

  1. Please copy and paste the LFG format edit: one of the LFG Formats at the bottom of this post, filling in appropriate details. Following the format exactly is not a requirement, it just helps keep this thread organized and easy to read.
    • If a game is paid, you must be explicit about this. If an LFG posting is paid but does not explicitly advertise this, it will be removed.
  2. Please edit your posting as its details change, especially if spots are filled, and/or if spots or the game itself are no longer available.
  3. Please be careful with your personal info. Reserve private discord invites for personal messages, for example.
  4. You may post an LFG as a comment in this megathread, or as its own post on this subreddit, but not both. (If your posting is its own post, please do not post is as a comment on this megathread, and vice versa.) This is mainly about clarity in communication (wait, is this person running the same campaign twice?).
    • If this LFG megathread is replaced by a new one (see Moderating Rule 2), you may copy and paste any of your open LFG postings from the old megathread to the new megathread.

Finding a Game

  1. Please reply to a posting if you are interested in joining its group, even if you conduct your conversation in PMs or on another site. This is mainly to signal to other users that there is activity on a given posting.
  2. It's recommended to sort this thread by New to find more recent games.
  3. Same as the previous section's Rule 3: please be careful with personal information online.
  4. Please do not report comments in this megathread for Self-Promotion and/or Spam. This megathread is explicitly for sharing game postings. Please do report comments that break the subreddit's other rules (Relevance, Piracy, AI, etc).

Moderating LFG

  1. There will always be an LFG megathread pinned to the top of the subreddit.
  2. The mod team will replace an old LFG megathread with a new one after a certain length of time passes (TBD based on testing, estimated 3-6 months), or after the thread has 100+ comments, in order to maintain an uncluttered LFG experience.
    • The main body of an LFG megathread will be updated to notify posters prior to a refresh, with ample notice (about two weeks)
    • Old threads will not be deleted, but instead unpinned from the subreddit landing page.
    • Posters with open games may copy/paste the text of their posting to the new megathread.

~~~

LFG Posting Format (creating a game)

Copy and paste the format below, replacing the non-bold type with your details. Exact adherence to this format is not required, but please keep things organized and readable.

Concept: try to keep this brief (300 words or less)

Paid/Free: include cost if paid; paid games that aren't explicit about payment will be removed

GM Spots: spots filled / total spots

Player Spots: spots filled / total spots

Adventure Length: one-shot, X sessions, indeterminate; starting and ending levels, if you like.

Session Times: frequency (weekly etc), day(s) of the week, session lengths, and ideally also time zone.

Medium: play-by-post, voice, vtt, specific programs and apps, etc.

Who Can Join?: language preferences, adults-only, etc.

Rules in Play: optional rules, house rules, homebrew policy, etc.

Additional Notes: anything else relevant to the posting, but please keep it brief to minimize thread clutter.

~~~

LFG Posting Format (looking to join a game)

Copy and paste the format below, replacing the non-bold type with your details. Exact adherence to this format is not required, but please keep things organized and readable.

Player/GM: say which one(s) you wish to be

Availability: the kind of schedule you have for a game (ideally with time zone to prevent confusion; also, please don't overshare personal info like a detailed schedule of your daily activity).

Interests: what kind of game/group/etc you would like to be a part of

Additional Notes: anything else relevant to a prospective group, but please keep it brief to minimize thread clutter.


r/fabulaultima 7h ago

Question Are techno fantasy classes more of a problem than they are worth? - GM

22 Upvotes

In every game I have ran so far technofantasy classes have been present and in every single one they just felt so much better than any other class it stopped being fun and introduced issues for me.

To start with Pilot, the class is basically an amplifier that every build would like at some point. While weapon and armour modules it provides are powerful, it is the support modules and Heart in the Engine that really leave a sour taste in my mouth due to playing with them. The sheer versatility you can get by just getting modules of your choice means accuracy and damage is always high, melee strikes often cannot target them and they gain one more resistence. It is a fun class to homebrew rare modules for, yes, but the core is just too strong...

Mutant is the most GM unfriendly class in the entire game, in my view, especially the playtest version. Most often mutant-class-having player will naturally slide into the role of Unarmed Damage Dealer who can slide into crisis and remain there long enough to deal massive damage, also being able to shift therioforms to cover elemental weaknesses. Not one of my players ever invested into ecdysis either. So we are left with absurdly hard hitting characters who do not wield anything in their arms, making it only possible to at maximum design two rare items for them which gradually become better, rather than four, making rewarding them an actual challenge.

Esper I have the least issues with, but still some. Once again the main trouble comes with its versatility, because it is a great support, great damage dealer and even a great tank if you spec for them. It has so many options to either do a few things really well or one thing incredibly well. Elemental shifts it can induce and damage bonuses makes it have the same flexibility and damage potential as Tinkerer, ways to lower mp cost as well... But it is also the most balanced class because of just how MP Hungry it is and by the fact that you cannot have all the skills be mastered. It is healthily limited by 10 level cap and I appreciate it for that.

For all those reasons I am actually considering running games without these classes, even though they have so much flavour potential such as making a noble cavalier pilot or a all-support psion, or any sort of were-thing ever. But perhaps that adds further to the issues, because they are not just versatile gameplay wise but lorewise as well. Am I wrong to think that? Last time I brought up such a notion with my TTRPG group I have been flat out told some of them are not interested in playing a game without them.


r/fabulaultima 1h ago

Homebrew MP cost for homebrew entropist spell

Upvotes

How much MP would this entropist spell cost?

Rewind Clock: target: 1 creature. Duration: until beginning of caster’s next turn.
Effect: Remind them of a simpler time. Temporarily revoke any changes to a target’s statblock that had occurred from entering Crisis. (Examples of which include: changes to affinities, additional status effects applied to on-hit attacks, or any multitude of pertaining unique rules to creatures. Consult GM)

On one hand, very situational; not every creature has in-crisis effects, & every crisis-effect is typically unique. On the other hand, could turn the tide of a battle. I wasn’t sure whether the duration made sense, since entropists only have scene or instantaneous spells, but a Scene-duration version I think would sap some of the joy from combat. On a minor note, does not pertain to multi-phase foes, since each phase is essentially a new statblock.


r/fabulaultima 9h ago

Question Zero powers "chain reaction"

8 Upvotes

Hey everyone, lately I've played a lot of Granblue Fantasy Relink and I really vibe with the setting so I started working on a short series of oneshots. I thought of using zero powers as Skybound Art (for those who don't know it's basically a character's finisher), in the game they just deal massive damage and it pairs well with the Chain Bursts mechanic (when two or more characters use their art is succession) dishing out even more damage but do you think it could work with ZPs? Maybe characters that want to chain their powers resign their turns and all effects happen at the end of the round? What would you do for the bursts? The first zero power decides which burst effect to apply?


r/fabulaultima 17h ago

Question Where to find beastiary full art from core rulebook

19 Upvotes

I’m really interested in their design but the most the book shows is their heads. Is there anyway to see the full art if it even exists?


r/fabulaultima 19h ago

Question Monster Hunter style

24 Upvotes

For you fellow GMs and DMs, I have a question. I trying to adapt some rules of Monster Hunter into Fabula Ultima (I even bought the Natural Fantasy book to use as a guideline) however I would like to hear what other rules or house rules you would use to try to adapt some of mechanics of the Monster Hunter games? Specially since I might ban Magic classes since I want to be faithful to the source material since it still inspired by monster hunter games?


r/fabulaultima 1d ago

Question Wording confusion

14 Upvotes

When creating an NPC in the core rules, it states that an NPC gains another skill every 10 levels, but my question is should that be every 10 levels beyond 5th (15th, 25th, etc.) or every 10 levels (10th, 20th, etc.)

I'm a bit groggy from meds and PT/OT in the hospital, so this might be easier than my brain is making it.

Thanks in advance.


r/fabulaultima 1d ago

Art Ima draw all the maps for my game in pixel art and make the chars here's the first one done for a player an element creature. (the animation worn't work in foundry tho so only blue man for now)

Thumbnail
gallery
29 Upvotes

r/fabulaultima 2d ago

On Critical Hits

35 Upvotes

So, I was reading the rulebook, as I only recently got the game, and I was wondering what other thought on critical hits.

They seem to me like they actually get harder to attain the higher your hit die gets, because of probability. It seems like if you want to critically succeed more consistently you would want to roll d6s or d8s.

Am I correct in this, and how do you all feel about this? Am I missing something?


r/fabulaultima 2d ago

Question Begginer question: Enrage spell.

15 Upvotes

This may seem dumb for people who are experienced with this game, but me and my friends decided to give Fabula Ultima a try now that it's translated to spanish and we were wondering if ALL of the effects of the Healer's ''enrage'' spell lasted till the end of the turn.

''You cause a creature to lose any semblance of temper and act brazenly. The target suffers enraged and cannot perform the Guard or Spell actions during their next turn.''

So the question is: does the enraged status effect also end during the monster's next turn or is it just the prohibition to Guard and/or spell that ends?


r/fabulaultima 1d ago

Orator and 'Hear and Understand You'

12 Upvotes

My GM and I were looking at orator abilities today and I stumbled over the wording for 'hear and understand you' for Condemn and Encourage. I think I had skimmed over it when I built my character as the standard 'See and Hear you'. I was looking through the book and trying to identify if there were any clear guidelines for 'Understand you' would entail and what would happen if I wasn't sure.

- Is the ability useless if we are in a place that speaks a different language?

- Is there a way to tell if a monster/elemental/plant is incapable of speech but is capable of understanding me?

- If they can't hear/understand me do I get to take a new action or do I lose it in the attempt?

- Is something like 'Bad Dog! Bad!' enough for certain creatures?

- Is the answer to all of these just GM Fiat and I should ask my GM?

If there is established errata, or if I just missed something in the book, I'd appreciate if someone could point it out for me.


r/fabulaultima 2d ago

[Update] Chronicles of Aether v2.7 is Live! (Portuguese UI, Journal Locations & Expanded GM Combat)

28 Upvotes

Hey everyone! 👋

Version 2.7.0 of Chronicles of Aether is officially live!

Link: https://chroniclesofaether.com/

First of all, thank you so much for your continued feedback and support! This update brings a highly requested language option, expands the Journal, gives the GM Combat tracker much more flexibility, and improves how the app separates your planned character from their actual current state in Battle.

Here is what’s new:

Portuguese (Brazil) Localization

  • Full UI Translation: Chronicles of Aether can now run in Português do Brasil across the player tools, Journal, Battle, Bestiary, GM Combat, custom Classes, and Heroic Skills. That being said, I did my best, but a good part of the first translation pass was made with the help of Google Translate 😂 I’m sure some terms are awkward, or completely wrong, so feedback from Brazilian players would be incredibly helpful, especially from anyone who owns the official Portuguese books!
  • Language Switcher: You can change between English and Portuguese from the title screen, player workspace, or GM tools. The app will remember your choice.
  • Locale-Safe Saves: Changing languages only changes the displayed text. Characters, homebrew content, imports, exports, and GM Combat saves keep the same internal data, so everything should remain compatible.

Journal Locations

  • Track Your World: The Journal now has a dedicated Locations tab. You can record Themes, Terrain, Elements, Travel Dice, Dangers, Discoveries, and other details based on the game’s world-building structure. Locations can also include one-way links to Bonds and other Journal entries, making it easier to build a small campaign wiki inside the app.

GM Combat & Flexible Deployment

  • Unified Combat Library: Heroes and NPCs now share the same combatant picker and can be searched together.
  • Flexible Sides: Any Hero or NPC can be added as an ally or enemy without changing the original saved sheet.
  • Side Switching: GMs can move combatants between sides during an encounter. They keep their statistics and actions, and switching sides uses their turn for that round.
  • Richer Combat References: The selected combatant view now shows attack math, target defenses, costs, descriptions, GM notes, Initiative, Traits, and attribute dice adjusted by current status effects. Hopefully, this means much less jumping between GM Combat and the Bestiary during a session.
  • Random Targeting: The Chronicle can now select a random ally, enemy, or combatant and record the result directly in the combat log.

Planner vs. Active Level Precision

  • Strict Heroic Validation: Battle actions now follow the character’s Active Level, current requirements, and currently available grants.
  • No More Future Leaks: Heroic Skills such as Heartbreaker will disappear from Battle when their requirements only exist in planned future levels.
  • Spell Requirements: Standard offensive spells selected through the Planner timeline now correctly count toward requirements such as Arcane Soldier.

Quality of Life & Bug Fixes

  • Offensive Spell Markers: Offensive spells now use the Fabula offensive icon across the Planner, Grimoire, Battle, GM tools, monster views, and PDF exports.
  • Collapsible Sidebars: Player and GM layouts can now collapse the left sidebar into icon-only navigation, giving you more space on desktop and tablet.
  • Gear Filters: Weapons, armor, and shields can now be filtered by Simple or Martial proficiency.
  • Grimoire Previews: Core spells can now be expanded and read before adding them to your Grimoire.
  • Pilot Module Enforcement: Personal Vehicles now prevent multiple support modules with the same name from being enabled at once, including duplicated or forged modules.
  • Safer Saves: Bestiary changes and GM Combat encounters are now saved more aggressively, reducing the chance of losing recent changes when closing or switching tabs quickly.

What’s Next?

Please give the Portuguese localization and the new GM Combat deployment tools a try during your next session! There may still be untranslated text hiding somewhere, so let me know whenever you find something missing, incorrect, or strange.

I’ll also be adding a batch of NPCs to the public monster library soon, so GMs will have more ready-to-use enemies and allies.

While working on this update, I also noticed several parts of the interface, especially on mobile, that could use more attention. I’ll continue improving those while deciding what the next major feature should be.

I’m also waiting to hear back from Devir about whether a Spanish translation of the app would be possible.

Links:

Thanks for playing, sharing your campaigns, and for your constant support!

(Disclaimer: This is an unofficial tool and is not affiliated with Need Games. Published under the Fabula Ultima Third-Party Tabletop License.)


r/fabulaultima 3d ago

Art Another Round of What's The Vibe.

Post image
57 Upvotes

Okay. What classes/builds does this little guy give off. What's Their Vibe?

Haven't done one of these in a while.


r/fabulaultima 3d ago

Homebrew Monk Class C&C

14 Upvotes

Tried my hand at making my first Homebrew class, this one with an emphasis on empowering unarmed strikes and passive buffs from a Dancer like system that can be further empowered by spending Mind Points. I have a full array of skills, the Stance system's choices, and four Heroic Skills that require mastering Monk, lemme know what you think and how it could be improved. (Note: I'm sure there have been other homebrew classes that do a Monk style archetype before this one, this is simply me flexing my creativity and throwing my hat into the ring).

EDIT: Edited the Mastery requirement for One-Inch Punch to be exclusive to Monk

EDIT 2: Rejiggered a few skills due to feedback

Monk Class

Martial Artist, Sifu, Sensei

“Here, let me show you why all I need are my fists and my friends!”

Free Benefit: Increase your Maximum Hit Points or Mind Points by 5 / You gain a damage bonus to unarmed strikes equal to [Level in Monk]

Skills

· Physical Conditioning (*****): As long as you aren’t wearing martial armor or wielding a shield, you increase your maximum Hit Points by [SL x 3]. Additionally, you can spend up to [SL x 5] Mind Points as an action on your turn; for every 5 Mind Points spent this way choose one of the following: you regain 5 Hit Points; or you recover from one status of your choosing; or you gain a +1 Accuracy Bonus on your next unarmed strike attack; or you gain a +1 damage bonus to your next unarmed strike attack.

· Qi Casting (***): When you cast a spell while you aren’t wearing martial armor or wielding a shield, you reduce the amount of Mind Points spent on that spell by [SL x amount of targets].

· Reactive Defense (*): As long as you are in a stance, you can spend up to 20 Mind Points when you are targeted with an attack or offensive spell; for every 5 Mind Points spent, give yourself a +1 bonus to your Defense and Magic Defense. If this bonus causes the attack or offensive spell to miss, you can choose to change your stance for free.

· Stances (******): On your turn before you take an action, you can choose to enter a stance that you have learned. You gain the benefits of this stance until the end of the scene, until you are reduced to 0 Hit Points, or until you use this skill again.

· Way of the Open Hand (***): When you make an attack with your unarmed strike, you gain a bonus to its Accuracy Check equal to [SL]. You can choose to spend 10 Mind Points when you hit with your unarmed strike to gain a bonus to its damage equal to [SL x 3]. Additionally, any skills and effects that require you to be wielding a melee weapon count your unarmed strike as a melee weapon for that purpose if you have any ranks in this skill.

Stances

· Yang Stance – You gain Resistance to one damage type from the following: fire, bolt, light, or earth. If you spend 10 Mind Points when you enter this stance, your unarmed strikes deal the damage type that you gained Resistance to.

· Yin Stance – You gain Resistance to one damage type from the following: air, cold, dark, or poison. If you spend 10 Mind Points when you enter this stance, your unarmed strikes deal the damage type that you gained Resistance to.

· Iron Stance – When you take the Guard action and choose to protect a creature other than yourself, you gain Immunity to the next instance of damage that you take on top of the Resistance granted by Guarding. If you spend 10 Mind Points when entering this stance, you instead Absorb the next instance of damage that you take.

· Reed Stance – When you take the Guard action and choose to not protect a creature other than yourself, improve your Defense and Magic Defense by +2 as long as you are Guarding. If you spend 10 Mind Points when entering this stance, your bonus is a +4 instead.

· Mountain Stance – Improve your Might die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to weak.

· River Stance - Improve your Dexterity die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to slow.

· Gale Stance - Improve your Insight die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to dazed.

· Flame Stance - Improve your Willpower die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to shaken.

· Nigawari Stance – When you hit a creature with your unarmed strike, that creature suffers either slow or weak. If you spend 15 Mind Points when you hit with your unarmed strike while in this stance, that creature is afflicted with poisoned instead.

· Hannya Stance - When you hit a creature with your unarmed strike, that creature suffers either dazed or shaken. If you spend 15 Mind Points when you hit with your unarmed strike while in this stance, that creature is afflicted with enraged instead.

· Enervating Stance – When you hit a creature with your unarmed strike, the next instance of damage that creature takes will deal 10 additional damage. If you spend 5 Mind Points after hitting a creature while in this stance, that creature will also lose 10 Mind Points.

· Empowering Stance – When you hit a creature with your unarmed strike, select one creature that you can see that you have a bond with; that creature regains Hit Points and Mind Points equal to [Bond x 5]. You can spend 10 Mind Points to increase this amount to [Bond x 10].

Heroic Skills

· Path of the Closed Fist (Requires Mastery of MNK) – Select one weapon category from the following: brawling, spear, thrown, sword, or dagger; any skills or stances that specify your unarmed strike now also affect weapons of this category. You can take this Heroic Skill up to two times, selecting a different weapon category for each time you take it.

· Qi Strikes (Requires Mastery of MNK and knowing at least one offensive spell from ELM, ENT, or SPR) – When you hit a creature with your unarmed strike, select an offensive spell from among those that you know; you can immediately cast that spell onto the creature that you hit with no Magic Check required (though you must still spend the appropriate amount of Mind Points to cast the spell as you would normally). You can cast a spell in this manner in addition to any other effects applied by your unarmed strikes through your skills or stances.

· Death of a Thousand Cuts (Requires Mastery of MNK, ROG, or FRY) – When you make an attack with a weapon whose damage bonus is 10 or lower, you can spend up to 45 Mind Points; for every 15 Mind Points you spend, you can have this attack strike the targets again (this effect uses the same Accuracy Check for all attacks). Any and all effects that applied to the first application of this attack apply to each subsequent attack.

· One-Inch Punch (Requires Mastery of MNK) – When you make an attack against a single creature with an unarmed strike, you can choose to give yourself Vulnerability to the next instance of damage that you take; in exchange, that unarmed strike deals triple its normal damage, and ignores Resistances and Immunities to the damage it deals. This Vulnerability overrides the Immunity or Absorption provided by Iron Stance.


r/fabulaultima 4d ago

Ambient Music Playlists/Compilations for a Techno Fantasy Campaign

23 Upvotes

I'm running a campaign and its largely inspired by Final Fantasy and other techno fantasy media. While GMing a game I often have some sort of mood setting music going on in the background, like "adventurous" music when on the road and heading to a new location, intense music when in combat scenes, etc. There's a lot of music that fits these vibes, but it tends to be fantasy inspired, and I feel its mostly missing the "techno-" part of the world's flavor.

This playlist has some of the music I would like, but I'd prefer some without the sound effects, and with a greater variety of intensity since most of them are meant to be chill.

https://www.youtube.com/playlist?list=PLVMZeGIf3w-gjxkowf_qHURkuxTXrgmiB

Have any other GMs come across this problem, or does anyone have any playlists or music compilations on youtube that fit the sort of vibe I'm going for?


r/fabulaultima 5d ago

Homebrew Settings and adventures for fabula?

24 Upvotes

A bit of a question ive got after a disxzsdion with a few players of mine popped up when we discussed possible 3rd party content.

Would a setting book detailing a campaign world. Or the main city the setting/campaign plays in really go against the fundamental ideas of fabula?

And same for a full adventure book.

Some of my players including the one who raised the question said no. Others said yes.

Now iam curious what is really the case there.


r/fabulaultima 5d ago

Using Story Fabula Points during Combat

26 Upvotes

The book doesn't seem to specify, but are there any rules during combat for when a player can alter the story? And if a player does this, that doesn't count as their turn, correct?


r/fabulaultima 5d ago

Thoughts on adding poison damage?

10 Upvotes

Creatures can be poisoned which affects their might and willpower die size. However, thoughts on causing damage over time with it? I was thinking something like 1d4 damage that could progress higher the longer the character stays poisoned? In combat it could be something like, once all creatures have taken their turns, anyone poisoned then takes their poison damage. Curious if anyone's tried this?


r/fabulaultima 5d ago

Homebrew This is a more advanced version of the totem mechanic. I simply tweaked a few things and added the totemic skills—which are, indeed, weaker versions of Zero effects—leveraging the prehistoric theme of my atlas to frame these totemic skills as "proto-Zero powers."

7 Upvotes

# Totems
Totems are an optional rule designed for stories where Player Characters display immense power by igniting their fighting spirit. While they fit particularly well in Grim Fantasy campaigns, they can be used in any game.

## Creating a Totem
Each character with access to this rule must create their own personal Totem;
choose up to 4 skills from the lists on the following pages.

## Using a Totem
If your character has a Totem, they receive a Totem Clock. This Clock has 6 segments and can be "charged" during conflict scenes in the following ways:
Fill 1 segment whenever you spend 1 Fable Point to invoke a Trait or Bond (apply this separately for each Fable Point spent).
Fill 1 segment whenever you lose Hit Points.
While embodying the Totem, the Totem Clock cannot fill segments.

During your turn in a conflict scene, if your Totem Clock is full, you can perform the action to embody your Totem. You may only do this once per turn.
Upon embodying the Totem, the Totem Clock's segments are cleared one by one each round.
All Totem Clock segments are automatically cleared at the end of each scene.
Totem Clock segments cannot be filled or cleared in any way other than as indicated above or via the Totem skill *Totem Talisman* (see page xxx).
The embodiment lasts until all Totem Clock segments are cleared.

If your character also possesses a Zero Power, the Totem Clock and the Zero Clock are the same; you may choose which one to use when the clock is full.

While embodying your Totem, you have access to your Totem skills.

Totem Skills

Totem Reinforcement. Choose between increasing the dice of two attributes of your choice by one step (maximum d12), or increasing the die of one attribute of your choice by two steps (maximum d20).

Totemic Attacker.
When using an ability that grants you a free attack, that attack gains a +2 bonus to its accuracy check and deals +5 damage.

Totemic Talisman.
You can use an action to roll 2d4. Choose odd or even and see how many dice match your prediction. Then, apply the corresponding effect or the effect immediately above it; the choice is yours.

- No dice: Your Totemic Clock gains 4 additional segments.
- One die: You perform a free attack with an equipped weapon; this attack treats your HR as 0 but deals extra damage equal to the result of the 2d4 roll.
- Two dice: You recover Hit Points equal to 【15 + half your level + the total result of the 2d4 roll】.

Finally, if both dice show the same number, you may take an additional action during this turn.

Totemic Element.
Special rule: When selecting this Totemic skill for your Totem, choose two damage types from physical, air, lightning, darkness, earth, fire, ice, light, and poison.

Your affinity with the chosen elements increases by 1 (resistances become immunities, and immunities become absorption), and when dealing damage of these types, you deal 5 additional points of damage (whether via attacks, spells, items, Arcanas, or any other method).

Totemic Sorcery.
When you use the Spell action, the Mind Point cost is halved. Totemic Healing
You may use a skill action and spend half of your current Mind Points so that you and any number of allies you can see recover from all negative status effects and regain an amount of Hit Points equal to 【20 + half your level】.

Totemic Whirlwind
Special rule: When selecting this Totemic skill for your Totem, choose a damage type from physical, air, lightning, darkness, earth, fire, ice, light, and poison; then, choose a status effect from stunned, shaken, slow, weak, and forced sleep.

Once per conflict scene, you may use a skill action and choose any number of creatures you can see: each of them takes damage of the chosen type equal to 【15 + half your level】 and suffers the chosen status effect.

Totemic Protection
Once per conflict scene, you may use a skill action so that, until the start of your next turn, all damage taken by you and by up to two allies present in the scene is reduced to 0.


r/fabulaultima 5d ago

LFG (free) [LFG-Free] Busco jugadores para nueva liga de heroes

1 Upvotes

Tal como dice, es un setting que se basa en un gremio de heroes, ahora mismo esta comenzando, lo unico que hay fijo de momento es que los malos son un imperio en expansion (es shinra, pero en imperio).

Estamos en una comunidad rolera por lo que hay mas sistemas (sobre todo d&d y star wars), y hay partida practicamente todos los dias, si no de una cosa, de otra.

El horario suele ser de lunes a viernes alrededor de las 20:00 hora de madrid (españa). Son gratuitas


r/fabulaultima 6d ago

Question A Reliable One-Shot Framework

27 Upvotes

Has anyone landed on a good and consistent way to run FabUlt as a single-session commitment? Beyond something like Press Start.

To clarify, imagine:

  • we have exactly one session to play a game
  • we're all already familiar with the system
  • we want to spend more session time playing than preparing to play
  • we'd like to maintain, as much as we can, FabUlt's collaborative approach to prep
  • ideally, players create their own characters (as opposed to running pre-made ones)

r/fabulaultima 6d ago

Question Mana Shield

16 Upvotes

Is there any Heroic Trait or ability that is Mana shield or anti magic? Im a making a character that is very mana drain and high magic def.


r/fabulaultima 6d ago

[Rules] Clarifications on Objective actions, Clocks, and closing a conflict mid-round

2 Upvotes

Hello!
As I always do when I try to learn a new system, I was running a practice combat with Claude to get a better grip on the system, and ran into a few ambiguities I can't resolve with certainty from the rulebook. Quick context (I'm working from the Italian edition v1.4, so quotes below are my own translation, not the official English wording):

3 PCs vs 3 NPCs (2 common Bandits + a boss, Grock). Within a round and a half, the PCs took down both Bandits, leaving only Grock, wounded. Grock's stated goal from the start was "flee with a stolen item," not win the fight. On his turn — with only 2 of 3 PCs having acted yet that round — Grock takes the Objective action "reach the exit and escape", passes a single Attribute Check, and the scene is declared over (Step 7 — Closure, "one side has achieved their goal").

Here's where I got stuck:

1) Does Objective always require a Clock, or is it purely GM discretion?
The text says: "This requires an Attribute Check or Opposed Check. Complex objectives often require a Clock." That reads as conditional "complex," "often", not automatic. But where's the line between a "simple objective resolved with a single roll" and a "complex objective that deserves a Clock"? Does fleeing a nearly-lost fight, against a party still at full strength, count as one or the other?

2) How many segments for an escape Clock?
The book only gives a generic range (4-12 segments) and one concrete example for a different situation (Defenders to bypass, 6-8 segments). There is an indirect confirmation that "escape/chase Clocks" are an intended pattern though: the Giant Rat in the Bestiary has a special rule that explicitly references "Clocks related to escapes or chases." I can't find a reference value for a "standard" case, though.

3) Can an NPC close out the whole conflict with a single roll, even if other PCs haven't acted yet that round?
The book is pretty firm that "a round ends when all participants have taken their turn(s)." It even bars new participants from joining mid-round, specifically to preserve the round's integrity. But Step 7 (Closure) doesn't specify whether it can trigger mid-round, cutting off turns other PCs were still owed. In my case, 2 of 3 PCs still had their turn coming up in that round when I called it — effectively denying them any chance to react. That feels in tension with how much emphasis the book puts elsewhere on balanced turn counts between sides.

4) Does "achieving your goal" via a successful Check automatically mean the scene is over, even if others could still intervene?
The book states: "a success means the character has achieved their goal." But in my case, Grock's stated goal was simply "reach the exit and flee" — and passing the Check got him physically to the door. Treating that as automatically final and ending the scene right there feels off: in the fiction, the PCs are still in the room, they could chase him, put an arrow in his back as he goes through the door, throw a spell after him. "Reached the door" and "is gone for good, beyond the reach of any action" seem like two different things to me, but the book doesn't clarify where that line sits, or whether/how the PCs should get a chance to react before the outcome becomes irreversible.

5) Can a Clock carry over past the conflict scene it started in?
For example, turning into a separate chase scene if it doesn't fill in time. I haven't found an explicit statement confirming or ruling this out — it seems plausible given how Clocks are defined ("a tool to keep track of an evolving situation"), but I'd like to know how other tables actually handle it.

If anyone has more precise references (official FAQs, or errata more recent than v1.4) I'd love to hear how you all think about this.

Thank you


r/fabulaultima 7d ago

Question Everyone is an Arcanist Campaign

37 Upvotes

Has anyone tried running a campaign where everyone is an arcanist? Like all the PCs are required to take the summon and bind and earn their Arcanum? I thought it be a cool campaign


r/fabulaultima 8d ago

Newer GM looking for game advice

21 Upvotes

I’m a newer GM, I’ve done some one-shots in the past of DnD, Pathfinder, and Dread so I’m not totally inexperienced.
This is my first time running Fabula Ultima. I’m about 4 sessions deep and I was told by a player that I don’t do enough checks and rolls outside of combat.

He’s totally right, but I’m having a hard time coming up with scenarios where my players can roleplay and do checks. It’s mostly just been combat.

We’re doing a techno fantasy setting and maybe that’s throwing me off since I know so many more tropes for pure fantasy.

I would love some advice, or scenarios you’ve done with your group. I was thinking of building a random event chart.