So one oversight in my previous post is that I didn’t talk about the area that the combat Serius had. That is simply because Fabula Ultima doesn’t care about that sort of stuff. With some minor exceptions (such as flying creatures being immune to melee attacks) the game doesn’t care about positioning. It defers to the idea of “if you are capable of taking some action, you’ll figure out some way for that happen in the fiction.” Vault over a wall of foes to face off with your nemesis in a duel? Awesome. Go forth and do it.
Additionally, I made one mistake… that didn’t end up mattering. When Serius was Slowed and I said we didn’t need to re-calculate anything, I was wrong. Your Defense and Magic Defense are always based on your current Dexterity and Insight. However, because Serius was using Runic Armor that makes their Defense a static 11 (rather than based on their Dexterity die) it didn’t matter.
So now that I’ve cleared up some of my mistakes, let’s see what happens when we put our hero into a situation that this game is bit more setup to handle.
After retreating back to town, Serius met up a pair of new allies: the catling assassin Carabas and the bloodwitch Auoy. Carabas is based on the “classic character” quick build option of the Spell Fencer, while in order to make sure Auoy had the right flavor I dug into one of the Atlas books to pull out the Mutant class. We don’t need to dwell on that right now (we’ll talk about Atlases in a future post), instead we’ll dive into some more example play.
When Carabas, Auoy, and Serius return to the ruins, it appears a group of tomb raiders have set up shop and are plundering the ruins. This will just not do. Looks like it is time for fisticuffs.
Our foes are a pair of Brigands (pg. 338) and their Mercenary leader (pg. 340). To spice things up, we’ve give the Mercenary an accessory to make them a bit more powerful (as well as to be a reward if our heroes are able to defeat them): Crested Helm (p. 286) which will increase their Accuracy checks by +1. With all that done, it’s time for initiative.
Looking over the enemies, the Brigands have the highest Initiative with 10, which sets the Difficulty Level (DL) of the test. Of the three of our heroes, Carabas has the best Initiative modifier with a -1 and the best DEX+INS with d10+d8, so he’ll be leading the check. Before his roll, Auoy and Serius both make their own check against a difficult of 10 (just the default for any group check). Auoy succeeds with an 11 (3 + 10 – 2) which will give Carabas a +1 bonus to his roll, while Serius fails with an 8 (3 + 8 – 3). Fortunately, this doesn’t penalize Carabas’ roll.
Carabas rolls his initiative and gets a Critical Success (8 + 8 – 1 +1 from Auoy’s assistance)! For his Opportunity, Carabas looks at the list and sees Bonding, which will create a Bond towards someone or something. Here he’s going to chose to gain a bond of Loyalty toward Auoy. They are proving themselves focused on the task at hand (unlike Serius) and so Carabas feels a touch more at ease around the blood witch. This bond is useful for some Skill and any group checks, as if someone assisting has a bond with the leader, they add add an additional +1 to +3 depending on the strength of their bonds to the person leading the group. (See page 56 for more details on this.) With this decided, we get to combat.
Auoy will take the first turn and see if they can determine anything about their foes with the Study action. As they look over the Mercenary leader, Auoy rolls INS+INS as an Open Check (a check with no DL, but instead depending on their roll they will get more or less information). With their d10 Insight, they get a 12 (2 + 10), which will give them info on the Mercenary’s species (Humanoid), their Max HP (60), and their Max MP (50). If they’d gotten a bit higher (13+), Auoy would have also learned their Traits, Attributes, Defense, Magic Defense, and Affinities. If they’d gotten even higher (16+), they would have learned all that plus their basic attacks and spells. Very useful.
With their turn complete, the first Brigand goes. They take their Axe and take a swing. But at who? Well, by default all enemies determine their targets randomly! There’s abilities that affect this, such as Serius’ Provoke, but this is the suggestion of the book. So we take a d3 with Serius, Carabas, and Auoy’s names on it and roll Serius! The Brigand makes their attack with MIG+MIG and get an 11 (8 + 3) which will hit Serius’ Defense of 11. With a High Roll of 8, that deals 18 Physical damage, bringing Serius to 32 HP.
Serius will go next and, using their Bind and Summon skill, call forth the Tale of the Warrior. This costs 40 MP, which leaves them with out 10 MP, however, their Arcane Regeneration skill causes them to regain 5 HP, bringing them back up to 37 HP.
The second Brigand now goes and uses their Axe as well on Carabas, however they get a Fumble (1, 1)! This grants Carabas an Opportunity which he will use to Weaken them. Additionally, since the result of their attack was an even number, Carabas can use their Counterattack skill for a free melee attack. Using their Rapier, they roll DEX+INS+1 and get a 13 (4 + 8 + 1). Normally this would deal 14 physical damage (HR + 6), however, the Counterattack skill specifies that this attack treats the High Roll as 0 regardless of the outcome, meaning he only deals 6 damage. A fine hit still, dropping the second Brigand to 54 HP.
Now it is Carabas’ turn and they will spend 10 Mind Points (bringing him down to 45 MP) for his Bladestorm skill, letting his attack hit up to two people; specifically the Mercenary and the second Brigand. He will roll one attack and compare it against each foe’s defense to determine whether it hits or not. He doesn’t feel confident about rolling a 9 (7+1+1) so will use a Fabula point to re-roll the 1. That turn it into a 3 for 11 total, which will hit both his foes. With a High Roll of 7 that deals 13 physical damage to each of them, bringing the second Brigand to 41 and the Mercenary to 47.
That leaves the Mercenary. Instead of an attack, they will use their Charged Attack action to grant their next attack Multi (2) (which will hit two targets, much like Carabas’ Bladestorm) and ignore any Resistance. This won’t matter here since our heroes don’t have any Resistances, but we’ll do it anyway so they can attack two folks with a single roll.
Back at the top of the round, our heroes can decide who goes first. It does not have to stay the same. That said, Auoy will go first again. They are going to cast a Spell. Spells use the Spell action and come in two flavors: normal spells which just require an Action and an amount of MP (sometimes variable based on the number of targets affected) and just work, and offensive spells which require a Magic roll to determine if they succeed against the target’s Magic Defense. They will cast Drain Vigor which is an offensive spell with an MP cost of 10 (down to 45 MP) and so will require a Magic roll of INS+WLP. They target the Mercenary and get a 10 (9 + 1) which just barely overcomes their Magic Defense of 9. The spell deals HR + 15 Dark damage and causes Auoy to regain HP an equal amount of HP. While this deals 24 Dark damage, Auoy is already at full HP and so doesn’t recover an HP.
It is now the first Brigand’s turn and they aim their Axe at Auoy (guess they should have waited a bit to take their turn). A 14 (9 + 5) easily hits Auoy’s 9 Defense and deals 19 physical damage, nearly knocking Auoy into Crisis. Ouch!
Carabas will go next, again spending MP for Bladestorm (down to 35). They could use one of their spells like Elemental Shroud (to give Resistance to an element) or Elemental Weapon (to change the damage dealt by one of the weapons used by the party to gain an elemental damage type) but since the foes have no obvious elemental properties, they’re not obviously useful. If elemental attacks start coming, then he can use it with some assurance. For now it’s more reliable damage. Once again he’ll target the second Brigand and the Mercenary, only getting a 6 (4 + 1 + 1). Again, he’ll use a Fabula point, rerolling both dice to get a 14 (10 + 3 + 1). This hits both enemies for 16 physical damage each, dropping the Brigand to 25 (now in Crisis) and the Mercenary to 7. Almost enough to take them down, but not quite.
It’s the second Brigand’s turn and they turn their Axe at Auoy as well (oof, bad day for them!) getting a 15 (9 + 6). This deals 19 damage and brings Auoy to 2 HP!
It’s Serius turn and while they were thinking of trying to Provoke someone, they need to focus on bringing down the Mercenary before they can take their turn so they don’t take out Auoy. Serius makes an attack with Heavy Spear, but only gets an 8 (1 + 7), not enough to hit the Mercenary’s 11 Defense. They’ll spend a Fabula Point (bringing them down to 1 remaining) invoking their Atlantean fighting style and reroll the 1, getting another 7 making this a Critical Hit! They’ll do 24 physical damage (7 + 12 + 5 from their Arcana’s merge effect), well more than enough to take down the Mercenary. For their Opportunity, they will take a Bond with Auoy, choosing Inferiority as the emotion. They don’t feel like they are doing enough to protect their allies, as exhibited by Auoy’s injuries, and will strive to do better.
With the Mercenary taken out, we’re now back to the top of the round. Auoy will again go first, hoping to recover some of their strength. They cast Drain Vigor again on the second Brigand (down to 35 MP), and get a 14 (4 + 10)! This will deal 25 dark damage to the second Brigand, defeating them, as well as healing Auoy for 25 (up to 27!). Also, because they were in Crisis when they cast the spell and it dealt damage, their Biophagy skill will heal them for an additional 5 HP (up to 32). Not too bad a swing for someone who was almost at 0 at the start of their turn.
The first Brigand swing for Serius and gets an 18 (8 + 10), easily hitting the historian’s Defense of 11 and dealing 20 physical damage. This brings Serius down to 17 HP, below their Crisis threshold.
Serius will take their turn now, going for the remaining Brigand. Since they’re in Crisis, their Adrenaline skill is active so if they can hit, they’ll do 4 extra damage. They roll a 10 for their attack (8 + 2) which will hit for 29 physical damage (8 + 12 + 4 + 5), bringing their foe down to 31 HP.
Since there are no more foes left, Carabas follows up with an attack of their own with their Rapier. They get a 19 (10 + 8 + 1) while will deal 16 physical damage, knocking the Brigand down to 15 HP remaining. Normally I’d call it here, but the Brigand’s Bad Temper trait makes me think they would go down swinging rather than flee or surrender, their anger clouding their better judgment.
With the start of the round, Carabas will go first, thinking they have the best chance to take down the Brigand. They barely hit with a 9 (2 + 6 + 1) and only do 12 physical damage, leaving the Brigand with 3 HP.
The Brigand makes a charge for Carabas in retaliation (Or so the d3 says), hitting with a 12 (8 + 4) and dealing 18 damage, making the first hit on Carabas and taking them down to 22 HP.
Serius goes for the finishing blow, and hits with a 15, defeating the Brigand.
While everyone catches their breath, Auoy casts Heal to recover Carabas and Serius’ missing HP. For 20 MP (10 per target, max of three) each regains 40 HP, maxing them both out. With only 8 missing HP, Auoy is counting on finding some enemy later to make up for their missing HP. Additionally, the group recovers the Mercenary’s Crested Helm, giving it to Serius to give them a better chance at hitting with their high damage attacks.
Calling this the end of the session, the group tallies up their XP. Each person gets 5 XP by default, then they count the number of Fabula Points spent. Carabas and Serius both spent two, that means 4 total were spent. We divide that by the number of players (3) giving us 1 and some change, but because we always round down (pg. 33) that means everyone earned 6 total XP. Not bad, as leveling only requires 10 XP.