(This is actually a transcription of a text file I’ve been keeping for this stuff since we started. I realized while on our trip that I didn’t have access to these notes, so I’m gonna stash them in the forum to keep better track and maybe make them look nicer).
Rule book - Fabula Ultima - Google Drive
Page number are , not the PDF page.
The Trimaldi Bros.
(The Bros. Trimaldi – Shiny, Tiny, and Whiny.)
- Shiny is the charismatic one at the top of the clank;
- Tiny is the engineer / gadget guy in the middle;
- Whiny complains about always being at the bottom running the legs (but wouldn’t have it any other way)
Advancing each level <227>
- Change Identity and/or Theme
- Increase max HP and max MP +1 (current level not changed) <== AUTOMATIC!
- If CL20 or CL40, choose an Attribute and increase its die size by 1 (up to d12; see below)
- Increase one Skill Level +1 or add a new Skill in a class
– (max SL = 10 → Mastered (capped) → + Heroic Skill)
→ Gain SL1 in a new Class (max 3 non-Mastered) → + Class benefits
Leveling Skills
- +1 Sharpshooter (=1) to 1 Ranged Mastery
- +1 Sharpshooter (=2) to 2 Ranged Mastery
- +1 Tinkerer (=1) to 1 Gadgets:Magitech Armament (Basic)
- +1 Tinkerer (=2) to 2 Gadgets:Magitech Armament (Advanced)
- +1 Fury (=1) → to 1 Indomitible Spirit
… started with the above - +1 Fury (=2) → to 1 Adrenaline (extra damage) (+ SLx2 dmg when in Crisis)
- +1 Fury (=3) → to 1 Provoke (taunt)
- +1 Fury (=4) → to 2 Indomitable Spirit (SLx5 MP or HP from FP)
- +1 Fury (=5) → 2 Adrenaline (+ SLx2 dmg when in Crisis)
- +1 Sharpshooter (=3) → to 1 Barrage (multi attack)
- +1 Tinkerer (=3) → to 3 in Gadgets: Magitech Armament (Superior) => Defs 3/2=+1
- +1 Sharpshooter (=4) → to 1 Crossfire (nullify ranged attack)
- +1 Sharpshooter (=5) → to 3 Ranged Weapons Mastery (to hit)
- +1 Sharpshooter (=6) → to 4 Ranged Weapons Mastery (to hit) [MAXXED]
- +1 Sharpshooter (=7) → to 1 Warning Shot (instead shaken or slowed or lose MP) [MAX 4]
- +1 Sharpshooter (=8) → to 2 Warning Shot (instead shaken or slowed or lose MP) [MAX 4]
- +1 Sharpshooter (=9) → to 3 Warning Shot (instead shaken or slowed or lose MP) [MAX 4]
- +1 Sharpshooter (=10) → to 4 Warning Shot (instead shaken or slowed or lose MP) [MAXXED]
– Heroic: Perfect Aim (Sharpshooter) - Warning Shot = two effects! - +1 Rogue (=1) → to 1 High Speed: MP to initial free shot or free Hinder/Objective [MAX 4]
- +1 Tinkerer (=4) → to 1 Visionary [MAX 5]
- +1 Fury (=6) → to 3 Indominitable Spirit (SLx5 MP or HP or -status from FP) [MAX 4]
- +1 Rogue (=2) to 1 Soul Steal (Check vs MD - take IP, treasure_ [MAX 5]
- +1 Fury (=7) to 4 Indominitable Spirit (SLx5 MP or HP or -status from FP) [MAX 4]
- +1 Fury (=8) to 3 Adrenaline (+ SLx2 dmg when in Crisis) [MAX 5]
- +1 Fury (=9) to 4 Adrenaline (+ SLx2 dmg when in Crisis) [MAX 5]
- +1 Fury (=10) to 5 Adrenaline (+ SLx2 dmg when in Crisis) [MAX 5] [MAXXED]
– Heroic: Powerful Shot (Sharpshooter) - +dmg (+5 / +10 at CL40)
Skills to Take:
XX 0 → 2 Provoke (taunt) [MAX 5] … better to crossfire?
XX 0 to Frenzy (not my weapons)
XX 0 to Withstand (not my combat attributes)
Tinkerer <210> 4
+1 Tinkerer (= ) to 1 Emergency Item [MAX 1]
+1 Tinkerer (= ) to 2 Visionary [MAX 5]
+1 Tinkerer (= ) to 4 in Gadgets: Infusions (Arcane Ammo), Basic [MAX 5]
+1 Tinkerer (= ) to 1 to Magispheres
+0 to Potion Rain (not my weapons)
+0 to Secret Formula (not my weapons*)
Rogue <204> 2
+1 Rogue (= ) to 1 Cheap Shot: extra dmg (SL+sfx’s) vs single target with status [MAX 5]
+1 Rogue (= ) to 2 High Speed: MP to initial free shot or free Hinder/Objective [MAX 3]
+1 Rogue (= ) to 2 Soul Steal (Check vs MD - take IP, treasure_ [MAX 5]
+0 Rogue (= ) to 1 See You Later (FP vanish into a different scene) [MAX 1]
+0 Rogue (= ) to Dodge (martial armor)
Heroic Skills:
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Bullet Break (Sharpshooter) - Crossfire hit even number, free attack!
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Extra HP (10/20)
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Extra MP (10)
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Duel Master (Sharpshooter) - resolving die pairs, maybe do extra dmg and MP back. (relies on Ace of Cards)
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Hunter’s Trick (Sharpshooter) - transform weapon = extra dmg + MP (( N/A? ))
Extra IP (4)
Fury Heroic Skills: N/A to me (basically melee-related)
Rogue Heroic Skills (future)
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Like an Open Book (Rogue + Soul Steal) - Study, + dmg vs elite/champ
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Pillage (Rogue + Soul Steal) - target any number for SS.
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Vanish (Rogue) - if hits, spend 1 FP and vanish from sight of them.
Bullet Time (Rogue + Dodge or Stolen Time) - Bump Init
Next Class
Guardian?
Stat Bumps:
INS - D6 → D8
Leveling in Foundry
If XP (top right) > 9, click the Level Up upward finger to bump up your Level and reduce your XP.
Levels tab
… scroll down to the new level and click on [Skill].
… … click on the checkbox of the Skill you want to advance (if you click on the icon, it will describe whtat it does)
… … → that skill now shows up at the bottom of the Levels list.
… scroll to the top of the Levels tab.
… … at the top of the list there will be a trophy showing how many new things you took, and a sync button.
… … press the sync button and confirm.
… … → on the Classes tab the Skill is updated
Projects
- Adding Qualities to Equipment?: 2x cost on tables ← or requires Tinkerer Master: Upgrade?
- Weapons <269>, firearms <274> → multi?
- Armor <280> → resist, init
- Basics <126>
Project <134> from Tinkerer <210>
Camp Activities (narrowed down)
- Camp Forge - recycling stuff we get, material fodder for tinkering projects. Very in-character.
** Exploration - IP to spend! (Which, beyond tinkering, lets me switch weapon damage). - Martial Practice - being able to bump to Multi(3) (or a no-cost Multi(2)) could be handy – if only for one roll in one combat in one rest interval.
- Midnight Oil - I wish I was better at the project stuff (thinking in those terms, thinking of ideas, executing); this would be useful.
- Sleep Soundly - Adding an Equipment, Hinder, or Inventory action somewhere could be very handy.
** Training - Status effect immunity (from one attack).
Gadget - Magitech Armament
Updated in Discord 11/3/25
Gadget - Magitech Armament - Basic
You may perform the Inventory action and spend 2 IP to create a MAGITECH ARMAMENT (MA), and destroy any MA you previously created. When you create a MA:
- choose a Category for it: arcane, brawling, firearm, heavy, spear, or sword.
- choose whether it is a Melee or Ranged weapon, and
- choose an Accuracy formula between 【DEX+INS】+1 and 【INS+MIG】+1 for it.
- Damage = 【HR+12】 physical (but see Advanced Armament).
MA are always two-handed weapons and cannot benefit from the Monkey Grip Heroic Skill; the armament will always occupy both hand slots.
MA cannot have Qualities (but see Superior Armament)
Gadget - Magitech Armament - Advanced
When you create a MA using the Basic Armament benefit above,
- if both your hand slots are empty you may immediately equip that MA and perform a free attack with it.
- you may have it deal air, bolt, earth, fire, or ice damage, instead of physical.
Gadget - Magitech Armament - Superior
If you have your MA equipped:
- you may use an action to choose one weapon in your backpack. If you do, that weapon is destroyed and all your MA gain its Quality (if any) until you use this effect again (this includes any future MA you create as well).
- additionally, as long as you have your MA equipped, you gain a bonus to Defense and Magic Defense equal to 【Gadget SL / 2】.