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Fabula Ultima: Updated Playtest Materials Repository

Hello everyone!

From now on, this post will be used as a general repository for the latest playtest materials for Fabula Ultima - new classes, heroic skills, options and more.

These contents will be posted as attachments and marked with a date, so that you may always check whether you have the most recent version of them.

Want to discuss your experience with the playtest? Come say hello on Discord!

_____Last Updated / Ultimo Aggiornamento: May 6th, 2024

Starting with the October 25th, 2021 update, all playtest materials will be bundled in a single file (with bookmarks and an internal changelog).
A partire dall'aggiornamento del 25 Ottobre 2021, tutti i materiali di playtest saranno condensati in un pacchetto unico (include segnalibri e un changelog interno).

Fabula Ultima: Updated Playtest Materials Repository

Comments

Hi Tenkuro! It is already very hard for me to do Italian and English versions of the playtest content (that is why the Quick Assembly preview is ENG only). French is not a possibility, at the moment.

Emanuele Galletto

Hello, I would like to know if it would be possible to have a French translation please? I'm struggling with English, understanding the meaning 70% of the time, but I'm still struggling with a lot of things, risking misinterpreting the text.

Tenkuro

Scusa! ho visto solo ora il commento. I feedback vengono raccolti principalmente nel Discord di Rooster Games e nel telegram di fabulaultima :)

Emanuele Galletto

Ciao Emanuele, mi chiedevo dove venga fatto il playtest dalla community? Nel discord di Needgames?

Giuseppe Piuma

Hi Juivantz! Yes, all the content you see in the playtest will be part of three expansion books: High Fantasy, Techno Fantasy, Natural Fantasy. The first one, HF, is about to be released in ITA later this week, and will likely see release in ENG during next year.

Emanuele Galletto

There are some stuff here that I can't seem to find in the main book. Like all the different fantasy quirks are they going to be added to a supplement book or am I just missing it

Juivantz Casseus

Understood! I didn’t find any skills that combo’d off of sword and heavy weapons in the core, but I see a couple hero skills in the playtest document that do. I’ll have to keep that in mind. Thank you!

Pyroc

Hi Pyroc: the answer to both questions is the same - a bunch of skills in the game require specific categories, so you need to pick the category that combo's with them :)

Emanuele Galletto

Hey there! I was skimming the playtest materials and I had a couple of questions: When you create a Custom Weapon you have the option to choose the category, although the weapon will always start off being two-handed, use one of two attribute combinations, and will use a very specific damage formula. However, one difference that stuck out to me was that apply the Powerful customization to weapons in the Heavy category have them do 2 more damage than any other type of weapon type (7 extra damage instead of 5). With that in mind, is there ever any reason to apply the Powerful customization to a non-Heavy weapon? Or, to put it another way, are there any benefits to selecting a non-Heavy weapon over a Heavy weapon? [edit] Forgot to add in my other question. The mutant has a skill, Akromorphosis, that lets them spend 5 HP in order to change their unarmed strikes to a different weapon type until their next turn. What is the benefit of this? It seems to me that they will be rolling the same attributes and using the same damage and qualities (unless they select a ranged weapon).

Pyroc

Peculiarities are an advanced option I'd not encourage during the first campaign. For a brawler, early levels (before mastering Weaponmaster and acquiring Powerful Strikes) are more about debuffing (Bone Crusher, hit with one punch for a status, hit with another for a different status or an MP drain). Fury is good for Frenzy, but even that is more utility-oriented rather than damage oriented. Rogue has its own way of boosting your damage, through Cheap Shot - basically, a brawler would be more build-up oriented. That said, next update will see Akromorphosis grant a smaller damage bonus BUT as an ongoing effect - so that'll be more reliable for an unarmed berseker build.

Emanuele Galletto

Thanks for the reply. I could see it like the Celtic mythology’s Warp Spasm where Cuchulain body would change and hulk out in battle. How balanced would a peculiarity like Empty hands be compared to regular Skills in the Fury class? I know that we could just use the Iron gauntlets or the like, but I wanted a pure hand to hand brawler with good damage output. Thanks for being this active. Hope you don’t mind me picking your brain like that.

Francis Helie

Hi! No, it makes sense, and I don't see it as a class that's frequently used during level-ups, but more as one of the classes you choose during creation. However, a Chimerist-centric character might take levels in Mutant for shapeshifting purposes, and an Artificer dedicated to Alchemy might suddenly come up with body-altering mutagens. A Darkblade might fuse with the dark powers to gain a monstrous anatomy. On the other hand, for an unarmed brawler build I'd maybe suggest the Empty Hands Peculiarity instead.

Emanuele Galletto

Hey Emanuele happy new year! I received the italian version of Fabula Ultima, gorgeous book and brilliant game, well done, I will buy the English version once it is out. I had some thoughts on the new class in the playtest the mutant. I love the mechanics looks unique and interesting but I have some concerns on the theming. I can’t wrap my head on how you would pick up a level in it without kind of rewriting your pc. I see how someone picks up a level of Weaponmaster or Elementalist, but how would you become (from a narrative stand point ) a Mutant level one? It feels perfect for a Martial artist build (unarmed focus and kind of animal stance) or for a shapeshifting druid, but Mutant is strange as a class concept, it feels like more of an ID (like your version of Red from FF 7) Hopefully my thoughts are not too rambly, feel free to mention it if I am not being clear in what I mean. Thanks for making this hame you have already given us a couple of hours of fun me and my players.

Francis Helie

Hi! Apologies for the late answer. The ENG version of the game will be available in 2022, but all translation managements are currently being handled by the publisher (Need Games!), not by me. The full core book was available as part of this Patreon until December 31st 2020; if you are interested in that version (admittedly a bit outdated), I suggest talking with the veteran patrons of the time - they'll likely share it with you! :)

Emanuele Galletto

Heyja Emanuele Is there a way to preorder the English version from Fabula Ultima ? and will be there a German version of the game. and were do i find the full build ?

ProjektPhantom

Yes that make sense. Thank you so much.

Francis Helie

Hi Francis! both Bishop's Edict and King's Castle apply to friends and foes alike; the trick is using them with the right timing to turn the tide of battle. It's a "big brain" class!

Emanuele Galletto

Hey Emanuele, Iwas trying to figure out the Commander’s Bishop’s edict. Do the effect apply to both enemies and allies or is the added MP cost for enemies and the extra damage for allies? Thanks

Francis Helie


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