So, you’ve either persuaded your group to try Fabula Ultima, or found a group through StartPlaying. Now it’s time to make a character, and you’re not sure where to start. Not a problem! Let’s talk you through the process. It is worth considering that character creation is typically a communal experience in Fabula Ultima; you should use this article to familiarize yourself with the process, and scan the books after to see which options excite you, but ultimately your character should be built at the table with your party. I’ll start with a quick summary of the pieces of the character sheet that are unique to Fabula Ultima, and then break down the steps to building one of your own!

The Character Sheet

A Fabula Ultima Character Sheet is broken into a few simple sections. It may look different depending on your VTT of choice, but for reference, please follow along with the linked sheet above.

First, you’ll find a self-explanatory section at the top of the page for your Character’s name and pronouns. Just below that, you’ll find a section for your Traits, a term which refers to your Character’s Identity, Theme, and Origin. These are arguably the most important part of your sheet. Below that you’ll find your Bonds; how your Character relates to the world. These are equally important and will be developed naturally as the game is played. To the right, you’ll find a section for Attributes and Status Effects. Attributes reflect your character’s capabilities, and every roll in Fabula Ultima is a combination of two Attributes (sometimes this means the same Attribute twice!) Status Effects are temporary effects that will weaken your Attributes.Just below this, you’ll find your Hit Points and Mind Points, and Inventory Points. We’ll calculate these close to the end.

Finally, just below your Bonds, you’ll have a section for tracking Fabula Points, which are the game’s most notable feature and allow you to shape the narrative to be uniquely yours.  Those are the basics that are unique to this system; everything not mentioned feels more universal in the world of TTRPGS and you’re likely familiar with (at least, conceptually) already. 

Let’s get a little more hands on, and look at the process of building a character below!

Step One - Identity

It’s time to create your character’s Identity. This is a one sentence summary of how your character sees themselves. This will have not only narrative impact, but mechanical impact as well. You’ll be able to call upon your Identity to reroll certain checks in the future. Some example Identities could include…

  • Mooncursed Pilgrim Seeking a Cure
  • Magitech Pugilist 
  • Heartbroken Veteran 
  • Warrior Princess of the Desert 
  • Psychic Goldfish Piloting a Mech

If you’re seeking some help, there’s an Identity Creation table on page 156 full of inspiration.

And don’t worry! Your Identity can (and should) change as the story and your character progress and grow. This is just how they see themselves at the beginning of the adventure.

It should be noted, while other Tabletops do put consideration into things like Ancestry and Species, Fabula doesn’t concern itself with the subject. If you want to be an elf, or a pixie, or a dwarf, or something else entirely, go nuts (with table consent.) There’s no mechanical difference.

Step Two - Theme

Next, we’ll choose a theme for your character. This is their primary motivator, the emotion or feeling that dominates their actions. Just like your Identity, your Theme can be used to reroll important checks in the future. Make sure it’s a story beat you’d like to explore! You’ll be rewarded for doing so.

For your first character, the game recommends you stick to one of a few simpler, posited themes, but don’t feel locked in to these options; speak with your table if you have a different idea in mind!

The suggested themes are; 

  • Ambition
  • Anger
  • Belonging
  • Doubt
  • Duty
  • Guilt 
  • Hope
  • Justice
  • Mercy
  • Vengeance

Just like before, your Theme can (and will) change as the story progresses. You should not only pick a theme, but also describe how it relates to your character. Does their ambition keep them humble, or does it blind them? Is their anger something they repress, or something they can’t escape. (The better you understand your relationship to your Theme, the more opportunities you’ll have for those rerolls I mentioned…)

Step Three - Origin

Next we’ll choose or create your origin. All heroes come from somewhere, and maybe the country or town you built in your World Creation excites you. Maybe you’ve got another idea that springboards off of an existing location contributed by a different party member. You may pick a location already present on the map your party built together, or come up with an entirely new one. Just like your Identity and Theme, your Origin can be invoked to allow you to reroll certain rolls in the future. (And yes, even your Origin can change in Fabula. Maybe your memories were altered? Maybe your understanding of home has changed?)

Step Four - Class

This is where it begins to get a little complex. At the beginning of a Fabula Ultima campaign, all characters typically start at Level 5. These 5 levels may be distributed among up to 3 classes, and no less than 2. There are a total of 15 classes in the Core Rules, as well as an additional 11 classes across the various Atlases, and 2 available through the creator’s public patreon page. That’s a total of 28 Classes!

Each Class is broken down into a set of 5 skills. Each skill has a maximum Skill Level (SL) indicated by a star and a number. When you place a level in a Class, you either acquire a new Skill, or increase your SL in a Skill you already have access to. In addition, the first level you place in any new class comes with additional benefits, such as bonus HP, MP, IP, or equipment proficiencies, llisted in the Class’s entry. 

No class can ever have more than 10 Levels. When it reaches 10 levels, it is considered “mastered.” You can never have more than 3 classes that are unmastered at a time.

The best advice I have for reading through the Classes is to consider the fantasy of your character first. In Fabula, you’re so much less defined by your “Class” as you are by what your character is capable of. With the mandatory multiclassing, there’s always inevitably overlap between Players, but any class can be heavily reinterpreted and reflavored with ease. 

Each book features a summary of the classes just before going in depth with their features. Go through these summaries and mark the classes that interest you. Consider how those classes might overlap to support your Character’s fantasy!

Step Five - Determine Your Attributes

There are four Attributes in Fabula Ultima. Dexterity (DEX) measures your precision, your finesse, and your reflexes. Insight (INS) represents observation, understanding, and reasoning.  Might (MGT) is a measure of strength, resilience, and fortitude. Willpower (WLP) reflects your determination, charisma, and influence on others..

Looking over your chosen classes, determine which dice are important to you, and choose from one of the following profiles for your initial Attribute spread. You’ll assign these dice to your Attributes at your discretion.

Jack of All Trades: d8, d8, d8, d8

Average: d6, d8, d10, d10

Specialized: d10, d10, d6, d6

Step Six - Calculate Your Stats

Time to fill in some boxes! 

Your Hit Points will be equal to your level + five times your base MGT die. You may gain bonus HP from some of your classes! Your “Crisis” score will whatever half of your HP is, rounded down. Certain class abilities will trigger when you reach this threshold. 

Your Mind Points will be equal to your level + five times your base WLP die. You may gain bonus MP from some of your classes! 

Your Inventory Points start at 6, and certain classes will increase this number.

Your Physical Defense is equal to your DEX die, and your Magical Defense is equal to your INS die. Your Initiative Modifier starts at 0.

Step Seven - Equipment

You get a starting budget of 500 zenit. Equipment tables can be found starting on page 166 of the Core Rules. Before purchasing any equipment, double check your character’s proficiencies (determined by Class) to make sure you can wield the items you buy!

Make sure to note how your armor changes your defenses and initiative.

After purchasing equipment, roll 2d6 and multiple the outcome by 10. Add this value to your remaining Zenit!

Step Eight - Finishing Touches

Gain 3 Fabula Points! Your GM will explain these to you.

Finally, name your character. Describe them to the group. If you’re struggling with names, each book also has a thematically appropriate table for inspiration!

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That’s it! Congratulations. Now you’re ready with a full character, ripe with opportunity for all of the JRPG dramatics the system entails. 

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Nyx (They/Them) is an autistic, nonbinary Pro-GM and multi-hyphenate performer/storyteller dedicated to telling inclusive stories that highlight and uplift marginalized voices. You can play games with them here: Professional Game Master - Nyx | StartPlaying

Posted 
Apr 22, 2025
 in 
Playing the Game
 category