I would like to know more about the game, its intended playstyle and loop, etc. Because all JRPG means to me as a CRPG player is "interminable cutscenes."
Fabula Ultima is inspired by classic JRPGs - specifically games like FF6, FF7, Chrono Trigger.
The game tries to emulate the stories and vibes that comes from those games. That is - heroic stories featuring an ensemble cast of protagonists with simple but clear personalities, and clashes against (frequently recurring) villains and bosses.
Each campaign starts with a cooperative worldbuilding exercise, during which the table has a lot of freedom, but must remain within the bounds of the game's "eight pillars" which enforce the genre tropes of JRPGs. The group determines their characters' relationships and goals that they must pursue, like fighting against an enemy empire or searching for lost relics. The game presents 3 broad "genres", inspired by popular JRPG tropes - High Fantasy, Techno Fantasy, and Natural Fantasy - and gives the tools to implement each. (Each also gets its own dedicated supplement book)
The system itself is heavily inspired by Ryuutama, with elements from many other RPGs sprinkled throughout. Each character consists of 4 stats represented with a die size, and checks consist of rolling two dice and adding them together vs a target number. Characters also have health, mana, defenses, special abilites, and character traits. The traits represent emotions and relationships, and can be "invoked" by spending Fabula points, similar to Fate, to augment rolls.
Each character is compulsively a multiclass character- you must select at least 2 starting classes. Each class grants active and passive abilities, giving a lot of room for customization. Classes are inspired by JRPG archetypes and multi-classing makes each character feel unique.
The game is not concerned with simulation or realism - much of the world is expressed in the abstract. There isn't a concern with tracking food or drink, light sources, or anything like that. The game is divided into Scenes, much like games like Fate or City of Mist. If nothing of interest is happening, you move forward to the next scene. The game uses Clocks to track abstract progress towards tasks rather than playing out every minute detail.
Combat doesn't use distances or maps. Combat tactics involve learning and exploiting elemental weaknesses, combining skills together, and otherwise making best use of your actions. Positioning doesn't matter.
The game relies a lot on its cooperative worldbuilding - in addition to the shared world creation, players can also introduce new story elements by spending fabula points or dramatically change the direction of a scene when rolling crits.