bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h2>Example 2: Our heroes are searching for a massive dragon across the rocky hills surrounding Ildefort.</h2>
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<p>They finally track the monster down to a large cavern. At that point, a <strong>Player</strong> declares she wants to spend 1 Fabula Point to state that the creature is asleep — this will make it easier to get the drop on them.</p>
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<p>The dragon is a creature introduced by the <strong>Game Master</strong>, which means the <strong>Player</strong> needs permission in order to make a statement about them. The <strong>GM</strong> is okay with this, but points out that this is no "magical sleep" and that the group will have to make Checks in order to avoid waking up the dragon.</p>
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<h1>Villains</h1>
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<h2>Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial army.</h2>
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<p>Now Daige finds herself back in the imperial capital, leading an infiltration team determined to steal the Soul Crystal from the Empress' clutches.</p>
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<p>While gathering information in the streets, Daige and her comrade Valincor realize they are being followed by a city guard: the <strong>Player</strong> controlling Daige, Hannah, spends 1 Fabula Point and reveals that their pursuer is actually a member of her former unit, Ramis. He was never a fan of imperial cruelties but remained in the army to feed his family. Since the city guard was a character introduced by the <strong>Game Master</strong>, Hannah needs permission — this is a huge change to the scene, but the GM is intrigued and agrees to it.</p>
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<p>From now on, the <strong>Game Master</strong> will still control Ramis — but the heroes have gained a new and useful contact within the capital. However, Ramis still has a weakness: what will he do if his family is threatened?</p>
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<p>There is more than one side to each story.</p>
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<p>In Fabula Ultima, Villains are powerful antagonists that will give Player Characters a run for their money. Just as the Player Characters’ actions drive the story forward, Villains represent the powerful threats that loom over the world — sometimes lurking in the shadows, sometimes welcoming our protagonists with a warm and deceitful smile, and sometimes challenging them in an all-out battle that will decide the fate of the entire world.</p>
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<footer>
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<p>Philip Forlenza (Order #)</p>
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</footer>
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<p>Here are some good examples of Villains:</p>
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<ul>
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<li>A corrupt baron that is constantly abusing his authority.</li>
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<li>A ruthless entrepreneur who exploits workers and tricks them into believing it's for their own good.</li>
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<li>A legendary dragon terrorizing the countryside.</li>
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<li>An ancient wizard who turned the locals into pigs, rats and frogs.</li>
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<li>A regretful sorceress seeking to erase the present and correct her past mistakes.</li>
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<li>A god of despair who seeks to liberate all living things from the pain of existence.</li>
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</ul>
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<p>Whatever form they take, Villains are usually connected to one or more Player Characters; sometimes this connection is thematic (as would be the case with a ruthless Villain opposing a character's Theme of Mercy), but it can also be much more tangible (a classic case would be a Villain who is revealed to be a Player Character's lost sibling).</p>
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<h2>Introducing Villains in the Story</h2>
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<p>The Game Master may introduce Villains whenever they see fit — either by adding a completely new character to the story or by revealing that a preexisting character or creature is a Villain.</p>
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<p>Villains are often accompanied by henchmen or even by other Villains: two lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and his massive golems, a bandit leader and her gang of rogues...</p>
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<p>More information on how to create and manage Villains can be found in the Game Master chapter, on page 254.</p>
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<h2>VILLAINS</h2>
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<p>Philip Forlenza (Order #)</p>
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