bug: Pages numbered correctly in books/core

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<p><strong>104</strong></p>
<h2>W</h2>
<p>Player Characters have an abstract reserve of useful gear and consumable items, represented by Inventory Points (IP).</p>
<p>A character can normally carry a maximum of 6 Inventory Points; however, some Classes and special Skills will increase this limit.</p>
<h1>22 GAME RULES</h1>
<h2>RECHARGING INVENTORY POINTS</h2>
<p>Characters can recharge their Inventory Points when they are in a town, village, or other locations that allow them to purchase useful gear: the cost is 10 zenit for every Inventory Point they want to recharge.</p>
<p>At the Game Masters discretion, characters may also recharge some of their Inventory Points in particular circumstances, such as stumbling upon an adventurers backpack or being rewarded by a village for their help with local troubles.</p>
<p>A characters current Inventory Points can never go above their maximum Inventory Points — there is always a limit to how much can be carried comfortably.</p>
<h3>SPENDING INVENTORY POINTS</h3>
<p>Whenever you need a consumable item from the list below, you may spend an appropriate amount of Inventory Points to produce it from your bag and apply its effect — all Inventory Points spent this way must come from the same character.</p>
<p>Once created, the item must be used immediately and is destroyed in the process; you cannot create it and then "save it for later".</p>
<p>The table below lists the default inventory objects available in the game; this information is also present on your group sheet for easier reference. The sheet also features blank spaces where you can write custom inventory items that are unique to your world!</p>
<p>The Tinkerer Class (page 210) can use Inventory Points in a variety of ways.</p>
<h2>SHARING INVENTORY POINTS</h2>
<p>Characters are not allowed to redistribute Inventory Points among themselves.</p>
<table>
<thead>
<tr>
<th>ITEM</th>
<th>IP COST</th>
<th>EFFECT</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Potions</strong></td>
<td>Elixir 3</td>
<td>One creature recovers 50 Mind Points.</td>
</tr>
<tr>
<td></td>
<td>Remedy 3</td>
<td>One creature recovers 50 Hit Points.</td>
</tr>
<tr>
<td></td>
<td>Tonic 2</td>
<td>One creature recovers from a single status effect.</td>
</tr>
<tr>
<td colspan="2"><strong>Utility</strong></td>
<td>Elemental Shard 2 One creature suffers 10 damage of a type of your choice (air, bolt, earth, fire, or ice).</td>
</tr>
<tr>
<td colspan="2"><strong>Magic</strong></td>
<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
</tr>
</tbody>
</table>
<h2>GEAR AND TOOLS</h2>
<p>All Player Characters are assumed to be carrying any gear and tools appropriate to their Identity or befitting their role as adventurers: theres no need to keep track of torches, ropes, blankets and so on.</p>
<p>If a character needs a basic adventuring item, they will have it.</p>
<p>However, sometimes a character will need an item that is a bit uncommon or doesn't really fit their Identity. When this happens, the Game Master may allow the character to spend some Inventory Points (generally 2 to 4) in order to "miraculously" pull the item in question out of their backpack.</p>
<p><strong>Example:</strong> A character whose Identity is “Princess of Thieves” will surely carry some quality lockpicks in her bag; on the contrary, a noble knight will probably have to spend a couple Inventory Points to pull them out of his backpack.</p>
<p>Items created this way are not immediately destroyed, but characters should not be allowed to sell them for a price higher than five times their IP cost. For instance, an item that costs 2 IP to create should sell for 10 zenit at most.</p>
<p><strong>Note:</strong> While tools and similar gear might allow you to perform an otherwise impossible operation, they never grant any mechanical benefit.</p>
<p>INVENTORY POINTS</p>
<p>Philip Forlenza (Order #)</p>
<p class="attribution">Philip Forlenza (Order #)</p>