bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<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>
<h2>SHARING INVENTORY POINTS</h2>
<p>Characters are not allowed to redistribute Inventory Points among themselves.</p>
<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 class="attribution">Philip Forlenza (Order #)</p>
<p>While conflicts may be the most memorable moments of a game session, the exploration of the game world is another major aspect of Fabula Ultima. At the beginning of the game, your group will create the world together (see World Creation, on page 148); however, this does not mean you know everything about it. While you may be familiar with the main regions and cities, there are plenty of discoveries — and dangers! — awaiting our heroes.</p>
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
<p>When a group embarks on a journey, the Game Master makes use of the map sheet to track their movements. The basic unit of this system is the travel day: it is the average distance covered during a single day on the map (assuming the characters are traveling on foot). The length of one travel day when using your map sheet must be established by the group during World Creation.</p>
<p>For each travel day required by the journey, perform the following steps:</p>
<h3>JOURNEYS AND TRA VELS</h3>
<p>For the sake of simplicity, travel days should always be rounded up to the next whole number — a journey taking two and a half days is rounded up to three days, for instance.</p>
<p>The Game Master always has final say on how many travel days a journey will take.</p>
<ul>
<li><strong>W:</strong> The Game Master determines the threat level of the areas traversed by the group (see next page). If more than a single threat level is present, only apply the highest.</li>
<li><strong>1W:</strong> Unless stopped by an encountered danger, the characters proceed to the next travel day (go back to step 1) or reach their destination.</li>
<li><strong>3O:</strong> Perform a travel roll by rolling the die appropriate to the chosen threat level.
<ul>
<li>On a 6 or higher, the group encounters a danger!</li>
<li>On a 1, the group makes an unexpected discovery!</li>
</ul>
<p>The Game Master decides the location of each danger and discovery; if you need, mark its position on your map sheet.</p></li>
</ul>