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>GAME RULES</h2>
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<h3>Potency Clock</h3>
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<p>The following describes the attributes associated with different levels of magical potency:</p>
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<p>Regardless of which fantastic world your adventures take place in, your heroes will likely find themselves purchasing and selling items. This section covers the basics of the economy and provides you with useful lists of items and prices.</p>
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<h2>ZENIT</h2>
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<p>The common currency of all Fabula Ultima worlds is zenit, a gold coin whose shape and size may vary from region to region. While prices may rise and fall depending on where you are, zenit is universally accepted.</p>
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<p>On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for the night in town, and 100 z can fetch you a bronze shield.</p>
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<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
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<p>As shown on the character sheet, a Player Character can equip a limited number of items on their body:</p>
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<ul>
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<li><strong>Minor:</strong> Potency 4, Clock 20, MP 7, DL Individual ×1</li>
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<li><strong>Medium:</strong> Potency 6, Clock 30, MP 10, DL Small ×2</li>
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<li><strong>Major:</strong> Potency 6, Clock 40, MP 13, DL Large ×3</li>
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<li><strong>Extreme:</strong> Potency 8, Clock 50, MP 16, DL Huge ×4</li>
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<li>You have one equipment slot for your armor.</li>
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<li>You have a main hand equipment slot, where you can equip a one-handed weapon or a two-handed weapon. While you have a two-handed weapon equipped here, that weapon will also take up your off-hand slot (see below).</li>
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<li>You have an off-hand equipment slot, where you can equip a one-handed weapon or a shield.</li>
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<li>You have one equipment slot for your accessory.</li>
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</ul>
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<p>Any item you have that is not equipped goes in your backpack. There is no set limit to how many items you can carry this way, as long as it makes sense. The Game Master has final say on what you can and cannot carry this way.</p>
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<p>If you ever find yourself in need of transporting large and heavy items over long distances, consider purchasing a transport (see page 125).</p>
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<p>It takes a few moments to find items stored inside a backpack: during a conflict, for example, you will need to spend an action searching for them. On the other hand, items you have equipped are readily accessible, but also more exposed to the risk of being damaged or stolen.</p>
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<p>An item stored in your backpack does not grant you any of its properties. If you want it to “work”, you must equip it!</p>
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<h2>RITUALS DURING CONFLICTS</h2>
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<p>Ritual magic can certainly be attempted during a conflict scene, but you will first need to gather enough magical energy.</p>
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<p>The process is as follows:</p>
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<div class="ritual-process">
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<ol>
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<li><strong>Use the Objective action</strong> to begin the Ritual — perform steps 1 and 2 of the flowchart on page 119, determining the Ritual's discipline, area and potency.</li>
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<li>A Ritual Clock is immediately created with a number of sections based on the Ritual's potency — see the table above. Now that this Clock is part of the scene, anyone can interact with it through the Objective action. Like any use of the Objective action, the Game Master will be the one adjudicating which Attributes should be used for the Check, as well as whether it has a fixed Difficulty Level or is an Opposed Check. The caster can perform the first Check to fill some sections the Clock as part of the Objective action they used to begin the Ritual.</li>
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<li>Once the Clock is filled, the character who initiated the Ritual may use an action to perform step 3 of the flowchart on page 119; to do so, they will spend the appropriate Mind Points and perform the Magic Check for the Ritual, whose Difficulty Level is determined by the Ritual's potency (see above). The outcome of the Check will reveal whether the Ritual is successful or its effects are twisted catastrophically.</li>
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</ol>
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</div>
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<h2>ECONOMY AND ITEMS</h2>
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<p>Philip Forlenza (Order #)</p>
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