bug: Pages numbered correctly in books/core
This commit is contained in:
@@ -1,23 +1,18 @@
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<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>
|
||||
<h1>22GAME RULES</h1>
|
||||
<h2>HOW TO GET NEW ITEMS</h2>
|
||||
<p>There are plenty of occasions for characters to acquire gear and equipment: villages and towns will always have one or more stores dedicated to weapons, armor, and useful accessories. This doesn’t mean a character can simply walk into a shop in the middle of nowhere and expect to purchase a magical crossbow, however: while basic weapons, armor, and shields should be available in most settlements, rare items should only be found in unique stores, hidden within the most dangerous of ruins, guarded by powerful monsters or offered as a reward for heroic deeds.</p>
|
||||
<p>If you are the Game Master, see page 266 for rules and guidelines on how to create rare items, as well as several lists of premade items. A list of basic items can be found starting on page 130.</p>
|
||||
<p>There are three main ways treasure and magical items can be handled during a Fabula Ultima campaign.</p>
|
||||
<p>When you start playing, you should discuss which of the methods below you want to adopt; you can always change your decision later on after a few sessions.</p>
|
||||
|
||||
<h2>ZENIT</h2>
|
||||
<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>
|
||||
<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>
|
||||
|
||||
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
|
||||
<p>As shown on the character sheet, a Player Character can equip a limited number of items on their body:</p>
|
||||
<h3>Methods for Handling Treasure</h3>
|
||||
<ul>
|
||||
<li>You have one equipment slot for your armor.</li>
|
||||
<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>
|
||||
<li>You have an off-hand equipment slot, where you can equip a one-handed weapon or a shield.</li>
|
||||
<li>You have one equipment slot for your accessory.</li>
|
||||
<li><strong>Classic.</strong> The GM hands out rewards as they see fit. This is probably the most common solution, but it puts a lot of responsibility on the GM's shoulders.</li>
|
||||
<li><strong>Survey.</strong> The Game Master asks everyone about the kind of items they'd like their characters to find or use — perhaps the ninja would like to wear an intimidating han'nya mask (page 286), or the brawler can't wait to get her hands on a pair of fuel knuckles (page 272). Using this method, the GM has a useful list of items they can pick from when handing out rewards.</li>
|
||||
<li><strong>Wishlist.</strong> This is an uncommon approach, but it can be interesting. Each Player writes a list of items they would like their character to find over the course of their career — these can be chosen from the lists of rare items in the Game Master chapter, or designed from scratch following the guidelines presented there. Then, whenever the group finds some kind of treasure or receives a reward, the Players themselves can pick from those lists and narrate what the item is — as well as why it was there.</li>
|
||||
</ul>
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
|
||||
<h2>ECONOMY AND ITEMS</h2>
|
||||
<h2>REWARDS</h2>
|
||||
<p>Philip Forlenza (Order #)</p>
|
||||
Reference in New Issue
Block a user