bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
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<h1>CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE</h1>
<h1>33PRESS START</h1>
<p>W</p>
<h2>CHAPTER</h2>
<h3>The Weaponmaster Class</h3>
<p>The Weaponmaster Class allows Camilla to equip martial melee weapons and shields.</p>
<p>Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very good!) and another 100 zenit on a travel garb.</p>
<p>Robert writes all these items on Camilla's sheet, noting how her armor and shield increase Defense and Magic Defense by three points (Defense 11 and Magic Defense 13) but also give her an Initiative modifier of -1.</p>
<p>Needless to say, you are free to alter the name of any item that doesn't fit your character's concept — for instance, your bronze sword might become a scimitar or your silk vest might become a kimono.</p>
<p>If none of the basic weapon options fit your character concept and your group is okay with it, you may use the rules for creating rare weapons found on page 268. However, remember that by default, starting weapons don't have any Quality and always deal physical damage. You may ignore one or both limitations as long as the rest of your group agrees on it (and you have enough zenit to afford the improvements).</p>
<p>Your Defense and Magic Defense scores are calculated as follows:</p>
<ul>
<li>Your Defense is equal to your current Dexterity die size.</li>
<li>Your Magic Defense is equal to your current Insight die size.</li>
<li>Your Initiative modifier is equal to 0.</li>
</ul>
<h2>ROLL FOR INITIAL SAVINGS</h2>
<p>Your character begins play with an amount of zenit equal to 2d6 × 10 (for instance, rolling an 8 on the dice means you begin with 80 zenit).</p>
<p>Any left-over zenit from the previous step is added to these initial savings!</p>
<p>Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left from the previous step — for a total of 120 zenit in initial savings.</p>
<p>Your defenses will be further influenced by the armor and shields you are wearing; your Initiative modifier will also be influenced by your choice of armor.</p>
<p>Note that some game elements might temporarily alter your Attribute die sizes, which will affect your Defense and Magic Defense (since these are based on the current Attribute die size, not your base Attribute die size).</p>
<p>Camilla has a Defense score of 8, a Magic Defense score of 10 and no Initiative modifier. Later on, her equipment choices will modify these numbers.</p>
<h2>PURCHASE STARTING EQUIPMENT</h2>
<p>You get a total budget of 500 zenit to purchase equipment with. By default, you can only purchase basic weapons and basic armor and shields; these items are listed on the next four pages for easy reference. If you want to purchase rare items (page 266) or transports (page 125), discuss it with the rest of your group.</p>
<p>To purchase a martial (E) item, you must first be able to equip it — a benefit granted by specific Classes:</p>
<ul>
<li><strong>Darkblade</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Fury</strong> allows you to equip martial melee weapons and martial armor.</li>
<li><strong>Guardian</strong> allows you to equip martial armor and martial shields.</li>
<li><strong>Sharpshooter</strong> allows you to equip martial ranged weapons and martial shields.</li>
<li><strong>Weaponmaster</strong> allows you to equip martial melee weapons and martial shields.</li>
</ul>
<p>Write any items you purchase on your sheet and take note of their effects; remember that ranged weapons do not require you to track ammunition.</p>
<h2>GAIN YOUR STARTING FABULA POINTS</h2>
<p>Each Player Character enters play with 3 Fabula Points.</p>
<p><strong>Philip Forlenza</strong> (Order #)</p>