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<h1>EXPERIENCE AND LEVELS</h1>
<p>In Fabula Ultima, a characters power is measured by their level: starting characters enter the game at level 5, and the upper limit for a character is level 50.</p>
<h1>CHAPTER TRACKING EXPERIENCE AND GAINING LEVELS</h1>
<h2>GAINING EXPERIENCE POINTS</h2>
<p>In order to increase their level and grow in power, a Player Character must earn Experience Points, abbreviated as XP.</p>
<p>At the end of each game session, your character will gain a variable amount of Experience Points, as summarized on your character sheet:</p>
<p>When you gain Experience Points, keep track of them on your character sheet:</p>
<p>After gaining XP at the end of a session, you have a chance to increase your level: If you have <strong>10 or more Experience Points</strong>, you must spend ten of those points and increase your character level by one — you keep any Experience Points in excess. Note that regardless of how many Experience Points you have, even if they are multiples of ten, you may only gain one level per session this way.</p>
<h2>GAINING A NEW CHARACTER LEVEL</h2>
<p>For each new level your character gains, they receive several benefits:</p>
<ul>
<li>Your character will automatically gain 5 XP. This ensures you achieve some progress regardless of what happened during the session.</li>
<li>Your character will also gain an amount of XP equal to the amount of Ultima Points spent by Villains during the session. If the Villains spent lots of these, it means they didn't pull their punches — and adversity will make you grow. Because of this, it is a good idea to keep track of spent Ultima Points by placing tokens inside a bowl or cup.</li>
<li>Finally, your character will gain an amount of XP equal to the amount of Fabula Points spent by the group during the session, divided by the number of Player Characters that took part in the session. Whenever you spend Fabula Points, you are making both yourself and your companions grow stronger! Just like Ultima Points, you should keep track of spent Fabula Points by placing the corresponding tokens inside a bowl or cup — and remember, you don't have to keep track of which character spent them.</li>
<li>You may change your character's Identity and/or Theme.</li>
<li>Increase your maximum Hit Points and Mind Points by one point each. Note that this does not affect your current Hit Points and Mind Points.</li>
<li>If you just reached level 20 or 40, choose one of your Attributes and increase its base die size by one step, up to a maximum of d12.</li>
<li>You increase the level of one of your characters Classes by one, or you gain your first level in a Class you didnt already have (see next page).</li>
</ul>
<p>Additionally, a list of optional rules for advancement can be found on page 230. Use them to customize your game!</p>
<p>This is the only way you can ever increase your Attributes; whenever you do so, some of your other statistics might change (see next page).</p>
<h3>Important Limitations</h3>
<p>There are, however, two important limitations when leveling up:</p>
<ul>
<li>Adopting the blitz, embodiment, or MVP optional rules will cause characters to grow faster. You might want to no longer award the automatic 5 Experience Points per session. Discuss this with your group.</li>
<li>When the game refers to "a session", it means a segment of gameplay lasting approximately four hours. If your sessions are shorter or longer than that, you might want to "check for Experience Points" every four hours of play.</li>
<li>You can never have more than ten levels in a Class. Once you put the tenth level in a Class, that Class has been mastered (which grants you a Heroic Skill, as explained on the next page) and you can no longer invest levels into it.</li>
<li>You can never have more than three non-mastered Classes. If you want to further diversify your character, you must first master some of the Classes you acquired.</li>
</ul>
<p>Philip Forlenza (Order #)</p>
<h2>EXPERIENCE POINTS</h2>