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>CHANGING IDENTITY OR THEME</h1>
<p>If you choose to change your Identity and/or Theme upon gaining a level, explain what prompted this change: perhaps you have abandoned <strong>Anger</strong> and learned the importance of <strong>Mercy</strong>, or your days as an <strong>Oathsworn Paladin</strong> have come to an end, and you are now a Rebellious Oathbreaker.</p>
<p>Don't be afraid of change: use it as a way to signal to your group that you want to explore a new side of your character!</p>
<h2>OPTIONAL ADVANCEMENT RULES</h2>
<p><em>[Note: The following rules are optional additions for campaign play.]</em></p>
<h2>CREATING HIGH LEVEL CHARACTERS</h2>
<p>If your group decides to start play at a level higher than five, you should simply create your characters as normal and then proceed to level them up as needed.</p>
<p>You may also want to increase the amount of <strong>zenit</strong> to purchase starting equipment with; an increase of 50 zenit per level should be appropriate — a level 30 character would have a starting budget of 2000 zenit, for example. Rare items and accessories should also be made available to higher-level characters.</p>
<h3>BLITZ</h3>
<p>Player Characters will gain additional Experience at the end of each battle in which all enemies fled or were reduced to 0 Hit Points. The amount gained by each character will be equal to 【5 minus the number of rounds elapsed during the battle 】; this means that any battle concluded during the sixth round will grant no additional Experience, while a battle that was completed during the first round will award five XP to each participant.</p>
<h2>REPLACING A CHARACTER</h2>
<p>Sometimes a Player Character will die a heroic death, or the Player might decide that their story arc had reached a satisfying conclusion; if a Player switches to a new character, the new character is created with a level equal to that of their previous character, and with the same amount of Experience Points.</p>
<p>So long as we don't forget the tears and smiles we shared, the fallen will live on forever.</p>
<h3>Guidance on Character Evolution</h3>
<ul>
<li>Sooner or later, your character will gain Classes they didnt have at the start, which may lead to seemingly strange and unforeseen combinations.</li>
<li>These additional Experience Points are gained by all characters who took part in the battle (even if they surrendered or fled at a certain point).</li>
<li>Combine this with Superiority Points (page 83) for a highly tactical game!</li>
</ul>
<p>But does gaining a few levels in Chimerist turn your mage researcher into a druid? The answer is no.</p>
<p>When your character picks a Class that is very different from their initial concept, they are experimenting and evolving: where a druid would seek communion with beasts, your mage might coldly analyze their abilities.</p>
<p>Embrace the variety of Class combinations and craft memorable characters!</p>
<h2>"WEIRD" CHARACTERS</h2>
<p>Philip Forlenza (Order #)</p>
<p class="advice-block"><strong>It's good if:</strong> You like your battles to be intensely tactical, and you're okay with your campaign mostly revolving around combat. If you choose this optional rule, the Game Master will have to spend some more time making sure each encounter is challenging but also allows for clever strategies.</p>
<h3>BOOSTER</h3>
<p>Each Player Character will automatically gain a level at the end of each session (in addition to normal advancement).</p>
<p class="advice-block"><strong>It's good if:</strong> Your campaign will be relatively short, if the Players like to have plenty of new tricks every session, and if you don't mind turning your game into a quickly escalating spiral of mayhem.</p>
<p>Depending on the campaign, you might want to use one or more of the optional rules. You can also introduce new advancement rules halfway through the campaign, or stop using them if you realize they are doing more harm than good.</p>
<p>What's important for you to understand is that the optional XP rules you apply will inevitably shift the focus of your game: after all, people generally tend to do what they're rewarded for.</p>
<hr>
<p class="author">Philip Forlenza (Order #)</p>