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>CHAPTER HIT POINTS, MIND POINTS, AND INVENTORY POINTS</h2>
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<p>These pools of points represent three different "resources" available to a character:</p>
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<h1>CHECKS</h1>
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<p>The word “Check” indicates a die roll based on a character’s core Attributes: <strong>Dexterity</strong>, <strong>Insight</strong>, <strong>Might</strong>, and <strong>Willpower</strong>.</p>
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<p>In general, characters must perform Checks:</p>
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<ul>
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<li><strong>Hit Points (HP):</strong> Represent a character's ability to withstand pain and fatigue.</li>
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<li><strong>Mind Points (MP):</strong> Represent a character's focus and concentration.</li>
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<li><strong>Inventory Points (IP):</strong> Are an abstract resource that characters can spend to create consumable items "on the spot", such as potions and antidotes.</li>
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<li>When required by the game rules. Striking a target, casting a spell, and using a Class Skill often requires a Check to determine success or failure. Effects that do not explicitly call for a Check always succeed automatically.</li>
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<li>When asked by the Game Master. The Game Master has the right to ask characters to perform Checks when attempting risky actions, facing opposition, or reacting to danger. For the game to run smoothly, the Game Master must learn when to ask for a Check and when not to do so (see next page).</li>
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</ul>
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<p>Note that only the Game Master can ask for a Check; Players may never do so.</p>
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<h2>DEFENSE AND MAGIC DEFENSE</h2>
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<p>These two parameters are mostly used during conflicts:</p>
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<ul>
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<li><strong>Defense:</strong> Represents a character's ability to avoid being hit. It may represent dodging blows (typically for characters with high Dexterity) as well as absorbing and deflecting them through a clever use of shield and armor.</li>
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<li><strong>Magic Defense:</strong> Represents a character's ability to anticipate and resist offensive spells and similar magical attacks. It is mostly based on Insight.</li>
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</ul>
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<p>A Check is presented as a formula indicating which dice you have to roll and add up together. Checks always require you to roll exactly two dice.</p>
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<h2>INITIATIVE MODIFIER</h2>
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<p>This number indicates the character's ability to act quickly in a conflict scene.</p>
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<p><strong>Example:</strong> An <code><INS + WLP></code> Check performed by a character with d6 Insight and d10 Willpower will result in that character rolling a d6 and a d10 and adding them together, thus generating a total Result between 2 and 16.</p>
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<h2>EQUIPMENT AND BACKPACK</h2>
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<p>A character can equip a variety of items: weapons, shields, armor, and even powerful magical accessories. Everything that cannot be equipped — such as a second suit of armor or a different shield — will be stored in your backpack.</p>
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<p>Consumables and single-use items such as potions and elixirs, on the other hand, are represented by your Inventory Points.</p>
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<p>Some Checks will also require you to add or subtract a certain number from the total you rolled:</p>
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<p><strong>Example:</strong> A Character performing a <code><MIG + MIG> +5</code> Check will roll their Might die twice and then add 5 to the Result.</p>
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<h2>ZENIT</h2>
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<p>Zenit is the common currency used in the worlds of Fabula Ultima. The hopes and fears of this land now rest on your shoulders. Ready or not, this is your fate.</p>
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<footer>
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<p>Philip Forlenza (Order #)</p>
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</footer>
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<p><cite>Philip Forlenza (Order #)</cite></p>
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