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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>22GAME RULES</h1>
<p><strong>CHAPTER</strong> <strong>CHAPTER</strong></p>
<h1>CLOCKS</h1>
<p>Also called timers, counters, trackers, or countdowns: Clocks are a useful tool for tracking an evolving situation, an approaching danger, or the characters' progress with a certain task.</p>
<p>Clocks are designed to handle complex activities that cannot be resolved with a single Check and are a great tool for Game Masters to manage pacing within a scene.</p>
<p>A Clock is a circle split into a number of sections, each of them representing a step towards an objective being completed or an event taking place:</p>
<h2>FREQUENTLY USED CHECKS</h2>
<p>The table below contains a list of circumstances that might require a Check and the typical Attributes that would be involved.</p>
<ul>
<li>When the group infiltrates a guarded area and must not alert the surveillance, failed Checks might fill a “High Alert!” Clock.</li>
<li>When the heroes realize they cant defeat a colossal foe in usual combat, they might choose to adopt a different tactic: striking the stone columns and causing the roof to collapse on top of the enemy! In this scenario, a Clock can be used to keep track of how weakened the ceilings support is; once filled, the monster will be crushed under the debris!</li>
<li>When a powerful sorcerer performs a world-altering ritual, a Clock named “arcane apocalypse” can be used to represent how much time is left to stop him!</li>
</ul>
<table>
<thead>
<tr>
<th>Situation</th>
<th>Suggested Check</th>
</tr>
</thead>
<tbody>
<tr>
<td>Moving silently, hiding and acting unnoticed.</td>
<td>【DEX + DEX】</td>
</tr>
<tr>
<td>Avoiding a trap or finding a way to flee a collapsing building.</td>
<td>【DEX + INS】</td>
</tr>
<tr>
<td>Anticipating someones movements and catching them by surprise.</td>
<td>【DEX + INS】</td>
</tr>
<tr>
<td>Completing a work of craftsmanship or repairing something.</td>
<td>【DEX + INS】</td>
</tr>
<tr>
<td>Moving gracefully to earn someones attention.</td>
<td>【DEX + WLP】</td>
</tr>
<tr>
<td>Examining or investigating someone or something.</td>
<td>【INS + INS】</td>
</tr>
<tr>
<td>Remembering useful information about something.</td>
<td>【INS + INS】</td>
</tr>
<tr>
<td>Getting information from someone during a conversation.</td>
<td>【INS + WLP】</td>
</tr>
<tr>
<td>Persuading someone through authority or diplomacy.</td>
<td>【INS + WLP】</td>
</tr>
<tr>
<td>Hard work, such as lifting a portcullis or pushing a statue.</td>
<td>【MIG + MIG】</td>
</tr>
<tr>
<td>Resisting intense pain or fatigue.</td>
<td>【MIG + WLP】</td>
</tr>
<tr>
<td>Intimidating someone with your strength.</td>
<td>【MIG + WLP】</td>
</tr>
</tbody>
</table>
<p>A Clock normally features four to twelve sections, depending on its complexity. Clocks are generally created and managed by the Game Master, but should be visible to everyone: this makes for tense and adrenaline inducing play. They should also be tied to a specific obstacle, goal, or danger, but not to a specific method or approach: this will allow characters to interact with them in different ways. Lets take the collapsing ceiling described above: characters could accomplish that by striking the pillars, pulverizing them with magic, or even throwing an enemy against them!</p>
<p>Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the Babel Empire to ash.</p>
<h3>Optional Rule: Shared Attribute Choice</h3>
<p>If you use this optional rule, Players can decide one of the Attributes involved in each Check they perform, while the Game Master decides the other (which can be the same Attribute or a different one).</p>
<p>This rule does not apply to Checks whose Attributes are already established by the rules, such as Accuracy Checks.</p>
<h4>OPTIONAL: SHARED ATTRIBUTE CHOICE</h4>
<cite>Philip Forlenza (Order #)</cite>
<p>Philip Forlenza (Order #)</p>