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>22GAME RULES</h1>
<p><strong>CHAPTER ADVANCING A CLOCK</strong></p>
<p>In general, Clocks advance through Checks:</p>
<ul>
<li>Fill one section for a successful Check.</li>
<li>Fill an additional section if the Result of the Check surpassed the Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 or more, or two additional sections if it was by 6 or more.</li>
<li>If the Check was a critical success, the corresponding opportunity may be spent to fill two additional sections.</li>
</ul>
<p>Vice versa, Clocks that represent a threat gradually fill as characters fail Checks, especially if they fail them by a wide margin:</p>
<ul>
<li>Fill one section for a failed Check.</li>
<li>Fill an additional section if the Result of the Check is lower than the Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 or more, or two additional sections if it was by 6 or more.</li>
<li>If the Check was a fumble, the corresponding opportunity may be spent to fill two additional sections.</li>
</ul>
<p><strong>Example:</strong> While sneaking her way through the monster-infested corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one for her failure, and another because she failed the Check by three or more.</p>
<p>Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the Difficulty Level to represent advantages or disadvantages derived from the Players' choices and the events that are taking place in the scene.</p>
<h2>CLOCKS AND THE STORY</h2>
<h2>A THRESHOLD FOR FAILURE</h2>
<p>If you use a Clock to represent a complex series of operations to achieve a goal, you must also establish when that goal will be irredeemably lost: does it take a single failed Check, or is there a parallel "failure" Clock that fills whenever a character rolls poorly? The Game Master determines this on a case-by-case basis, but must make sure to inform the Players as they approach the challenge.</p>
<h3>TURNING BACK A CLOCK</h3>
<p>Characters can also take action to slow a Clock's advance and erase some of the filled sections, eventually bringing it back to 0 — the method is identical to that of filling a Clock. When a Clock reaches 0, the Game Master may have the threat removed or simply keep it lurking in the shadows.</p>
<p><strong>Example:</strong> As the heroes fight the powerful sorceress Chrona, her ritual to open a rift to the Demon Realm draws to its conclusion. The Player Characters must balance their actions between defeating the sorceress and slowing down the progress of the ritual, a ten-sections Clock that would end the scene in an automatic defeat.</p>
<p>Philip Forlenza (Order #)</p>