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>
<section aria-labelledby="action-description">
<h2>Action Description</h2>
<h1>ATTACK</h1>
<p>A character may spend an action to perform an offensive maneuver using one of the weapons they have available.</p>
<!-- Action: Attack -->
<div class="rule-entry">
<h3>Attack</h3>
<p>You perform a melee or ranged attack.</p>
</div>
<h2>Choose a Target for Your Attack</h2>
<ul>
<li>You must know the position of the target and be able to see them.</li>
<li>You must be able to reach the target with the weapon you are using; flying enemies, for instance, cannot be reached by melee attacks.</li>
</ul>
<!-- Action: Equipment -->
<div class="rule-entry">
<h3>Equipment</h3>
<p>You switch any number of equipped items with any number of items in your backpack.</p>
<ul>
<li>This action doesn't apply to armor.</li>
</ul>
</div>
<h2>Perform an Accuracy Check</h2>
<p>Use the formula indicated by the weapon you are attacking with. The Difficulty Level is equal to the targets Defense score.</p>
<ul>
<li><strong>Success:</strong> You hit the target; <strong>Failure:</strong> It means they managed to anticipate, evade or negate your offensive.</li>
</ul>
<p>A fumble indicates an automatic failure and a critical success means you hit your target regardless of their Defense. They also generate opportunities.</p>
<p>The Game Master may apply situational modifiers (+2 or -2) to your Accuracy Check based on especially favorable or hindering circumstances.</p>
<!-- Action: Guard -->
<div class="rule-entry">
<h3>Guard</h3>
<p>Only once per turn. Until the start of your next turn:</p>
<ul>
<li>You gain Resistance to all damage types.</li>
<li>You gain a +2 bonus to Opposed Checks.</li>
<li>You may cover another creature and prevent foes from performing melee attacks against them.</li>
</ul>
</div>
<h2>If You Hit the Target</h2>
<p>You deal damage based on the formula indicated by the weapon you attacked with. This will generally be a sum of your <strong>Accuracy Check's High Roll</strong> and a fixed value based on the weapon's power.</p>
<p>For a list of common weapons, see page 132.</p>
<!-- Action: Hinder -->
<div class="rule-entry">
<h3>Hinder</h3>
<p>You perform a Check (DL 10) against an opponent. If you succeed, you inflict dazed, shaken, slow, or weak upon them.</p>
</div>
<!-- Action: Inventory -->
<div class="rule-entry">
<h3>Inventory</h3>
<p>You spend Inventory Points to produce and immediately use a consumable item.</p>
</div>
<!-- Action: Objective -->
<div class="rule-entry">
<h3>Objective</h3>
<p>You work towards accomplishing an objective within the conflict.</p>
<ul>
<li>This will require an Attribute Check or Opposed Check.</li>
<li>Complex goals will often require a Clock.</li>
</ul>
</div>
<!-- Action: Spell -->
<div class="rule-entry">
<h3>Spell</h3>
<p>You cast one of the spells you have learned.</p>
</div>
<!-- Action: Study -->
<div class="rule-entry">
<h3>Study</h3>
<p>You attempt to gain information about someone or something. </p>
<ul>
<li>This will generally require an <strong>【INS + INS】</strong> Open Check.</li>
</ul>
</div>
<!-- Action: Skill -->
<div class="rule-entry">
<h3>Skill</h3>
<p>Some Skills require you to spend an action.</p>
</div>
<!-- Action: Other -->
<div class="rule-entry">
<h3>Other</h3>
<p>You perform an action that is not covered by any of the above, negotiating its resolution and effects with the Game Master.</p>
</div>
</section>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>
<h2>The Target Loses Hit Points</h2>
<p>The target loses a number of Hit Points equal to the damage you dealt. This may be modified by their Affinity with the damage type (page 92):</p>
<ul>
<li><strong>Vulnerable:</strong> A target loses twice the normal amount of Hit Points.</li>
<li><strong>Resistant:</strong> A target loses half the normal amount of Hit Points.</li>
<li><strong>Immune:</strong> A target loses no Hit Points.</li>
<li><strong>Absorbing:</strong> The target recovers Hit Points equal to the damage suffered.</li>
</ul>