bug: Pages numbered correctly in books/core

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<h2>d EQUIPMENT</h2>
<p>When you use this action, you may store any number of your equipped items in your backpack, and you may take any number of items from your backpack and equip them. The only thing you can't equip or put away is armor — there's simply not enough time for that during a single action. Still, the Game Master might allow you to remove or equip a suit of armor if you spend several turns on it.</p>
<p>Remember, equipped items are always at the ready: you don't need to perform this action to start a battle with your equipped weapon drawn, for instance.</p>
<p>For more information on equipping items, see page 122.</p>
<h2>22 GAME RULES</h2>
<h2>d GUARD</h2>
<p>When using this action, you focus your attention on defending your teammates and thwarting enemy tactics.</p>
<p>You gain all of the following benefits until the start of your next turn:</p>
<h3>Hinder</h3>
<p>You force an opponent into a disadvantageous position. This may represent a variety of actions: a feint, a diversion, or even a stinging remark.</p>
<p>Once you have described your approach, you perform a Check against your target, with a fixed Difficulty Level of 10 — the Game Master will determine the relevant Attributes based on your description.</p>
<p><strong>Example:</strong> Princess Camilla has challenged the Death Knight Brandon to a duel. She circles the imposing warrior and attempts to put the light of the sun behind her, hoping to dazzle him — the Game Master calls for a <code>DEX + INS</code> Check.</p>
<ul>
<li>You gain Resistance to all damage types, regardless of their source (see page 92 to learn more about damage Affinities).</li>
<li>Whenever you perform an Opposed Check against another character in the scene, you gain a <strong class="bonus">+2</strong> bonus to your Result (regardless of who initiated the Check).</li>
<li>You may also choose to cover another creature present on the scene. If you do, that creature cannot be targeted by melee attacks until the start of your next turn — this effect will also end if you die, leave the scene, or are knocked unconscious.</li>
<li>If your Check succeeds, you inflict one of the following status effects upon the loser: dazed, shaken, slow, or weak. Your choice.</li>
</ul>
<p><strong>Limitations:</strong></p>
<p>For more information on status effects, see page 94.</p>
<p>Back to the example above: Camilla gets a critical success and decides to inflict slow on the Death Knight. She also generated an opportunity — which she immediately spends to send Brandon's sword flying from his hand.</p>
<h3>Inventory</h3>
<p>You produce an item from your inventory and immediately use that item as part of the same action: you might give a potion to one of your allies or slip them a refreshing balm during a tense negotiation, for instance.</p>
<ul>
<li>You cannot cover a creature that is already covering someone.</li>
<li>If the item you want to use requires you to be close to the target and something or someone bars your way, the Game Master may ask for a Check.</li>
<li>If you use an item whose effects include a free attack against one or more targets, you perform this free attack as part of the Inventory action.</li>
</ul>
<p>Even if you gain the ability to perform multiple actions during your turn (or to perform the Guard action for free as part of another effect), the Guard action can only be performed once per turn and its benefits never stack.</p>
<p class="source-attribution">Philip Forlenza (Order #)</p>
<p>The rules for Inventory Points are explained on page 104.</p>
<p>Note that you can perform this action even if you have items equipped in both hands.</p>
<footer>Philip Forlenza (Order #)</footer>