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">
<article>
<p>The six status effects are an abstract representation of a characters diminished abilities. Poisoned can represent being drunk or sick, shaken might be caused by fear or hallucinations, slow can come from ice magic as well as especially sticky ooze, and so on.</p>
<p>W</p>
<h1>Fabula Points</h1>
<p>Fabula Points represent the Player Characters ability to influence destiny and stem directly from their heroic nature and the hardships they face.</p>
<p>Many other afflictions could be treated as their own status effect, such as being asleep or petrified: however, these are not status effects and behave in a different way. Instead of reducing a characters game statistics, they affect the way that character can act within the game world. Petrified creatures, for instance, will be unable to act.</p>
<h2>FABULA POINTS AT CHARACTER CREATION</h2>
<p>Each newly created character automatically receives 3 Fabula Points; any other Fabula Points must be gained during play.</p>
<p>When dealing with similar effects, rely on logic and on what makes sense given the circumstances. Unless established by the game rules, it is the Game Masters job to decide which events translate to status effects and which are handled as narrative elements.</p>
<h2>GAINING FABULA POINTS</h2>
<p>There are four main ways a Player Character can gain Fabula Points, plus a fifth optional method:</p>
<ul>
<li>If a Player Character has no Fabula Points at the start of a session, they immediately receive 1 Fabula Point.</li>
<li>Whenever a Player Character rolls a fumble on a Check, they immediately receive 1 Fabula Point.</li>
<li>Whenever a Villain makes an entrance during a scene — even if it is a Game Master scene, where the Player Characters are not present — each Player Character will immediately receive 1 Fabula Point. <em class="note">For more information on Villains, see page 100.</em></li>
<li>Whenever a Player Character is reduced to 0 Hit Points and decides to Surrender, that character immediately receives 2 Fabula Points.</li>
<li>Whenever a Player Character invokes one of their Bonds or Traits to automatically fail a Check (as per the optional rule on page 47), that character immediately receives 1 Fabula Point.</li>
</ul>
<p>There is no upper limit to a characters Fabula Points. In short, you are free to hoard them in preparation for an “important occasion” — however, spending Fabula Points is one of the main ways you will gain Experience Points and increase your level in the game (see page 226).</p>
<p>Thus, saving them up will slow down the growth of the entire group.</p>
<h2>STATUS EFFECT... OR MAYBE NOT?</h2>
<p class="byline">Philip Forlenza (Order #)</p>
</article>
<hr>
<h3>FABULA POINTS</h3>
<p>Philip Forlenza (Order #)</p>