fix: Fill blank pages which didn't get copied correctly

This commit is contained in:
2026-06-27 16:55:24 -04:00
parent b716f8111a
commit 4936b11847
37 changed files with 1652 additions and 30 deletions

View File

@@ -1,7 +1,45 @@
everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>). everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>).
<h2>OTHER EVENTS</h2>
<p>
If the Game Master feels like a certain event should fill or erase sections of
a Clock (even if that event is not tied to a Check), they are free to fill or
erase one section, or two sections for a major event.
</p>
<p>
On the other end of that, some of the characters' choices might automatically
fill a Clock or make it completely useless — for instance, smashing the
Crystal of Life to pieces will make the "channel the power of the Crystal"
Clock irrelevant. The Game Master is responsible for discarding Clocks that no
longer matter within the story, provided this doesn't strip the Player
Characters of the ability to shape the story.
</p>
<h2>CLOCKS DURING CONFLICT SCENES</h2>
<p>
The next section details the rules for conflict scenes — chases, battles,
audiences, and more! These scenes will see characters working against each
other to achieve goals, and Clocks are an excellent way to keep track of
everyone's progress, as explained under the Objective action (page 72).
</p>
<p class="example">
Example: During a duel between the two rivals Bertrand and Duma, the Game
Master assigns each participant a six-section Clock. The first challenger to
complete their Clock will win the duel.
</p>
<h2>USING CLOCKS FOR PACING AND PRESSURE</h2>
<p>
The Game Master should also employ Clocks to signal that the heroes have a
limited amount of time to stop an antagonist's plans, obtain a specific item,
or learn information. In short, Clocks should be used to convey pressure and
keep the tension high — seeing how much time is left, the heroes will be able
to manage their resources appropriately and should feel like every action is
impactful.
</p>
<p class="example">
Example: The Obliterator Airship Babel will be operative within four days. If
they want to neutralize its soul core and prevent the Emperor from conquering
the region, the heroes have no time to lose!
The Game Master draws a huge Clock on the world map — four sections only!
</p>
<p>
Clocks like these are "time trackers" and normally can't be directly
influenced through Checks — they should be the focus of one or more sessions.
</p>