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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Node and Dylon's Tactics</title>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>44 ANTAGONISTS</h1>
<h2>Node and Dylons Tactics</h2>
<p>
Node and Dylon add an environmental effect to every conflict they take part
in, the <strong class="highlight">tide</strong>. At the start of the
conflict, the tide is high and it remains so as long as neither of them is
in Crisis; as soon as either of them is in Crisis, the tide becomes low.
</p>
<div class="key-rule">
<h3>Environmental Turns</h3>
<ol class="tactical-sequence">
<li>
<strong>First Enemy Turn:</strong> Node uses <em>Hunting Horn</em> if he
has enough Mind Points and hasnt used it so far. Otherwise, he uses
<strong style="color: #c4a05e">Hunters Bow</strong>, prioritizing
targets suffering from weak (during high tide) or slow (during low
tide).
</li>
<li>
<strong>Second Enemy Turn:</strong> Dylon uses
<em>Rock Toss</em> against a random target. If he doesnt have enough
Mind Points he uses <em>Sea Fin</em> against a random target.
</li>
<li>
<strong>Third Enemy Turn:</strong> Node acts again, using
<strong style="color: #c4a05e">Net Throw</strong> against as many random
targets as possible, prioritizing those suffering from weak during high
tide.
</li>
<li>
<strong>Fourth Enemy Turn:</strong> Dylon uses
<em>Coordinated Action</em>, prioritizing enemies suffering from weak.
Nodes free attack (during high tide) targets a random enemy instead. If
Dylon doesnt have enough Mind Points, he uses
<strong style="color: #c4a05e">Sea Fin</strong> instead, always
prioritizing weak targets.
</li>
</ol>
</div>
<h2>Symbiosis and Shared Resources</h2>
<div class="key-rule">
<p>
Node and Dylon are friends who share every aspect of their lives: for this
reason they have a single pool of
<strong style="color: #c4a05e">Ultima Points</strong> and each can spend
them to Invoke a Trait or Recover; if one spends an Ultima Point to
Escape, both leave the scene safely.
</p>
<p>
The goal of this rule is to highlight how deep the symbiosis and harmony
of this duo run, creating a stark contrast with the mission they
undertook: they are clearly able to show care and tenderness, but they
decided to discard these feelings when looking at one of their prey.
</p>
</div>
<h2>Tactical Adjustments</h2>
<div class="key-rule">
<h3>Initial Conflict (Player Characters)</h3>
<ul>
<li>
<strong>Mindset:</strong> They do not view the Player Characters as
worthy opponents, but rather as naive and headstrong people who dont
understand the importance of their mission.
</li>
<li>
<strong>Ultima Point Usage:</strong> They spend Ultima Points to Recover
only when suffering from 3 or more status effects, and they always keep
1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit
Points (ignore the *Ill Avenge You!* special rules).
</li>
</ul>
<h3>Subsequent Battles</h3>
<p>
In subsequent battles, however, they consider the PCs a grave danger to
their mission and spend Ultima Points to Invoke a Trait every time they
fail a Check.
</p>
</div>
<div class="character-info">
<strong>Minor Villain</strong> | (5 Ultima Points) | Both Elite<br />
</div>
</html>
<!doctype html><html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Node and Dylon's Tactics</title> <link rel="stylesheet" href="book-page.css" /> </head> <h1>44 ANTAGONISTS</h1> <h2>Node and Dylons Tactics</h2> <p> Node and Dylon add an environmental effect to every conflict they take part in, the <strong class="highlight">tide</strong>. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low. </p> <div class="key-rule"> <h3>Environmental Turns</h3> <ol class="tactical-sequence"> <li> <strong>First Enemy Turn:</strong> Node uses <em>Hunting Horn</em> if he has enough Mind Points and hasnt used it so far. Otherwise, he uses <strong style="color: #c4a05e">Hunters Bow</strong>, prioritizing targets suffering from weak (during high tide) or slow (during low tide). </li> <li> <strong>Second Enemy Turn:</strong> Dylon uses <em>Rock Toss</em> against a random target. If he doesnt have enough Mind Points he uses <em>Sea Fin</em> against a random target. </li> <li> <strong>Third Enemy Turn:</strong> Node acts again, using <strong style="color: #c4a05e">Net Throw</strong> against as many random targets as possible, prioritizing those suffering from weak during high tide. </li> <li> <strong>Fourth Enemy Turn:</strong> Dylon uses <em>Coordinated Action</em>, prioritizing enemies suffering from weak. Nodes free attack (during high tide) targets a random enemy instead. If Dylon doesnt have enough Mind Points, he uses <strong style="color: #c4a05e">Sea Fin</strong> instead, always prioritizing weak targets. </li> </ol> </div> <h2>Symbiosis and Shared Resources</h2> <div class="key-rule"> <p> Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of <strong style="color: #c4a05e">Ultima Points</strong> and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely. </p> <p> The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey. </p> </div> <h2>Tactical Adjustments</h2> <div class="key-rule"> <h3>Initial Conflict (Player Characters)</h3> <ul> <li> <strong>Mindset:</strong> They do not view the Player Characters as worthy opponents, but rather as naive and headstrong people who dont understand the importance of their mission. </li> <li> <strong>Ultima Point Usage:</strong> They spend Ultima Points to Recover only when suffering from 3 or more status effects, and they always keep 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit Points (ignore the *Ill Avenge You!* special rules). </li> </ul> <h3>Subsequent Battles</h3> <p> In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check. </p> </div> <div class="character-info"> <strong>Minor Villain</strong> | (5 Ultima Points) | Both Elite<br /> </div></html>