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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>The Natural Fantasy Atlas for Fabula Ultima</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<h1>The Natural Fantasy Atlas</h1>
<h2>For Fabula Ultima</h2>
<h1>The Natural Fantasy Atlas</h1>
<h2>For Fabula Ultima</h2>
<p>
The outside world is vast, and the sins of the past are many. Hold tight
to each other and never stop dreaming!
</p>
<p>The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!</p>
<p>
<em>Fabula Ultima</em> will bring you into worlds deeply permeated by the
cycles of time and nature, where young heroes face the consequences of
past mistakes and demonstrate that history does not have to repeat itself,
creating a brave future of coexistence, much like in classic JRPGs!
</p>
<p><em>Fabula Ultima</em> will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!</p>
<h2>What's Inside:</h2>
<h2>What's Inside:</h2>
<ul>
<li><strong>Dive into a new JRPG subgenre based upon</strong> harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!</li>
<li><strong>10 Natural Fantasy Locations:</strong> Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.</li>
<li><strong>Craft Equipment and Tools:</strong> Create weapons and tools with any materials you gather using the rules for custom crafting and forging.</li>
<li><strong>Introduce Quirks:</strong> Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.</li>
<li><strong>5 Villains:</strong> Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.</li>
<li><strong>208 Full-Color Pages:</strong> Featuring manga and chibi-style illustrations from international artists.</li>
</ul>
<div class="metadata">
<p>ISBN 979-12-5598-104-6</p>
<p>A game by Emanuele Galletto | fabulaultima.com</p>
<small>Fabula Ultima © 2021-2026 Need Games and Rooster Games.</small>
</div>
<ul>
<li>
<strong>Dive into a new JRPG subgenre based upon</strong> harmony and
change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant)
and new Heroic Skills to create even more combinations!
</li>
<li>
<strong>10 Natural Fantasy Locations:</strong> Archetypal settings with
tips and hints for playing an intense natural fantasy campaign or which
you can use as inspiration to breathe life into your world.
</li>
<li>
<strong>Craft Equipment and Tools:</strong> Create weapons and tools
with any materials you gather using the rules for custom crafting and
forging.
</li>
<li>
<strong>Introduce Quirks:</strong> Optional rules that add even more
depth to your characters, taking a break to share a convivial moment
with camp activities.
</li>
<li>
<strong>5 Villains:</strong> Challenging new bosses of increasing power
to use in your adventures, providing your Players with tougher and more
exciting challenges.
</li>
<li>
<strong>208 Full-Color Pages:</strong> Featuring manga and chibi-style
illustrations from international artists.
</li>
</ul>
<div class="metadata">
<p>ISBN 979-12-5598-104-6</p>
<p>A game by Emanuele Galletto | fabulaultima.com</p>
<small>Fabula Ultima © 2021-2026 Need Games and Rooster Games.</small>
</div>
</body>
</html>
</div>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>The Natural Fantasy Atlas - Fabula Ultima</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<main>
<header>
<h1>The Natural Fantasy Atlas</h1>
<h2>For Fabula Ultima</h2>
</header>
<main>
<header>
<h1>The Natural Fantasy Atlas</h1>
<h2>For Fabula Ultima</h2>
</header>
<section id="introduction">
<h3>Embrace the Cycle of Nature</h3>
<p>
The outside world is vast, and the sins of the past are many. Hold tight
to each other, and never stop dreaming!
<strong>Fabula Ultima</strong> will bring you into worlds deeply
permeated by the cycles of time and nature, where young heroes face the
consequences of past mistakes and demonstrate that history does not have
to repeat itself, creating a brave future of coexistence, much like in
classic JRPGs!
</p>
</section>
<section id="introduction">
<h3>Embrace the Cycle of Nature</h3>
<p>The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! <strong>Fabula Ultima</strong> will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!</p>
</section>
<section id="features">
<h2>Key Features Include:</h2>
<ul>
<li>
<strong>Dive into a new JRPG subgenre</strong>
<p>
Based upon harmony and change with 4 new Classes (Floralist,
Gourmet, Invoker, and Merchant) and new Heroic Skills to create even
more combinations!
</p>
</li>
<li>
<strong>10 Natural Fantasy Locations</strong>
<p>
Archetypal settings with tips and hints for playing an intense
natural fantasy campaign, or which you can use as inspiration to
breathe life into your world.
</p>
</li>
<li>
<strong>Craft Equipment and Tools</strong>
<p>
Create equipment and tools with any materials you gather, using the
rules for custom weapons and forging.
</p>
</li>
<li>
<strong>Introduce Quirks</strong>
<p>
Optional rules that add even more depth to your characters, allowing
a break to share a convivial moment with camp activities.
</p>
</li>
<li>
<strong>5 Villains</strong>
<p>
Challenging new bosses of increasing power to use in your
adventures, providing your players with tougher and more exciting
challenges.
</p>
</li>
<li>
<strong>208 Full-Color Pages</strong>
<p>
Featuring manga and chibi-style illustrations from international
artists.
</p>
</li>
</ul>
</section>
<section id="features">
<h2>Key Features Include:</h2>
<ul>
<li>
<strong>Dive into a new JRPG subgenre</strong>
<p>Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!</p>
</li>
<li>
<strong>10 Natural Fantasy Locations</strong>
<p>Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.</p>
</li>
<li>
<strong>Craft Equipment and Tools</strong>
<p>Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.</p>
</li>
<li>
<strong>Introduce Quirks</strong>
<p>Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.</p>
</li>
<li>
<strong>5 Villains</strong>
<p>Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.</p>
</li>
<li>
<strong>208 Full-Color Pages</strong>
<p>Featuring manga and chibi-style illustrations from international artists.</p>
</li>
</ul>
</section>
<div class="metadata">
<p>ATLAS: NATURAL FANTASY</p>
<p>A game by Emanuele Galletto</p>
<p>ISBN 979-12-5598-104-6 | fabulaultima.com</p>
<p>&copy; Fabula Ultima 2021-2026 Need Games and Rooster Games.</p>
</div>
</main>
</body>
</html>
<div class="metadata">
<p>ATLAS: NATURAL FANTASY</p>
<p>A game by Emanuele Galletto</p>
<p>ISBN 979-12-5598-104-6 | fabulaultima.com</p>
<p>&copy; Fabula Ultima 2021-2026 Need Games and Rooster Games.</p>
</div>
</main>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Natural Fantasy Campaign Concepts</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>Introduction to Natural Fantasy Campaigns</h1>
</header>
<header>
<h1>Introduction to Natural Fantasy Campaigns</h1>
</header>
<section id="clashing-communities">
<h2>Clashing Communities</h2>
<p>In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.</p>
<section id="clashing-communities">
<h2>Clashing Communities</h2>
<p>Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasnt attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.</p>
<p>
In natural fantasy campaigns, the clashes between different factions are
often of a much smaller scale: tensions between neighboring villages or
clans, and fights between humans and animals or spirits, or between
opposing parties of the same people. In its darkest forms, such conflicts
erupt into violence, expropriation, or even genocide.
</p>
<p>Only the Inara know the procedures required to activate the progenitors metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.</p>
</section>
<p>
Newly arrived in the village and terrified by a spiked wildcat sighted by
his caravan during the journey, a nobleman has ordered the local hunters
guild to exterminate all predators in the region. When they refuse to kill
any creature that hasnt attacked the settlement, the noble hires some
mercenaries from the Citadel amidst the plains.
</p>
<div class="section-break"></div>
<p>
Only the Inara know the procedures required to activate the progenitors
metal artifacts, which lie scattered around the archipelago. Driven by
greed, the sheriffs of the capital infiltrate Inara settlements to extort
information; one of these operations led to a terrible massacre of the
natives.
</p>
</section>
<section id="everything-has-a-soul">
<h2>Everything Has a Soul</h2>
<p>This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains actions.</p>
<div class="section-break"></div>
<p>Hell-bent on reuniting the fragments of her wifes soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.</p>
<section id="everything-has-a-soul">
<h2>Everything Has a Soul</h2>
<p>Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.</p>
<p>
This pillar is both central and explicit in natural fantasy: the stream of
souls manifests as elemental entities, animals or plants—veritable holy
symbols that embody the life cycle of regeneration and transformation. The
stream of souls is also among the main victims of the Villains actions.
</p>
<p>Furthermore, the four ancient trees of the region, also known as <strong>Vei Arbru</strong>, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when its in bloom and when it withers before being born again.</p>
</section>
<p>
Hell-bent on reuniting the fragments of her wifes soul, scattered across
the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two
thousand years have passed and the stream of souls has stagnated: echoes
of the departed roam the earth, clinging to the living and turning them
into terrible monsters.
</p>
</body>
</html>
<p>
Just as the Progenitors cried their tears to create the ocean and gave
their flesh to make the earth, the inhabitants of the Glass Isles accept
that the nocturnal messengers devour the bodies of the departed and feast
on the grief of the living, bringing both to the afterlife as nourishment
and consolation for the ancestral spirits.
</p>
<p>
Furthermore, the four ancient trees of the region, also known as
<strong>Vei Arbru</strong>, host the elemental essences of the seasons:
each is kept safe by a guardian fairy that nurtures it both when its in
bloom and when it withers before being born again.
</p>
</section>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Character Profile: Apsu</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header class="meta-data">
<span>[Page 99]</span> |
<span style="float: right">W33 PROTAGONISTS</span>
</header>
<header class="meta-data">
<span>[Page 99]</span> | <span style="float: right;">W33 PROTAGONISTS</span>
</header>
<h1>APSU</h1>
<h1>APSU</h1>
<!-- BASIC INFORMATION -->
<section>
<h2>BASIC INFORMATION</h2>
<div class="profile-grid">
<div class="profile-attribute">
<strong>Identity:</strong> <span>Waterfiend Hunter</span>
</div>
<div class="profile-attribute">
<strong>Theme:</strong> <span>Hope</span>
</div>
<div class="profile-attribute">
<strong>Origin:</strong> <span>Salt Hill</span>
</div>
<div class="profile-attribute">
<strong>Quirk:</strong> <span>Cursed</span>
</div>
<div class="profile-attribute" style="grid-column: span 2;">
<strong>Signature Weapons:</strong> <span>Short swords</span>
</div>
</div>
</section>
<!-- BASIC INFORMATION -->
<section>
<h2>BASIC INFORMATION</h2>
<div class="profile-grid">
<div class="profile-attribute">
<strong>Identity:</strong> <span>Waterfiend Hunter</span>
</div>
<div class="profile-attribute">
<strong>Theme:</strong> <span>Hope</span>
</div>
<div class="profile-attribute">
<strong>Origin:</strong> <span>Salt Hill</span>
</div>
<div class="profile-attribute">
<strong>Quirk:</strong> <span>Cursed</span>
</div>
<div class="profile-attribute" style="grid-column: span 2">
<strong>Signature Weapons:</strong> <span>Short swords</span>
</div>
</div>
</section>
<!-- APSU IN DETAIL -->
<section class="section-break">
<h2>APSU IN DETAIL</h2>
<div class="profile-grid">
<p style="grid-column: span 2;"><strong>Background & Skills</strong></p>
<ul>
<li>The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are <strong>Cursed by the Old Woman of the Tide</strong>, scorned by the earth, and hounded by the ocean: their blood is saltwater.</li>
<li>Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Oceans Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.</li>
<li>Apsu is an <strong>Elementalist</strong>, <strong>Wayfarer</strong> and <strong>Weaponmaster</strong>, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.</li>
<li>Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things his Hope theme makes him a real touchstone for the entire group.</li>
</ul>
</div>
<!-- Game Master Instruction (Special Note) -->
<div style="margin-top: 20px; border: 1px dashed #aaa; padding: 15px;">
<strong>Game Master Note:</strong> The GM should involve Apsus Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones.
</div>
</section>
<!-- Separator/Unrelated Content -->
<div class="guest-notice">
<!-- APSU IN DETAIL -->
<section class="section-break">
<h2>APSU IN DETAIL</h2>
<div class="profile-grid">
<p style="grid-column: span 2"><strong>Background & Skills</strong></p>
<ul>
<li>
The bards sing of another age, when humans waged war against the sea,
using their machines to poison it. Since then, those who are born with
blue hair are
<strong>Cursed by the Old Woman of the Tide</strong>, scorned by the
earth, and hounded by the ocean: their blood is saltwater.
</li>
<li>
Able to see waterfiends due to his curse, Apsu earned his livelihood
by catching and killing them, to extract drinking water from the
remains. This brutal life was interrupted when he met an old oracle on
the way to Oceans Mirror to negotiate a truce with the Old Woman of
the Tide or, if necessary, kill her.
</li>
<li>
Apsu is an <strong>Elementalist</strong>,
<strong>Wayfarer</strong> and <strong>Weaponmaster</strong>, who uses
Spellblade to cast powerful spells such as Thunderbolt, through his
shortswords.
</li>
<li>
Although his background and skill suggest a story of pain and
violence, Apsu is an optimist who strives to see the silver lining in
all things his Hope theme makes him a real touchstone for the entire
group.
</li>
</ul>
</div>
</body>
</html>
<!-- Game Master Instruction (Special Note) -->
<div style="margin-top: 20px; border: 1px dashed #aaa; padding: 15px">
<strong>Game Master Note:</strong> The GM should involve Apsus Player in
establishing any information about the curse of blue hair and the water
spirits, especially the most dangerous and aggressive ones.
</div>
</section>
<!-- Separator/Unrelated Content -->
<div class="guest-notice"></div>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Donna Maxwell Profile</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<h1>DONNA MAXWELL</h1>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<h1>DONNA MAXWELL</h1>
<!-- Basic Information Section -->
<h2>BASIC INFORMATION</h2>
<div class="info-grid">
<div><span class="info-label">Identity:</span> Spark-spirit Huntress</div>
<div><span class="info-label">Theme:</span> Guilt</div>
<div><span class="info-label">Origin:</span> Illwind</div>
<div><span class="info-label">Quirk:</span> Ancient Weapon</div>
<div><span class="info-label">Signature weapons:</span> Seismic revolver</div>
</div>
<!-- Detailed Profile Section -->
<h2>DONNA IN DETAIL</h2>
<h3>Backstory & Abilities</h3>
<ul class="narrative-list">
<li>Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the <strong>Matrix of Days</strong>, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.</li>
<li>Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself <strong>Guilty</strong> of making a disastrous mistake, and she isnt wrong.</li>
<li>Donnas Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.</li>
<li>Donnas Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.</li>
<li>Donnas revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.</li>
</ul>
<!-- Footer/Metadata -->
<div class="guest-info">
</div>
<!-- Basic Information Section -->
<h2>BASIC INFORMATION</h2>
<div class="info-grid">
<div><span class="info-label">Identity:</span> Spark-spirit Huntress</div>
<div><span class="info-label">Theme:</span> Guilt</div>
<div><span class="info-label">Origin:</span> Illwind</div>
<div><span class="info-label">Quirk:</span> Ancient Weapon</div>
<div>
<span class="info-label">Signature weapons:</span> Seismic revolver
</div>
</div>
</body>
</html>
<!-- Detailed Profile Section -->
<h2>DONNA IN DETAIL</h2>
<h3>Backstory & Abilities</h3>
<ul class="narrative-list">
<li>
Three years ago, a research team led by Donna Maxwell left the fortified
citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by
arrogant curiosity, these scholars activated the ancestral mechanism
which the Scripture calls the
<strong>Matrix of Days</strong>, thereby freeing the Spark-spirit
trapped in its engine and causing the destruction of Illwind.
</li>
<li>
Armed with a seismic revolver found in the Labyrinth, Donna swore to
find and kill the Spark-spirit before it could unleash its fury once
more. She considers herself <strong>Guilty</strong> of making a
disastrous mistake, and she isnt wrong.
</li>
<li>
Donnas Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a
variety of infusions and capitalizes on her Insight thanks to Knowledge
is Power.
</li>
<li>
Donnas Player should be the go-to person for everything related to
Illwind and its researchers, not to mention the Celestial Labyrinth and
the dreadful wonders it hides.
</li>
<li>
Donnas revolver is a powerful weapon that targets Magic Defense and
deals 5 extra damage to elementals (a Quality valued at around 900
zenit), but it reacts unpredictably when near ancient machines and the
ruins scattered across the entire region.
</li>
</ul>
<!-- Footer/Metadata -->
<div class="guest-info"></div>
</div>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Character Profile: Lady Undersson</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>LADY UNDERSSON</h1>
<h1>LADY UNDERSSON</h1>
<h2>Basic Information</h2>
<dl class="info-list">
<dt>Identity:</dt>
<dd>Kind Android</dd>
<h2>Basic Information</h2>
<dl class="info-list">
<dt>Identity:</dt>
<dd>Kind Android</dd>
<dt>Condition:</dt>
<dd>Without Memory</dd>
<dt>Condition:</dt>
<dd>Without Memory</dd>
<dt>Theme:</dt>
<dd>Belonging</dd>
<dt>Theme:</dt>
<dd>Belonging</dd>
<dt>Origin:</dt>
<dd>Ancient Ruins</dd>
<dt>Origin:</dt>
<dd>Ancient Ruins</dd>
<dt>Quirk:</dt>
<dd>Underchild</dd>
<dt>Quirk:</dt>
<dd>Underchild</dd>
<dt>Signature Weapons:</dt>
<dd>Clockwork Keys</dd>
</dl>
<dt>Signature Weapons:</dt>
<dd>Clockwork Keys</dd>
</dl>
<h2>LADY UNDERSSON In Detail</h2>
<h2>LADY UNDERSSON In Detail</h2>
<p><strong>History & Lore:</strong></p>
<ul>
<li>
When the villagers found her, Lady Undersson was standing still, in
absolute silence, in front of the evergreen tree next to the entrance of
the ancient ruins. Devoid of any memory regarding her previous function,
the android decided to help the villagers in their everyday chores,
overcoming their initial hesitation due to their past experiences with
machines from underground.
</li>
<li>
Despite her desire to become part of the village community, Lady Undersson
is plagued by short, fragmented visions of a hazy past that she cannot
escape, and the looming feeling that she forgot something terrible.
</li>
<li>
Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys
(see page 116) as her weapon of choice.
</li>
<li>
The Game Master should consult with Lady Underssons Player for details
regarding ruins and ancient machines.
</li>
<li>
Over the course of the game, the Underchild Quirk allows Lady Underssons
memories to become clearer and clearer until she remembers key information
about a looming threat. Its essential that this moment establishes once
and for all a bond of trust between this PC and the rest of the group.
</li>
</ul>
<p><strong>History & Lore:</strong></p>
<ul>
<li>When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.</li>
<li>Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.</li>
<li>Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.</li>
<li>The Game Master should consult with Lady Underssons Player for details regarding ruins and ancient machines.</li>
<li>Over the course of the game, the Underchild Quirk allows Lady Underssons memories to become clearer and clearer until she remembers key information about a looming threat. Its essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.</li>
</ul>
<hr style="margin: 40px 0; border-color: #ddd" />
<hr style="margin: 40px 0; border-color: #ddd;">
<h3> Profile</h3>
<p><strong>Order Details:</strong> </p>
</body>
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<h3>Profile</h3>
<p><strong>Order Details:</strong></p>
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<title>Character Dossier: Laurence</title>
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<div class="container">
<!-- Assuming '102' is a page number, it's less structural -->
<h1>W LAURENCE</h1>
<h2>BASIC INFORMATION</h2>
<div class="metadata">
<p><strong>Identity:</strong> Chef and Former Hunter</p>
<p><strong>Theme:</strong> Mercy</p>
<p><strong>Origin:</strong> Village of Arca</p>
<p><strong>Quirk:</strong> Big Bro</p>
<p><strong>Signature Weapons:</strong> Sword and Shield</p>
<p><strong>Identity:</strong> Chef and Former Hunter</p>
<p><strong>Theme:</strong> Mercy</p>
<p><strong>Origin:</strong> Village of Arca</p>
<p><strong>Quirk:</strong> Big Bro</p>
<p><strong>Signature Weapons:</strong> Sword and Shield</p>
</div>
<h2>LAURENCE IN DETAIL</h2>
<div class="section-divider"></div>
<h3>Backstory & Profile</h3>
<ul>
<li>When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.</li>
<li>Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.</li>
<li>Laurence is a Gourmet, Guardian and Weaponmaster. His <strong>Big Bro Quirk</strong> makes him excel at supporting the entire group.</li>
<li>The Game Master should consult Laurences Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.</li>
<li>Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. Its up to the other Player Characters to help him when mentor and pupil inevitably clash again.</li>
<li>
When Laurence was just an apprentice hunter, his squad cornered a
powerful and regal wyvern in its lair and killed it. However, when the
captain, who Laurence saw as his adoptive mother, went in and
exterminated the entire brood, something in his soul snapped and he
swore never to kill again.
</li>
<li>
Recently, a mysterious force has been pushing beasts and monsters to
attack human settlements, destroying vehicles, structures, and machinery
with unprecedented ferocity. Laurence volunteered to accompany a team of
heroes to discover what has caused such resentment.
</li>
<li>
Laurence is a Gourmet, Guardian and Weaponmaster. His
<strong>Big Bro Quirk</strong> makes him excel at supporting the entire
group.
</li>
<li>
The Game Master should consult Laurences Player when describing wild
beasts and their habits, not to mention the tactics employed by the
hunters of Arca.
</li>
<li>
Due to his oath, Laurence was mocked and shunned by the hunters of Arca,
and his old captain considers him her greatest disappointment. Its up
to the other Player Characters to help him when mentor and pupil
inevitably clash again.
</li>
</ul>
<div class="section-divider"></div>
<h2>Transaction Details</h2>
</div>
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<title>Character Dossier: Melissa Holtz</title>
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<body>
<div class="container">
<!-- Header/Contextual Info -->
<header style="display: flex; justify-content: space-between; align-items: center; margin-bottom: 20px;">
<h1 style="font-size: 1.8em; border: none; padding-bottom: 0; border-left: 3px solid #C9D6E8; padding-left: 15px;">MELISSA HOLTZ</h1>
<div style="text-align: right; font-size: 0.9em; color: #777;">
<span>Chapter 103 | 33 PROTAGONISTS</span>
</div>
</header>
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<!-- Header/Contextual Info -->
<header
style="
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"
>
<h1
style="
font-size: 1.8em;
border: none;
padding-bottom: 0;
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padding-left: 15px;
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>
MELISSA HOLTZ
</h1>
<div style="text-align: right; font-size: 0.9em; color: #777">
<span>Chapter 103 | 33 PROTAGONISTS</span>
</div>
</header>
<!-- Basic Information Section -->
<section>
<h2>BASIC INFORMATION</h2>
<div class="metadata-grid">
<div class="metadata-item"><strong>Identity:</strong> <em>Exuberant Alchemist</em></div>
<div class="metadata-item"><strong>Theme:</strong> <em>Ambition</em></div>
<div class="metadata-item"><strong>Origin:</strong> <em>Eiche</em></div>
<div class="metadata-item"><strong>Quirk:</strong> <em>Traveling Workshop</em></div>
<div class="metadata-item" style="grid-column: span 2;">
<strong>Signature Weapons:</strong> Alchemical scepters
</div>
</div>
</section>
<!-- Detailed Lore Section -->
<section>
<h2>MELISSA IN DETAIL</h2>
<ul class="detail-lore">
<li>In spite of her parents doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.</li>
<li>Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.</li>
<li>Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmets rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.</li>
<li>Taking inspiration from the wu xings Late Summer, Melissas Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.</li>
<li>Melissas personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.</li>
</ul>
</section>
<div class="sidebar">
<!-- Basic Information Section -->
<section>
<h2>BASIC INFORMATION</h2>
<div class="metadata-grid">
<div class="metadata-item">
<strong>Identity:</strong> <em>Exuberant Alchemist</em>
</div>
</div>
</body>
<div class="metadata-item">
<strong>Theme:</strong> <em>Ambition</em>
</div>
<div class="metadata-item"><strong>Origin:</strong> <em>Eiche</em></div>
<div class="metadata-item">
<strong>Quirk:</strong> <em>Traveling Workshop</em>
</div>
<div class="metadata-item" style="grid-column: span 2">
<strong>Signature Weapons:</strong> Alchemical scepters
</div>
</div>
</section>
<!-- Detailed Lore Section -->
<section>
<h2>MELISSA IN DETAIL</h2>
<ul class="detail-lore">
<li>
In spite of her parents doubts, young Melissa worked hard and
traveled far to discover the secret of alchemy, with the Ambition of
attaining an official license and, upon her eventual return, bringing
prosperity to the mountain hamlet of Eiche.
</li>
<li>
Melissa saved her money to buy a cart, pulled by a mighty and loving
auroch. This traveling workshop is full of mementos, notes and unusual
ingredients.
</li>
<li>
Melissa combines Gourmet, Spiritist and Sharpshooter: together with
the rest of the group she adapted the Gourmets rules to represent
alchemy, using five seasonal essences instead of tastes. Her
alchemical scepters are custom arcane ranged weapons that she uses to
fire her compounds, creating expanding clouds using Barrage.
</li>
<li>
Taking inspiration from the wu xings Late Summer, Melissas Player
and the rest of the group decided to add a fifth season to their
setting, the Calm, which has its own seasonal essence and is a time of
transition for the entire world when the elements coexist and combine
in ways that are, so far, poorly understood.
</li>
<li>
Melissas personal goals are rather simple, but the mystery of the
Calm should have a deep influence on the story: of course, one or more
Villains have plans for it.
</li>
</ul>
</section>
<div class="sidebar"></div>
</div>
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<!doctype html>
<html lang="en">
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<title>Mylo Ulve Character Profile</title>
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</head>
<h1>Mylo Ulve</h1>
<p style="font-size: 0.9em; color: #666">(Page/Document Reference 104)</p>
<h1>Mylo Ulve</h1>
<p style="font-size: 0.9em; color: #666;">(Page/Document Reference 104)</p>
<div class="profile-header">
<h2>Basic Information</h2>
</div>
<div class="info-list">
<div class="info-item"><strong>Identity:</strong> Gentleman</div>
<div class="info-item"><strong>Occupation/Role:</strong> Archaeologist</div>
<div class="info-item"><strong>Theme:</strong> Justice</div>
<div class="info-item"><strong>Origin:</strong> Zentralia</div>
<div class="info-item"><strong>Quirk:</strong> Mysterious Grimoire</div>
<div class="info-item"><strong>Signature Weapons:</strong> Elemental Rings</div>
</div>
<div class="profile-header">
<h2>Basic Information</h2>
</div>
<div class="additional-section">
<h2>Detailed Background</h2>
<ul>
<li>An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the <strong style="color: #c0392b;">Codex Rubrum</strong>, an extraordinary magical tome that sometimes answers the readers question in the language of the ancient civilization of Escria.</li>
<li>The information in the Codex supports the Colleges theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.</li>
<li>Mylos Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.</li>
<li>Mylos character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).</li>
</ul>
<div class="info-list">
<div class="info-item"><strong>Identity:</strong> Gentleman</div>
<div class="info-item"><strong>Occupation/Role:</strong> Archaeologist</div>
<div class="info-item"><strong>Theme:</strong> Justice</div>
<div class="info-item"><strong>Origin:</strong> Zentralia</div>
<div class="info-item"><strong>Quirk:</strong> Mysterious Grimoire</div>
<div class="info-item">
<strong>Signature Weapons:</strong> Elemental Rings
</div>
</div>
<div class="additional-section">
<h3>Character Goals</h3>
<ul>
<li>Uncover the truth about the Codex Rubrum and Escria.</li>
<li>Oppose the Zentralian nobles who crave the ancient magic of the Scribes.</li>
</ul>
</div>
<div class="additional-section">
<h2>Detailed Background</h2>
<ul>
<li>
An archaeology graduate from the Golden College, Mylo Ulve left the
capital when the Senate closed the faculty and sold all exhibits to
collectors to bankroll a new expansionist campaign to the West. Mylo was
able to save only the
<strong style="color: #c0392b">Codex Rubrum</strong>, an extraordinary
magical tome that sometimes answers the readers question in the
language of the ancient civilization of Escria.
</li>
<li>
The information in the Codex supports the Colleges theories about
Escria and the magical prowess of its Scribe-Priests, not to mention its
downfall at the hands of the founders of Zentralia. Even more
importantly, it completely invalidates the propaganda which presents the
current aristocracy as scions of the glorious Escria.
</li>
<li>
Mylos Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy
and potions and is one among the very few Zentralians that understand
the language of Escria.
</li>
<li>
Mylos character should be the go-to person for everything related to
the history of Zentralia and the fall of Escria (unless the group
includes a descendant of the Escrians, of course).
</li>
</ul>
</div>
<div class="footer-info">
</div>
<div class="additional-section">
<h3>Character Goals</h3>
<ul>
<li>Uncover the truth about the Codex Rubrum and Escria.</li>
<li>
Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
</li>
</ul>
</div>
</body>
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<html lang="en">
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<title>Octavia - Protagonist Profile</title>
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<header><span>Page 105</span> | W 33 PROTAGONISTS: OCTA VIA POLPI</header>
<header>
<span>Page 105</span> | W 33 PROTAGONISTS: OCTA VIA POLPI
</header>
<section id="basic-information">
<h2>BASIC INFORMATION</h2>
<section id="basic-information">
<h2>BASIC INFORMATION</h2>
<!-- Using a grid-like structure for key metadata -->
<div class="metadata-list">
<div><strong>Identity:</strong></div><span>Proud Ocean Merchant</span>
<div><strong>Theme:</strong></div><span>Rebellion</span>
<div><strong>Origin:</strong></div><span>Yonaguni</span>
<div><strong>Quirk:</strong></div><span>Stubborn Scion</span>
<!-- Combining weapons into a list format -->
<div style="grid-column: 1 / -1;">
<strong>Signature Weapons:</strong>
<ul>
<li>Reinforced Pipe</li>
</ul>
</div>
</div>
<h2>OCTAVIA IN DETAIL</h2>
<!-- Key character descriptions (formatted as bulleted paragraphs) -->
<!-- Using a grid-like structure for key metadata -->
<div class="metadata-list">
<div><strong>Identity:</strong></div>
<span>Proud Ocean Merchant</span>
<div><strong>Theme:</strong></div>
<span>Rebellion</span>
<div><strong>Origin:</strong></div>
<span>Yonaguni</span>
<div><strong>Quirk:</strong></div>
<span>Stubborn Scion</span>
<!-- Combining weapons into a list format -->
<div style="grid-column: 1 / -1">
<strong>Signature Weapons:</strong>
<ul>
<li>The youngest offspring of the Polpi merchant clan, Octavia is a young oceanid, whose stubbornness and cutting humor hide a heart of gold. This spirit led her to rebel against her own family's ways of conducting business, prompting her decision to travel the surface world and build a commerce and communication network that addresses local needs—and outmaneuver her relatives in the process.</li>
<li>Octavia is always accompanied by two tireless bodyguards: Crabecca and Breamthony. Breamthony shares some of her opinions about the rest of the family, while Crabecca remains constantly worried for her safety.</li>
<li>Octavias shrewdness is well represented by her Merchant and Orator Classes. In times of emergency, she can deal substantial blows with her reinforced pipe (which utilizes the staff profile).</li>
<li>Reinforced Pipe</li>
</ul>
<!-- Player/GM Instructions -->
<div class="section-note">
<h3>Campaign Guidance Notes</h3>
<ul>
<li>The Player should provide information about the Polpi clan, the oceanids, and the underwater territory of Yonaguni. This must include details regarding available transportation methods for surface-dwellers planning a visit.</li>
<li>At the start of the campaign, Octavia is driven by her need for Rebellion. However, over the course of the game, she should realize the true nature of her feelings and demonstrate increased maturity.</li>
</ul>
</div>
</section>
<div class="final-notice">
</div>
</div>
</body>
</html>
<h2>OCTAVIA IN DETAIL</h2>
<!-- Key character descriptions (formatted as bulleted paragraphs) -->
<ul>
<li>
The youngest offspring of the Polpi merchant clan, Octavia is a young
oceanid, whose stubbornness and cutting humor hide a heart of gold. This
spirit led her to rebel against her own family's ways of conducting
business, prompting her decision to travel the surface world and build a
commerce and communication network that addresses local needs—and
outmaneuver her relatives in the process.
</li>
<li>
Octavia is always accompanied by two tireless bodyguards: Crabecca and
Breamthony. Breamthony shares some of her opinions about the rest of the
family, while Crabecca remains constantly worried for her safety.
</li>
<li>
Octavias shrewdness is well represented by her Merchant and Orator
Classes. In times of emergency, she can deal substantial blows with her
reinforced pipe (which utilizes the staff profile).
</li>
</ul>
<!-- Player/GM Instructions -->
<div class="section-note">
<h3>Campaign Guidance Notes</h3>
<ul>
<li>
The Player should provide information about the Polpi clan, the
oceanids, and the underwater territory of Yonaguni. This must include
details regarding available transportation methods for
surface-dwellers planning a visit.
</li>
<li>
At the start of the campaign, Octavia is driven by her need for
Rebellion. However, over the course of the game, she should realize
the true nature of her feelings and demonstrate increased maturity.
</li>
</ul>
</div>
</section>
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<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Ruairi Character Profile</h1>
<h1>Ruairi Character Profile</h1>
<div class="info-block">
<h2 class="section-title">Basic Information</h2>
<p><strong>Identity:</strong> Moth Court Outcast</p>
<p><strong>Theme:</strong> Solitude</p>
<p><strong>Origin:</strong> Hawthorn Forest</p>
<p><strong>Quirk:</strong> Outcast Fairy</p>
<p><strong>Signature Weapons:</strong> Floral greatswords</p>
</div>
<div class="info-block">
<h2 class="section-title">Basic Information</h2>
<p><strong>Identity:</strong> Moth Court Outcast</p>
<p><strong>Theme:</strong> Solitude</p>
<p><strong>Origin:</strong> Hawthorn Forest</p>
<p><strong>Quirk:</strong> Outcast Fairy</p>
<p><strong>Signature Weapons:</strong> Floral greatswords</p>
</div>
<h2>Background & History</h2>
<h2>Background & History</h2>
<div class="narrative">
<ul>
<li>
Once upon a time, Ruairi was a noble warrior of the Moth Court, but he
was exiled because of his love for the Raven Witch, Baobhan Sith. He
wandered alone for centuries, only to eventually stumble upon the tomb
of his soulmate. There, he fell into a deep slumber, until the arrival
of a group of heroes with more enthusiasm than common sense roused him
from sleep.
</li>
<li>
Despite how much time has passed, Ruairi is still an exceptional fighter
and many fairies remember his name; however, the relationship between
humanity and the fairy realm has soured significantly, and both sides
now look at him with suspicion.
</li>
<li>
Ruairi wields a floral greatsword and combines the abilities of
Floralist and Darkblade, in a contrasting image of fragile beauty and
visceral sorrow. True to faefolk tradition, iron is his weakness.
</li>
</ul>
</div>
<div class="narrative">
<ul>
<li>Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.</li>
<li>Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.</li>
<li>Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.</li>
</ul>
</div>
<div class="info-block">
<h2>Story Details / GM Notes</h2>
<ul>
<li>
The Game Master should often consult Ruairis Player about all things
related to the fairies society, tradition, and powers.
</li>
<li>
Ruairi doesnt like to talk about it, but fairies cannot die unless
killed, and such must have been Baobhan Siths fate. One day, hes going
to discover who was responsible and, on that day, he might swear
Vengeance or perhaps even turn into a Villain.
</li>
</ul>
</div>
<div class="info-block">
<h2>Story Details / GM Notes</h2>
<ul>
<li>The Game Master should often consult Ruairis Player about all things related to the fairies society, tradition, and powers.</li>
<li>Ruairi doesnt like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Siths fate. One day, hes going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.</li>
</ul>
</div>
<div class="metadata">
<p><em>Metadata Source: ()</em></p>
</div>
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<p><em>Metadata Source: ()</em></p>
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<span>107</span> | <span>W</span> | <span>33 PROTAGONISTS</span>
</div>
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<div style="text-align: center; margin-bottom: 30px; color: #aaa;">
<span>107</span> | <span>W</span> | <span>33 PROTAGONISTS</span>
</div>
<h1>TSUKIHIME</h1>
<h1>TSUKIHIME</h1>
<!-- BASIC INFORMATION SECTION -->
<section class="basic-info">
<h2>BASIC INFORMATION</h2>
<dl>
<dt>Identity:</dt>
<dd>Incarnation of the Moon God</dd>
<!-- BASIC INFORMATION SECTION -->
<section class="basic-info">
<h2>BASIC INFORMATION</h2>
<dl>
<dt>Identity:</dt>
<dd>Incarnation of the Moon God</dd>
<dt>Theme:</dt>
<dd>Duty</dd>
<dt>Theme:</dt>
<dd>Duty</dd>
<dt>Origin:</dt>
<dd>Second Moon</dd>
<dt>Origin:</dt>
<dd>Second Moon</dd>
<dt>Quirk:</dt>
<dd>The Long Dream</dd>
<dt>Quirk:</dt>
<dd>The Long Dream</dd>
<dt>Signature weapons:</dt>
<dd><strong style="color: #a0c4ff">Bows</strong></dd>
</dl>
</section>
<dt>Signature weapons:</dt>
<dd><strong style="color: #a0c4ff;">Bows</strong></dd>
</dl>
</section>
<!-- TSUKIHIME IN DETAIL SECTION -->
<section class="detail-info">
<h2>TSUKIHIME IN DETAIL</h2>
<!-- TSUKIHIME IN DETAIL SECTION -->
<section class="detail-info">
<h2>TSUKIHIME IN DETAIL</h2>
<ul class="lore-list">
<li>
According to legend, when a grave danger looms over the Land of Elms and
the Second Moon shines blue, the Moon God incarnates in the world with
the shooting of an arrow. This time, the guardian is a young woman of
elegant bearing and brave heart, albeit a bit stubborn. The Priestess
named her Tsukihime, or Moon Princess.
</li>
<li>
Tsukihimes Duty is to quell the restless spirits and purify the springs
of the four rivers that cross the region. The task will prove much
bigger than expected, and she cannot do it alone.
</li>
<li>
The moons favor grants Tsukihime a special affinity toward nature her
Classes are Chimerist, Invoker and Sharpshooter.
</li>
<li>
Tsukihimes Player should be the go-to person for everything related to
the Moon God, the Second Moon and the spirit world. At the same time,
the Princess knowledge of human society is extremely limited and, above
all, outdated.
</li>
<li>
Every incarnation of the Moon God is destined to return to the stars
once their purpose is fulfilled. Hence, its essential that Tsukihime
and the rest of the group develop strong emotional bonds over the course
of the campaign. Perhaps these bonds will be powerful enough to prevent
a painful farewell.
</li>
</ul>
</section>
<ul class="lore-list">
<li>According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.</li>
<li>Tsukihimes Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.</li>
<li>The moons favor grants Tsukihime a special affinity toward nature her Classes are Chimerist, Invoker and Sharpshooter.</li>
<li>Tsukihimes Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess knowledge of human society is extremely limited and, above all, outdated.</li>
<li>Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, its essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.</li>
</ul>
</section>
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<div class="page-number">108</div>
<h1>Chapter Focus: Campaign Options</h1>
<div class="page-number">108</div>
<h1>Chapter Focus: Campaign Options</h1>
<p>
From here on, the chapter focuses on new options and rules designed to
enhance the natural fantasy vibes of your Fabula Ultima campaign. However,
if the whole group agrees, you can use these options for any campaign.
</p>
<p>From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.</p>
<p>
These introductory pages provide preliminary information about the various
options, in terms of both mechanics and play experience, to help you
identify the most interesting ones for your game.
</p>
<p>These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.</p>
<h2>CUSTOM WEAPONS</h2>
<p>You can use this rule to create unusual weapons. Its a simple and straightforward option with no profound gameplay implications you can always leave it open to anyone who is interested.</p>
<h2>CUSTOM WEAPONS</h2>
<p>
You can use this rule to create unusual weapons. Its a simple and
straightforward option with no profound gameplay implications you can
always leave it open to anyone who is interested.
</p>
<h2>NATURAL FANTASY QUIRKS</h2>
<p>This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.</p>
<ul>
<li>These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.</li>
<li>Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.</li>
<li>This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.</li>
</ul>
<h2>NATURAL FANTASY QUIRKS</h2>
<p>
This option is more complex and has a significant effect on character
creation. If you use it, each Player Character gains a set of unique
mechanics defining their abilities and role in the story.
</p>
<h2>NEW OPTIONS</h2>
<p class="section-header">W</p>
<p><em>(Placeholder for content/detail regarding option.)</em></p>
<ul>
<li>
These effects are powerful, ranging from the ability to ignore Mind Point
costs to brandishing a rare and ancient weapon.
</li>
<li>
Use Quirks if you and your group are comfortable setting aside the power
balance between characters in favor of strong characterization.
</li>
<li>
This option works best in tight and collaborative groups and may be too
complex if this is your first experience with the game.
</li>
</ul>
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<h2>NEW OPTIONS</h2>
<p class="section-header">W</p>
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<h1>MAGIC AND TECHNOLOGY</h1>
<p>The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology a reminder of the wars and destruction of the past can be recovered and adapted, but it comes with the risk of repeating the same mistakes.</p>
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<h1>MAGIC AND TECHNOLOGY</h1>
<p>
The juxtaposition of magic and technology is a powerful element of natural
fantasy stories. Both have a light and dark side: magic is tied to natural
elements, but it can also destabilize them, causing terrible catastrophes;
technology a reminder of the wars and destruction of the past can be
recovered and adapted, but it comes with the risk of repeating the same
mistakes.
</p>
<h2>The Necropolis</h2>
<p>The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy usually too rarefied to sustain any Ritual can be used in full. Scholars call this phenomenon <strong>tomb radiation</strong> and it becomes more powerful the deeper you go.</p>
<h2>The Necropolis</h2>
<p>
The Necropolis is a chasm spanning the size of an entire region, that goes
down into the depths of the earth. Inside, magical energy usually too
rarefied to sustain any Ritual can be used in full. Scholars call this
phenomenon <strong>tomb radiation</strong> and it becomes more powerful the
deeper you go.
</p>
<h2>Travel Through Nature</h2>
<p>Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. Its the only true connection between the various settlements of the region.</p>
<h2>Travel Through Nature</h2>
<p>
Powered by a triple alchemical vapor-furnace and armed with massive steel
spikes, automatic crossbows and mortars, the armored train crosses the vast
forests of magical trees. Its the only true connection between the various
settlements of the region.
</p>
<h2>Heroes of Many Sizes and Shapes</h2>
<p>The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.</p>
<h2>Heroes of Many Sizes and Shapes</h2>
<p>
The natural fantasy genre focuses upon the difficult journey toward
coexistence and harmony; as such, the Player Characters represent a
fundamental opportunity to show how representatives of different people and
cultures can learn from each other and, in a spirit of mutual respect, fight
for the future together.
</p>
<h2>Protagonists</h2>
<ul>
<li><strong>Bomiri:</strong> A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.</li>
<li><strong>Lovisa:</strong> When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.</li>
<li><strong>Yalsi:</strong> Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsis native village.</li>
</ul>
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<h2>Protagonists</h2>
<ul>
<li>
<strong>Bomiri:</strong> A young moth-girl from Mangrove Village. After
the death of her elderly mentor, she fully devoted herself to studying
herbalism and medicine, in an attempt to find a cure for the disease that
killed her.
</li>
<li>
<strong>Lovisa:</strong> When she was twelve years old, Lovisa got lost in
the crevasses of the Mora glacier and was almost devoured by a young
nagadon who was trapped in a cave with her. Despite being afraid, she
gathered food for herself and the hatchling, later preventing the rescuers
from killing him. Now they are inseparable and they carry letters,
medicines and information across the entire valley.
</li>
<li>
<strong>Yalsi:</strong> Famous among Inner Sea nomads for his generous and
slightly-too-exuberant character, Yalsi the thief is wanted by the
imperial navy for daring to rob a high official: hidden amidst gold coins
was a strange necklace, which looks awfully familiar to the metallic heads
buried among the hills of Yalsis native village.
</li>
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<div class="metadata">109 | W 33 PROTAGONISTS</div>
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<div class="metadata">109 | W 33 PROTAGONISTS</div>
<h1>CHAPTER CAMP ACTIVITIES</h1>
<h1>CHAPTER CAMP ACTIVITIES</h1>
<p>This new optional rule allows the group to put more emphasis on resting scenes rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.</p>
<p>In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.</p>
<p>
This new optional rule allows the group to put more emphasis on resting
scenes rather than just a simple narrative interlude used to create a new
Bond or modify existing ones, they become a way to provide special benefits
to the entire group or to specific allies.
</p>
<p>
In and of itself, this is a simple rule, but it adds a tangible benefit to
the rest scenes which allows the group to showcase the personality and
nature of each character.
</p>
<div class="note">
<strong>Important Consideration:</strong> If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use).
</div>
<div class="note">
<strong>Important Consideration:</strong> If you use this option, resting
scenes will take a larger part of each session, on average, and you will
need to keep track of which Activities have already been used and what their
benefits are (these are often single-use).
</div>
<h2>NEW CLASSIC CHARACTERS</h2>
<p>These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas new Classes. You will also find two premade Groups to draw inspiration from one features characters sharing a common Class, and the other with greater variety.</p>
<h2>NEW CLASSIC CHARACTERS</h2>
<p>
These sample natural fantasy builds expand on those provided in the Core
Rulebook (see page 172), expressing the full potential of this Atlas new
Classes. You will also find two premade Groups to draw inspiration from
one features characters sharing a common Class, and the other with greater
variety.
</p>
<h2>NEW CLASSES</h2>
<p>The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.</p>
<h2>NEW CLASSES</h2>
<p>
The Natural Fantasy Atlas introduces four new Classes for Player Characters.
They are designed to interact normally with those found in the Core Rulebook
and other expansions without any modifications. The following pages contain
some practical tips for Players and Game Masters to get the most out of
these new Classes.
</p>
<h2>NEW HEROIC SKILLS</h2>
<p>This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.</p>
<h2>NEW HEROIC SKILLS</h2>
<p>
This last, lengthy section contains twenty-one new Heroic Skills. Some are
tied to the new Classes introduced by this Atlas, but most add options for
those found in the Core Rulebook.
</p>
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<h1>FLORALIST</h1>
<ul>
<li>
Floralists shine both for the variety of effects they can unleash, and
their efficiency for all intents and purposes, the magiseeds are
"automatic" secondary actions in addition to the characters regular
action. That being said, this Class requires good timing, because
planting a magiseed one turn too late means wasting its potential.
</li>
<li>
Although the Floralists baseline aesthetic is tied to seeds and plants,
you can use this Class to represent any character that can summon
temporary little helpers. You can go for a few simple cosmetic changes
(algae, mushrooms, corals, etc.), or you could choose something like
clockwork turrets, support drones or even familiars, sprites or imps!
</li>
<li>
Usually, a Floralists abilities go way beyond those of a common
gardener or botanist, and the Player should have final say when
establishing any element of the setting tied to plants, forests,
plant-related creatures, and enemies belonging to the plant Species.
</li>
</ul>
</section>
<section>
<h1>FLORALIST</h1>
<ul>
<li>Floralists shine both for the variety of effects they can unleash, and their efficiency for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the characters regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.</li>
<li>Although the Floralists baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!</li>
<li>Usually, a Floralists abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.</li>
</ul>
</section>
<section>
<h2>GOURMET</h2>
<ul>
<li>
This is a very peculiar Class, designed to mimic the experience of
exploring and combining items in a videogame by trial and error, without
being able to consult a precise guide. Its key feature is
<strong>procedural gameplay</strong>. Every Gourmet is different from
the last, despite using the same five flavors: in order to discover
which role the character will play in the group, you must first and
foremost play them.
</li>
<li>
The Gourmets rules are based upon <strong>flavors</strong>, rather than
specific ingredients. This makes it easy to use this Class to represent
other specialists (like brewers, mixologists, confectioners or sushi
chefs). You can also create strictly vegetarian or vegan menus. You may
also adapt these rules to represent any character who combines materials
or ingredients to create special effects, be they a chemist, an
alchemist or a pyrotechnician you only have to define five ingredient
types, and voila!
</li>
<li>
The preparation, presentation and consumption of food are pivotal
elements of each and every culture, and embody the themes of
transformation and interdependence that are the beating heart of the
natural fantasy style. If your group includes the Gourmet, take your
time to describe the most unusual delicacies, but also to reflect upon
the deep implications of ending one life to feed another.
</li>
</ul>
</section>
<section>
<h2>GOURMET</h2>
<ul>
<li>This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is <strong>procedural gameplay</strong>. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.</li>
<li>The Gourmets rules are based upon <strong>flavors</strong>, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician you only have to define five ingredient types, and voila!</li>
<li>The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.</li>
</ul>
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<h1>33 PROTAGONISTS</h1>
<h2>Character Archetypes</h2>
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<!-- INVOCATION SECTION -->
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<!-- INVOCATION SECTION -->
<section class="archetype-description" id="invoker">
<h2>INVOKER</h2>
<ul>
<li>Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.</li>
<li>The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see <a href="#page-136">High Fantasy Atlas</a>, page 136 and 142) and Espers (see <a href="#page-150">Techno Fantasy Atlas</a>, page 150) are not far behind.</li>
<li>Far from being a mere gameplay rule, the fact Invokers dont impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.</li>
<li>
Inspired by the geomancer archetype presented in some JRPGs, the Invoker
never has access to their full range of abilities instead, their
invocations are based upon the elemental wellsprings available on the
scene. To compensate, their cost in Mind Points is low and their effects
are quite strong… not to mention the possibility of enhancing various
kinds of damage with “Hex” invocations.
</li>
<li>
The Ripples Skill is very powerful, but requires a synergy with at least
one other member of the group who is able to capitalize upon the
different types of damage: the obvious choice is an Elementalist, but
Chanters, Dancers (see <a href="#page-136">High Fantasy Atlas</a>, page
136 and 142) and Espers (see
<a href="#page-150">Techno Fantasy Atlas</a>, page 150) are not far
behind.
</li>
<li>
Far from being a mere gameplay rule, the fact Invokers dont impose
themselves upon the environment but rather adapt to it is a powerful
thematic choice. It also creates a contrast with Elementalists, who have
to spend vast amounts of Mind Points to reliably access whatever damage
type they require. This tension, as well as the role of elemental
creatures and the relationship between magical arts and ecology, are
very interesting parts of the setting to explore.
</li>
</ul>
</section>
</section>
<!-- MERCHANT SECTION -->
<section class="archetype-description" id="merchant">
<!-- MERCHANT SECTION -->
<section class="archetype-description" id="merchant">
<h2>MERCHANT</h2>
<ul>
<li>Although more compact than the previous three Classes, the Merchant shouldnt be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see <a href="#page-146">High Fantasy Atlas</a>, page 146).</li>
<li>A cornerstone of the Merchant is that it doesnt focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. Its a quest for richness and prosperity, but in a human, cultural and communal sense.</li>
<li>Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchants Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.</li>
<li>
Although more compact than the previous three Classes, the Merchant
shouldnt be underestimated: Winds of Trade lets you introduce new NPCs
and gives you access to the right tool at the right time, while the
other Skills form an impressive support arsenal, especially for
characters who heavily rely on Inventory Points, such as Tinkerers and
Symbolists (see <a href="#page-146">High Fantasy Atlas</a>, page 146).
</li>
<li>
A cornerstone of the Merchant is that it doesnt focus on accumulating
money, as shown by the Real Treasure Skill. The heroic nature of this
Class hinges upon communication, contacts, and helping exchanges between
distant people. Its a quest for richness and prosperity, but in a
human, cultural and communal sense.
</li>
<li>
Merchants are curious, perceptive and very attentive individuals: some
have traveled far and wide, others have accrued knowledge of every sort
over the course of many negotiations, meetings and encounters. A
Merchants Player should be involved in establishing setting elements
such as trade routes, roads, relationships between people, and key
resources, not to mention matters of etiquette, such as what would be
the most fitting gift to present to a prominent public figure.
</li>
</ul>
</section>
</section>
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<p style="font-size: 1.3em;">“You must be strong, yes! But also humble, and kind.</p>
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“You must be strong, yes! But also humble, and kind.
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<p>There is no other way for a better world.”</p>
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<title>Custom Weapon Guide</title>
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<body>
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<div id="custom-weapons-header">
<h1>Custom Weapons</h1>
<h2>Introduction</h2>
</div>
<div id="custom-weapons-header">
<h1>Custom Weapons</h1>
<h2>Introduction</h2>
</div>
<p>
The majority of JRPG protagonists wield unique weapons that reflect their
personal style and character identity. These custom creations range from
battle umbrellas to gun axes, proving that no weapon concept is too
impractical!
</p>
<p>The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!</p>
<p>
These following rules guide you in creating a personalized weapon for your
hero during the character creation process. Later on, the Game Master may
create rare versions of these weapons according to the standard rules found
in the Core Rulebook (see page 268). Sample rare custom weapons can be
viewed on subsequent pages.
</p>
<p>These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.</p>
<div class="customization-note">
<strong>Note:</strong> Custom weapons are not necessarily superior to normal
basic weapons. Always choose your weapon based on what best fits your
character's personal vision and lore.
</div>
<div class="customization-note">
<strong>Note:</strong> Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore.
</div>
<h2>Creating a Custom Weapon</h2>
<h2>Creating a Custom Weapon</h2>
<p>A custom weapon must adhere to the following foundational characteristics:</p>
<p>
A custom weapon must adhere to the following foundational characteristics:
</p>
<h3>Core Characteristics</h3>
<ul class="requirements-list">
<li><strong>Category:</strong> Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).</li>
<li><strong>Weapon Type:</strong> It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.</li>
<li><strong>Hand Requirement:</strong> It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.</li>
<li><strong>Function:</strong> It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.</li>
<li><strong>Cost:</strong> The base cost is set at 300 zenit.</li>
<li><strong>Accuracy Check:</strong> Relies on either (DEX + INS) or (DEX + MIG) (your choice).</li>
<li><strong>Damage Output:</strong> Deals physical damage equal to (HR + 5).</li>
</ul>
<h3>Core Characteristics</h3>
<ul class="requirements-list">
<li>
<strong>Category:</strong> Belongs to one Category of your choice (arcane,
bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
</li>
<li>
<strong>Weapon Type:</strong> It is not inherently a martial weapon (W),
but can become one depending on the customizations chosen.
</li>
<li>
<strong>Hand Requirement:</strong> It must be a two-handed weapon and
cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page
238); thus, it always occupies both hand slots.
</li>
<li>
<strong>Function:</strong> It functions as either a melee or a ranged
weapon (your choice), regardless of the Category selected.
</li>
<li><strong>Cost:</strong> The base cost is set at 300 zenit.</li>
<li>
<strong>Accuracy Check:</strong> Relies on either (DEX + INS) or (DEX +
MIG) (your choice).
</li>
<li>
<strong>Damage Output:</strong> Deals physical damage equal to (HR + 5).
</li>
</ul>
<h3>Customizations</h3>
<p>Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:</p>
<ul>
<li>Each customization can only be chosen once for any single custom weapon.</li>
<li>Selecting a customization marked with <strong>W</strong> will classify the weapon as a martial type.</li>
<li>If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.</li>
<li>Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.</li>
</ul>
</body>
</html>
<h3>Customizations</h3>
<p>
Furthermore, a custom weapon is enhanced by receiving three customizations
selected from the available list:
</p>
<ul>
<li>
Each customization can only be chosen once for any single custom weapon.
</li>
<li>
Selecting a customization marked with <strong>W</strong> will classify the
weapon as a martial type.
</li>
<li>
If a customization includes the pronoun “you,” it refers directly to the
character who equips the weapon.
</li>
<li>
Be advised that some especially powerful customizations may count as two
separate selections or increase the total cost of the custom weapon beyond
the base price.
</li>
</ul>
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<title>Weapon Customization Details</title>
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<header>
<h1>WEAPON CUSTOMIZATIONS</h1>
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<h1>WEAPON CUSTOMIZATIONS</h1>
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<section class="customization-list">
<!-- Customizations are structured as Definition Term (dt) followed by Description (dd) -->
<dl>
<dt>Accuracy Boost</dt>
<dd>Adds a <strong style="color: green;">+2 bonus</strong> to the weapons Accuracy Check formula.</dd>
</dl>
<!-- Customizations are structured as Definition Term (dt) followed by Description (dd) -->
<dl>
<dt>Defense Boost</dt>
<dd>You gain a <strong style="color: green;">+2 bonus to Defense</strong>, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge see Core Rulebook, pages 197 and 203).</dd>
</dl>
<dl>
<dt>Accuracy Boost</dt>
<dd>
Adds a <strong style="color: green">+2 bonus</strong> to the weapons
Accuracy Check formula.
</dd>
</dl>
<dl>
<dt>Elemental</dt>
<dd>Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals <strong style="color: green;">2 extra damage</strong>.</dd>
</dl>
<dl>
<dt>Defense Boost</dt>
<dd>
You gain a
<strong style="color: green">+2 bonus to Defense</strong>, and you are
treated as having a shield equipped for the sake of your Skills (for
instance, Defensive Mastery or Dodge see Core Rulebook, pages 197
and 203).
</dd>
</dl>
<dl>
<dt>Magic Defense Boost W</dt>
<dd>You gain a <strong style="color: green;">+2 bonus to Magic Defense</strong>.</dd>
</dl>
<dl>
<dt>Elemental</dt>
<dd>
Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon
now deals damage of the chosen type instead of physical, and also
deals <strong style="color: green">2 extra damage</strong>.
</dd>
</dl>
<dl>
<dt>Powerful W</dt>
<dd>The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
<div class="warning">This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).</div>
</dd>
</dl>
<dl>
<dt>Magic Defense Boost W</dt>
<dd>
You gain a
<strong style="color: green">+2 bonus to Magic Defense</strong>.
</dd>
</dl>
<dl>
<dt>Quick (counts as two customizations) W</dt>
<dd>When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).</dd>
</dl>
<dl>
<dt>Powerful W</dt>
<dd>
The weapon deals 5 extra damage, or 7 extra damage if it is a heavy
weapon.
<div class="warning">
This customization is not available for arcane and dagger weapons,
or for weapons with the quick customization (see below).
</div>
</dd>
</dl>
<dl>
<dt>Transforming</dt>
<dd><strong>(Increases the custom weapons cost by 100 zenit)</strong>
<p>This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesnt cost you any zenit.</p>
<p>While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.</p>
<p class="note">If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).</p>
</dd>
</dl>
<dl>
<dt>Quick (counts as two customizations) W</dt>
<dd>
When you perform the Attack action and choose to attack with this
weapon, you may perform two attacks (against the same target or
against different targets). If you do, both attacks follow the rules
for two-weapon fighting (see Core Rulebook, page 69).
</dd>
</dl>
<dl>
<dd></dd> <!-- Empty definition for the specific order text -->
</dl>
<dl>
<dt>Transforming</dt>
<dd>
<strong>(Increases the custom weapons cost by 100 zenit)</strong>
<p>
This weapon has a second form, which must be designed as a separate
custom weapon, must have the transforming customization, and doesnt
cost you any zenit.
</p>
<p>
While you have one of the two forms equipped, you can equip the
other form whenever you want. During a conflict scene, you can only
do so during your turn, while no other effect is being resolved, and
only once per turn.
</p>
<p class="note">
If one or both of the forms are martial (W ), remember that you must
have the appropriate Classes to equip them. Additionally, a
transforming weapon can still only have one Quality (the Quality
applies to both forms).
</p>
</dd>
</dl>
<dl>
<dd></dd>
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</dl>
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<title>Custom Weapon Compatibility Guide</title>
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<body>
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<h1>Weapon Compatibility</h1>
<h1>Weapon Compatibility</h1>
<p>
Custom weapons allow you to create the most bizarre armaments you can
imagine, but at the same time, efforts have been made to keep them somewhat
balanced. For instance, one might argue that a quick and accurate custom
weapon is always better than a pair of steel daggers, but there is a loss in
flexibility because you cant combine that custom weapon with a different
weapon theres pros and cons to each choice.
</p>
<p>Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you cant combine that custom weapon with a different weapon theres pros and cons to each choice.</p>
<h2 id="transforming-weapons">Transforming Weapons</h2>
<p>
The transforming customization is by far the most complex option provided by
custom weapons. One important note, however: if one form of your weapon is a
melee weapon and the other is a ranged weapon, or if they belong to
different Categories, you only gain the benefits of
<strong>one form at a time</strong>.
</p>
<p>
For instance, if you use a weapon with a melee form and a ranged form, you
wont be able to add both Powerful Shot and Powerful Strike to damage, or to
Counterattack while simultaneously having Crossfire available.
</p>
<p>
A character wielding a transforming weapon is always free to decide which
form they start with at the beginning of a conflict.
</p>
<h2 id="transforming-weapons">Transforming Weapons</h2>
<p>The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of <strong>one form at a time</strong>.</p>
<p>For instance, if you use a weapon with a melee form and a ranged form, you wont be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.</p>
<p>A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.</p>
<h2 id="sample-weapons">Sample Natural Fantasy Custom Weapons</h2>
<p>
The following pages showcase a few examples of natural fantasy-style custom
weapons, accompanied by possible rare evolutions. The following conditions
apply:
</p>
<ul>
<li>
You may never wield a custom weapon in a single hand, not even decreasing
its damage by 4 as indicated on page 268 of the Core Rulebook.
</li>
<li>
When it comes to transforming weapons, any modification (extra damage,
Qualities, Accuracy bonuses etc.) is automatically applied to both forms.
</li>
</ul>
<h2 id="sample-weapons">Sample Natural Fantasy Custom Weapons</h2>
<p>The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:</p>
<ul>
<li>You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.</li>
<li>When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.</li>
</ul>
<div class="section-break">
<div class="section-break">
<h3>Narrative Considerations</h3>
<p>Sometimes, a Player Characters custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).</p>
<p class="note">However, the rules and mechanics that govern items and equipment should not be altered.</p>
</div>
<p>
Sometimes, a Player Characters custom weapon will have narrative weight
(such as if it was obtained via the Ancient Weapon Quirk, on page 121). In
that case, it can be a good idea to describe later rare variants as
“upgrades” of the initial weapon, instead of completely different items
(for instance, they might be described as ribbons attached to the hilt of
a sword, or arrows with unique properties for a bow).
</p>
<p class="note">
However, the rules and mechanics that govern items and equipment should
not be altered.
</p>
</div>
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<title>Protagonists Chapter 9</title>
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<div class="chapter-info">
<span>Chapter 9</span>
<h1>AUTODRIVERS</h1>
</div>
</div>
<h2>Protagonists</h2>
<h2>Protagonists</h2>
<!-- Introductory Paragraph -->
<p>Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).</p>
<!-- Introductory Paragraph -->
<p>
Loud and powerful, these weapons were developed by the Merchant Chloe from
just a sketch and a double-pressure tank. Built to process very tough
material, rather than for combat, they nevertheless proved themselves as
highly effective weapons, especially when combined with a host of
experimental chemicals (see infusions, Core Rulebook, page 214).
</p>
<!-- STAKE DRIVER Section -->
<div class="weapon-section">
<h3 style="margin-top: 0; border-bottom: none;">STAKE DRIVER <span class="rarity">W</span></h3>
<!-- STAKE DRIVER Section -->
<div class="weapon-section">
<h3 style="margin-top: 0; border-bottom: none">
STAKE DRIVER <span class="rarity">W</span>
</h3>
<p>The weapons basic form, worth <strong>300 zenit</strong>.</p>
<h4>Stats</h4>
<ul class="stats">
<li><strong>Accuracy:</strong> (DEX + INS) +2</li>
<li><strong>Damage:</strong> (HR + 10) physical</li>
<li><strong>Accuracy:</strong> (DEX + INS) +2</li>
<li><strong>Damage:</strong> (HR + 10) physical</li>
</ul>
<h4>Specifications</h4>
<div class="description">
<ul>
<li>Spear</li>
<li>Two-handed</li>
<li>Melee</li>
<li>No Quality.</li>
</ul>
<p>This weapon has the accurate, defense boost and powerful customizations.</p>
<ul>
<li>Spear</li>
<li>Two-handed</li>
<li>Melee</li>
<li>No Quality.</li>
</ul>
<p>
This weapon has the accurate, defense boost and powerful customizations.
</p>
</div>
</div>
</div>
<!-- AUTOSCRAPPER Section -->
<div class="weapon-section">
<h3 style="margin-top: 0; border-bottom: none;">AUTOSCRAPPER <span class="rarity">W</span></h3>
<!-- AUTOSCRAPPER Section -->
<div class="weapon-section">
<h3 style="margin-top: 0; border-bottom: none">
AUTOSCRAPPER <span class="rarity">W</span>
</h3>
<p>A possible rare evolution, worth <strong>1400 zenit</strong>.</p>
<h4>Stats</h4>
<h4>Stats</h4>
<ul class="stats">
<li><strong>Accuracy:</strong> (DEX + INS) +2</li>
<li><strong>Damage:</strong> (HR + 14) earth</li>
<li><strong>Accuracy:</strong> (DEX + INS) +2</li>
<li><strong>Damage:</strong> (HR + 14) earth</li>
</ul>
<h4>Specifications</h4>
<div class="description">
<ul>
<li>Spear</li>
<li>Two-handed</li>
<li>Melee</li>
<li><strong>Effect:</strong> When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).</li>
</ul>
<p>This weapon has the accurate, defense boost and powerful customizations.</p>
<ul>
<li>Spear</li>
<li>Two-handed</li>
<li>Melee</li>
<li>
<strong>Effect:</strong> When you reduce an enemy to 0 Hit Points with
this weapon, you gain a material, chosen by the Game Master, worth an
amount of zenit equal to or less than (your Tinkerer level, multiplied
by 100).
</li>
</ul>
<p>
This weapon has the accurate, defense boost and powerful customizations.
</p>
</div>
</div>
</div>
<!-- Dialogue/Scene Break -->
<div class="dialogue">
“Oh! If we connect <br>
the primary compressor <br>
to the combustion chamber, <br>
dividing the pressure <br>
between the eight <br>
secondary valves… <br>
<!-- Dialogue/Scene Break -->
<div class="dialogue">
“Oh! If we connect <br />
the primary compressor <br />
to the combustion chamber, <br />
dividing the pressure <br />
between the eight <br />
secondary valves… <br />
hehehe!”
</div>
</div>
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<main>
<h1>9 CLOCKWORK KEYS</h1>
<div class="weapon-entry">
<p>These special keys fit perfectly in Lady Underssons back socket (see page 101) and power the special electrical beam she fires from her chest.</p>
<h1>9 CLOCKWORK KEYS</h1>
<div class="weapon-entry">
<p>
These special keys fit perfectly in Lady Underssons back socket (see page
101) and power the special electrical beam she fires from her chest.
</p>
<!-- BRASS KEY -->
<article>
<h3>BRASS KEY <span class="cost">Worth 300 zenit</span></h3>
<p>The weapons basic form.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 7) bolt</div>
</div>
<ul style="margin-top: 15px;">
<li>Arcane</li>
<li>Two-handed</li>
<li>Ranged</li>
<li>No Quality.</li>
</ul>
<p class="description">This weapon has the accurate, defense boost and elemental customizations.</p>
</article>
<!-- BRASS KEY -->
<article>
<h3>BRASS KEY <span class="cost">Worth 300 zenit</span></h3>
<p>The weapons basic form.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 7) bolt</div>
</div>
<ul style="margin-top: 15px">
<li>Arcane</li>
<li>Two-handed</li>
<li>Ranged</li>
<li>No Quality.</li>
</ul>
<p class="description">
This weapon has the accurate, defense boost and elemental
customizations.
</p>
</article>
<!-- OXIDIZED KEY -->
<article>
<h3>OXIDIZED KEY <span class="cost">Worth 800 zenit</span></h3>
<p>A possible rare evolution.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 7) bolt</div>
</div>
<ul style="margin-top: 15px;">
<li>Arcane</li>
<li>Two-handed</li>
<li>Ranged</li>
<!-- This appears to be a single description, not an attribute tag -->
</ul>
<p><strong>Special Ability:</strong> All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.</p>
<p class="description">This weapon has the accurate, defense boost and elemental customizations.</p>
</article>
</div>
<!-- OXIDIZED KEY -->
<article>
<h3>OXIDIZED KEY <span class="cost">Worth 800 zenit</span></h3>
<p>A possible rare evolution.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 7) bolt</div>
</div>
<ul style="margin-top: 15px">
<li>Arcane</li>
<li>Two-handed</li>
<li>Ranged</li>
<!-- This appears to be a single description, not an attribute tag -->
</ul>
<p>
<strong>Special Ability:</strong> All damage dealt by your spells
becomes air and its type cannot change. When an ally present on the
scene performs the Guard action, you may swap this clockwork key with a
different one in your backpack.
</p>
<p class="description">
This weapon has the accurate, defense boost and elemental
customizations.
</p>
</article>
</div>
<h1>9 FLORAL SCISSORS</h1>
<div class="weapon-entry">
<p>These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.</p>
<h1>9 FLORAL SCISSORS</h1>
<div class="weapon-entry">
<p>
These huge scissor-swords are the weapon of choice of Jacek, the
Floralist. They can chop even the toughest shrub with ease.
</p>
<!-- ROSENSCHWERT -->
<article>
<h3>ROSENSCHWERT <span class="cost">Worth 300 zenit</span></h3>
<p>The weapons basic form.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 10) physical</div>
</div>
<ul style="margin-top: 15px;">
<li>Sword</li>
<li>Two-handed</li>
<li>Melee</li>
<li>No Quality.</li>
</ul>
<p class="description">This weapon has the accurate, magic defense boost and powerful customizations.</p>
</article>
</div>
<!-- ROSENSCHWERT -->
<article>
<h3>ROSENSCHWERT <span class="cost">Worth 300 zenit</span></h3>
<p>The weapons basic form.</p>
<div class="stats-container">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + INS)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 10) physical</div>
</div>
<ul style="margin-top: 15px">
<li>Sword</li>
<li>Two-handed</li>
<li>Melee</li>
<li>No Quality.</li>
</ul>
<p class="description">
This weapon has the accurate, magic defense boost and powerful
customizations.
</p>
</article>
</div>
<div class="metadata">
W ()
</div>
</main>
<div class="metadata">W ()</div>
</main>

View File

@@ -1,116 +1,156 @@
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<div class="weapon-entry">
<span class="raw-page-number">Page 117</span>
<h1>33. PROTAGONISTS</h1>
<span class="raw-page-number">Page 117</span>
<h1>33. PROTAGONISTS</h1>
</div>
<!-- WEAPON ENTRY: CRESCENT SCISSORS -->
<div class="weapon-entry">
<h2 class="weapon-name">CRESCENT SCISSORS</h2>
<p><em>A possible rare evolution, worth 1000 zenit.</em></p>
<h2 class="weapon-name">CRESCENT SCISSORS</h2>
<p><em>A possible rare evolution, worth 1000 zenit.</em></p>
<h3>Basic Info</h3>
<ul>
<li><strong>Type:</strong> Sword</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
<h3>Basic Info</h3>
<ul>
<li><strong>Type:</strong> Sword</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
</ul>
<div class="description">
This weapon has the accurate, magic defense boost and powerful
customizations.
</div>
<h3>Form Details</h3>
<div class="weapon-form">
<h4>Form I</h4>
<ul style="list-style: none; padding: 0">
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 10) light</li>
</ul>
</div>
<div class="description">
This weapon has the accurate, magic defense boost and powerful customizations.
</div>
<h3>Form Details</h3>
<div class="weapon-form">
<h4>Form I</h4>
<ul style="list-style: none; padding: 0;">
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 10) light</li>
</ul>
</div>
<p><strong>Unique Features:</strong> When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.</p>
<p>
<strong>Unique Features:</strong> When you use the Graft Skill (see page
139), you may erase 1 section of your Growth Clock. • This weapon has the
accurate, magic defense boost and powerful customizations.
</p>
</div>
<!-- WEAPON ENTRY: EYRE -->
<div class="weapon-entry">
<h2 class="weapon-name">EYRE</h2>
<p><em>For those who dont sacrifice elegance, even during the most dangerous adventures.</em></p>
<p class="description">The weapons basic form, worth 400 zenit.</p>
<h2 class="weapon-name">EYRE</h2>
<p>
<em
>For those who dont sacrifice elegance, even during the most dangerous
adventures.</em
>
</p>
<p class="description">The weapons basic form, worth 400 zenit.</p>
<!-- Form I -->
<h3>Form I</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 5) physical</li>
</ul>
<ul style="list-style: none; padding: 0; margin-top: 10px;">
<li><strong>Type:</strong> Dagger</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
<li><strong>Quality:</strong> No Quality.</li>
</ul>
<p><strong>Features:</strong> This weapon has the defense boost, magic defense boost and transforming customizations.</p>
</div>
<!-- Form I -->
<h3>Form I</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 5) physical</li>
</ul>
<ul style="list-style: none; padding: 0; margin-top: 10px">
<li><strong>Type:</strong> Dagger</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
<li><strong>Quality:</strong> No Quality.</li>
</ul>
<p>
<strong>Features:</strong> This weapon has the defense boost, magic
defense boost and transforming customizations.
</p>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS) +2</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 10) physical</li>
</ul>
<ul style="list-style: none; padding: 0;">
<li><strong>Type:</strong> Firearm</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Ranged</li>
<li><strong>Quality:</strong> No Quality.</li>
</ul>
<p><strong>Features:</strong> This weapon has the accurate, powerful and transforming customizations.</p>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS) +2</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 10) physical</li>
</ul>
<ul style="list-style: none; padding: 0">
<li><strong>Type:</strong> Firearm</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Ranged</li>
<li><strong>Quality:</strong> No Quality.</li>
</ul>
<p>
<strong>Features:</strong> This weapon has the accurate, powerful and
transforming customizations.
</p>
</div>
</div>
<!-- WEAPON ENTRY: EARNSHAW -->
<div class="weapon-entry">
<h2 class="weapon-name">EARNSHAW</h2>
<p><em>A possible rare evolution, worth 1000 zenit.</em></p>
<h2 class="weapon-name">EARNSHAW</h2>
<p><em>A possible rare evolution, worth 1000 zenit.</em></p>
<!-- Form I -->
<h3>Form I</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 9) dark</li>
</ul>
<ul style="list-style: none; padding: 0;">
<li><strong>Type:</strong> Dagger</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
<li><strong>Unique Ability:</strong> As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.</li>
</ul>
<p><strong>Features:</strong> This weapon has the defense boost, magic defense boost and transforming customizations.</p>
</div>
<!-- Form I -->
<h3>Form I</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS)</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 9) dark</li>
</ul>
<ul style="list-style: none; padding: 0">
<li><strong>Type:</strong> Dagger</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Melee</li>
<li>
<strong>Unique Ability:</strong> As long as an ally you have a Bond of
affection towards is present on the scene, damage dealt by this weapon
ignores Immunities and Resistances.
</li>
</ul>
<p>
<strong>Features:</strong> This weapon has the defense boost, magic
defense boost and transforming customizations.
</p>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS) +2</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 14) dark</li>
</ul>
<ul style="list-style: none; padding: 0;">
<li><strong>Type:</strong> Firearm</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Ranged</li>
<li><strong>Unique Ability:</strong> As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.</li>
</ul>
<p><strong>Features:</strong> This weapon has the accurate, powerful and transforming customizations.</p>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="weapon-form">
<ul>
<li class="stats-line"><strong>W Accuracy:</strong> (DEX + INS) +2</li>
<li class="stats-line"><strong>Damage:</strong> (HR + 14) dark</li>
</ul>
<ul style="list-style: none; padding: 0">
<li><strong>Type:</strong> Firearm</li>
<li><strong>Handling:</strong> Two-handed</li>
<li><strong>Combat Style:</strong> Ranged</li>
<li>
<strong>Unique Ability:</strong> As long as an ally you have a Bond of
affection towards is present on the scene, damage dealt by this weapon
ignores Immunities and Resistances.
</li>
</ul>
<p>
<strong>Features:</strong> This weapon has the accurate, powerful and
transforming customizations.
</p>
</div>
<!-- Quoted Text/Footer -->
<div style="margin-top: 30px; padding: 15px; background-color: #fefefe; border-left: 4px solid #2ecc71;">
<p style="font-style: italic; margin-bottom: 15px;">“The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”</p>
</div>
</div>
<!-- Quoted Text/Footer -->
<div
style="
margin-top: 30px;
padding: 15px;
background-color: #fefefe;
border-left: 4px solid #2ecc71;
"
>
<p style="font-style: italic; margin-bottom: 15px">
“The Lake Moth was one of the last spirits to fall prey to the Fury, and
this metal harbors their last will.”
</p>
</div>
</div>

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@@ -1,71 +1,106 @@
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<h1>Weapon Catalogue Excerpt</h1>
<div class="page-meta">Page 118</div>
<!-- HEAVY ARBALESTS SECTION -->
<section>
<h2>HEAVY ARBALESTS</h2>
<p>These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.</p>
<h2>HEAVY ARBALESTS</h2>
<p>
These massive crossbows must be fitted to a tripod before shooting. They are
built out of sheets of metal found in ancient ruins.
</p>
<!-- GASTRAPHETES -->
<div class="item-details">
<h3>GASTRAPHETES</h3>
<span class="price">Basic Form | Worth 300 Zenit</span>
<p><em>The weapons basic form.</em></p>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG) +2</li>
<li><strong>Damage:</strong> (HR + 10) physical</li>
<li><strong>Attributes:</strong> Bow, Two-handed, Ranged, No Quality.</li>
</ul>
<p><em>This weapon has the accurate, defense boost and powerful customizations.</em></p>
</div>
<!-- GASTRAPHETES -->
<div class="item-details">
<h3>GASTRAPHETES</h3>
<span class="price">Basic Form | Worth 300 Zenit</span>
<p><em>The weapons basic form.</em></p>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG) +2</li>
<li><strong>Damage:</strong> (HR + 10) physical</li>
<li><strong>Attributes:</strong> Bow, Two-handed, Ranged, No Quality.</li>
</ul>
<p>
<em
>This weapon has the accurate, defense boost and powerful
customizations.</em
>
</p>
</div>
<!-- HELEPOLIS -->
<div class="item-details">
<h3>HELEPOLIS</h3>
<span class="price">Possible Rare Evolution | Worth 1600 Zenit</span>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG) +2</li>
<li><strong>Damage:</strong> (HR + 14) fire</li>
<li><strong>Attributes:</strong> Bow, Two-handed, Ranged.</li>
</ul>
<p><em>Deals 5 extra damage to creatures suffering from slow.</em></p>
<p><em>This weapon has the accurate, defense boost and powerful customizations.</em></p>
</div>
<!-- HELEPOLIS -->
<div class="item-details">
<h3>HELEPOLIS</h3>
<span class="price">Possible Rare Evolution | Worth 1600 Zenit</span>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG) +2</li>
<li><strong>Damage:</strong> (HR + 14) fire</li>
<li><strong>Attributes:</strong> Bow, Two-handed, Ranged.</li>
</ul>
<p><em>Deals 5 extra damage to creatures suffering from slow.</em></p>
<p>
<em
>This weapon has the accurate, defense boost and powerful
customizations.</em
>
</p>
</div>
</section>
<!-- METEOR BELLS SECTION -->
<section>
<h2>METEOR BELLS</h2>
<p>The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.</p>
<h2>METEOR BELLS</h2>
<p>
The warrior-invokers who pass the trial of the Whispering Mountain wield
these unusual weapons: a pair of massive, hallowed rattles, connected by a
strong hemp rope or a heavy chain.
</p>
<!-- COPPER RATTLES - FORM I -->
<div class="item-details">
<h3>COPPER RATTLES (Form I)</h3>
<span class="price">Basic Form | Worth 400 Zenit</span>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG)</li>
<li><strong>Damage:</strong> (HR + 5) physical</li>
<li><strong>Attributes:</strong> Brawling, Two-handed, Melee, No Quality.</li>
</ul>
<p><em>This weapon has the quick and transforming customizations.</em></p>
</div>
<!-- COPPER RATTLES - FORM I -->
<div class="item-details">
<h3>COPPER RATTLES (Form I)</h3>
<span class="price">Basic Form | Worth 400 Zenit</span>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG)</li>
<li><strong>Damage:</strong> (HR + 5) physical</li>
<li>
<strong>Attributes:</strong> Brawling, Two-handed, Melee, No Quality.
</li>
</ul>
<p><em>This weapon has the quick and transforming customizations.</em></p>
</div>
<!-- COPPER RATTLES - FORM II -->
<div class="item-details">
<h3>COPPER RATTLES (Form II)</h3>
<span class="price">Variant Upgrade | (No listed cost, assumes upgrade path)</span>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG)</li>
<li><strong>Damage:</strong> (HR + 12) ice</li>
<li><strong>Attributes:</strong> Flail, Two-handed, Melee, No Quality.</li>
</ul>
<p><em>This weapon has the elemental, powerful and transforming customizations.</em></p>
</div>
<!-- COPPER RATTLES - FORM II -->
<div class="item-details">
<h3>COPPER RATTLES (Form II)</h3>
<span class="price"
>Variant Upgrade | (No listed cost, assumes upgrade path)</span
>
<ul class="attributes">
<li><strong>Accuracy:</strong> (DEX + MIG)</li>
<li><strong>Damage:</strong> (HR + 12) ice</li>
<li>
<strong>Attributes:</strong> Flail, Two-handed, Melee, No Quality.
</li>
</ul>
<p>
<em
>This weapon has the elemental, powerful and transforming
customizations.</em
>
</p>
</div>
</section>
<!-- FOOTER/META INFORMATION -->
<div style="clear: both; margin-top: 40px; padding-top: 15px; border-top: 1px solid #eee;">
<strong>W</strong> <br>
</div>
<div
style="
clear: both;
margin-top: 40px;
padding-top: 15px;
border-top: 1px solid #eee;
"
>
<strong>W</strong> <br />
</div>

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@@ -1,38 +1,75 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>The Heroes' Tale</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<header>
<h1>ITS ALL ABOUT THE HEROES</h1>
<h2>CHAPTER INTRODUCTION</h2>
</header>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>ITS ALL ABOUT THE HEROES</h1>
<h2>CHAPTER INTRODUCTION</h2>
</header>
<!-- Initial Narrative/Premise -->
<p>Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: <strong>humility</strong>, <strong>respect for life</strong>, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.</p>
<!-- Initial Narrative/Premise -->
<p>
Natural fantasy protagonists might not look as extraordinary as other heroes
but, in reality, they embody the deepest meaning of heroism:
<strong>humility</strong>, <strong>respect for life</strong>, looking for
dialogue, choosing the hardest path, and fighting cruelty and ignorance with
fiery compassion. From this point of view, the world has a desperate need
for people like them.
</p>
<p>When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.</p>
<p>
When their village was destroyed by the hill clan during their hunt for
miasma beasts, an old witch and a young blacksmith joined forces with a
deserter and a wandering swordswoman in an attempt to outpace the army and
prevent it from claiming a stone stele that, according to the seidr
tradition, gives access to the power of the Triclopean God.
</p>
<p>A mysterious and terrible virus, known as <strong>scarlet death</strong>, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.</p>
<p>
A mysterious and terrible virus, known as <strong>scarlet death</strong>, is
infecting the predators of the region, prompting them to viciously maul
weaker creatures and attack settlements. Catha, a Rasna warrior-poet,
believes the epidemic originated at the brink of the continent in the dragon
boneyards, where lay the remains of once-great creatures exterminated by the
Ancients.
</p>
<h2>MYSTERY, DISCOVERY AND GROWTH</h2>
<p>Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.</p>
<h2>MYSTERY, DISCOVERY AND GROWTH</h2>
<p>
Given its focus on stories about travel, exploration, and encounters between
different people or discoveries from the ancient past, mysteries and growth
are two key elements of natural fantasy. At the same time, this genre
questions the consequences of the application of knowledge, and how it can
be used for both good and evil.
</p>
<p>Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.</p>
<p>
Having reached the mechanical ruin buried among the dunes, the heroes
discover that the great forest is part of an ancient project to cleanse the
environment, started by a people who died out millennia ago. Its keeper is
an artificial intelligence, meant to guide humanity in reconstruction, but
turned cold and uncaring by loneliness.
</p>
<p>Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.</p>
<blockquote cite="Unknown Source">
“This world is ancient and in no hurry.<br>
It reserves its deepest and most sincere affection <br>
for those who take time to understand and grow.”
</blockquote>
<p>
Growing up in the tower-city of Ur, council inspector Kalia was soon met
with the corruption rampant among her colleagues, who took advantage of
their positions to extort money from villages in exchange for “protection”.
Her principles will be harshly tested throughout the campaign, culminating
in a fight with her superior officer, Corax, which will cause her to
permanently do away with her badge and dedicate herself to helping others
without the need for a fake authority to back her up.
</p>
<div class="metadata">
</div>
</body>
</html>
<blockquote cite="Unknown Source">
“This world is ancient and in no hurry.<br />
It reserves its deepest and most sincere affection <br />
for those who take time to understand and grow.”
</blockquote>
<div class="metadata"></div>
</html>

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@@ -1,106 +1,122 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Weapon Listings</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<!-- Header Context (Minimized for clean presentation) -->
<div style="text-align: right; font-size: 0.9em; color: #888;">Page 119</div>
<link rel="stylesheet" href="book-page.css" />
</head>
<!-- Header Context (Minimized for clean presentation) -->
<div style="text-align: right; font-size: 0.9em; color: #888">Page 119</div>
<h1>PROTAGONISTS</h1>
<h1>PROTAGONISTS</h1>
<!------------------- Water Toll Section --------------------->
<section class="weapon-entry water-toll">
<h2 class="weapon-title">WATER TOLL</h2>
<p>A possible rare evolution, worth 1500 zenit.</p>
<!------------------- Water Toll Section --------------------->
<section class="weapon-entry water-toll">
<h2 class="weapon-title">WATER TOLL</h2>
<p>A possible rare evolution, worth 1500 zenit.</p>
<!-- Form I -->
<h3>Form I</h3>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 9) physical</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Brawling • Two-handed • Melee
<ul>
<li>After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.</li>
<li>This weapon has the quick and transforming customizations.</li>
</ul>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 16) ice</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Flail • Two-handed • Melee
<ul>
<li>After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.</li>
<li>This weapon has the elemental, powerful and transforming customizations.</li>
</ul>
</div>
</section>
<!------------------- Seeker's Shovels Section --------------------->
<section class="weapon-entry seeker-shovels">
<h2>SEEKERS SHOVELS</h2>
<p>The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.</p>
<!-- Shovelpick -->
<div style="margin-top: 20px;">
<h4>SHOVELPICK</h4>
<p><em>(Basic Form)</em>, worth 300 zenit.</p>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG) +2</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 12) physical</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Heavy • Two-handed • Melee
<ul>
<li>No Quality.</li>
<li>This weapon has the accurate, defense boost and powerful customizations.</li>
</ul>
</div>
</div>
<!-- Vanguard Spade -->
<div style="margin-top: 30px;">
<h4>VANGUARD SPADE</h4>
<p>A possible rare evolution, worth 1300 zenit.</p>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG) +2</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 16) physical</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Heavy • Two-handed • Melee
<ul>
<li>You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.</li>
<li>This weapon has the accurate, defense boost and powerful customizations.</li>
</ul>
</div>
</div>
</section>
<!-- Disclaimers/Notes -->
<div class="disclaimer">
<em>cc Weapon customizations are not part of its Qualities!</em>
</div>
<div style="text-align: center; margin-top: 30px; color: #aaa;">
<!-- Form I -->
<h3>Form I</h3>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 9) physical</div>
</div>
</body>
</html>
<div class="attributes">
<strong>Attributes:</strong> Brawling • Two-handed • Melee
<ul>
<li>
After you resolve one of your water invocations (see page 157), you
may perform a free attack with this weapon. Treat your High Roll (HR)
as 0 when calculating damage dealt by this attack.
</li>
<li>This weapon has the quick and transforming customizations.</li>
</ul>
</div>
<!-- Form II -->
<h3>Form II</h3>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG)</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 16) ice</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Flail • Two-handed • Melee
<ul>
<li>
After you resolve one of your water invocations (see page 157), you
may perform a free attack with this weapon. Treat your High Roll (HR)
as 0 when calculating damage dealt by this attack.
</li>
<li>
This weapon has the elemental, powerful and transforming
customizations.
</li>
</ul>
</div>
</section>
<!------------------- Seeker's Shovels Section --------------------->
<section class="weapon-entry seeker-shovels">
<h2>SEEKERS SHOVELS</h2>
<p>
The crystal-seekers from Rockvale learn how to handle these massive
shovels from birth.
</p>
<!-- Shovelpick -->
<div style="margin-top: 20px">
<h4>SHOVELPICK</h4>
<p><em>(Basic Form)</em>, worth 300 zenit.</p>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG) +2</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 12) physical</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Heavy • Two-handed • Melee
<ul>
<li>No Quality.</li>
<li>
This weapon has the accurate, defense boost and powerful
customizations.
</li>
</ul>
</div>
</div>
<!-- Vanguard Spade -->
<div style="margin-top: 30px">
<h4>VANGUARD SPADE</h4>
<p>A possible rare evolution, worth 1300 zenit.</p>
<div class="stats-info">
<div class="stat-item"><strong>Accuracy:</strong> (DEX + MIG) +2</div>
<div class="stat-item"><strong>Damage:</strong> (HR + 16) physical</div>
</div>
<div class="attributes">
<strong>Attributes:</strong> Heavy • Two-handed • Melee
<ul>
<li>
You gain Resistance to earth damage. Additionally, when you suffer
earth damage, you gain 50 zenit and regain 1 Inventory Point.
</li>
<li>
This weapon has the accurate, defense boost and powerful
customizations.
</li>
</ul>
</div>
</div>
</section>
<!-- Disclaimers/Notes -->
<div class="disclaimer">
<em>cc Weapon customizations are not part of its Qualities!</em>
</div>
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<title>Quirks System Rules</title>
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<body>
<h1>Quirks (Advanced Optional Rule)</h1>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Quirks (Advanced Optional Rule)</h1>
<p><strong>Quirks</strong> are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.</p>
<p>
<strong>Quirks</strong> are an advanced optional rule that provides strong
thematic and mechanical options for Player Characters. The Quirks presented
in these pages were written with a Natural Fantasy assumption, but may be
used in any campaign; you may also use them as reference to create your own
Quirks — but you should only use those if the rest of your group agrees to
it.
</p>
<h2>Rules and Guidelines</h2>
<ul class="rules-list">
<li>A Player Character may only ever have <strong>one Quirk</strong>.</li>
<li>If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.</li>
<li>On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.</li>
<li>If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.</li>
</ul>
<h2>Rules and Guidelines</h2>
<ul class="rules-list">
<li>A Player Character may only ever have <strong>one Quirk</strong>.</li>
<li>
If you use Quirks in your game, it is strongly suggested that each Player
Character begins play with one; additionally, no two characters in the
same group should have identical Quirks.
</li>
<li>
On average, a group of Player Characters with access to Quirks will be
able to tackle more challenging situations than what would be normal for
their level.
</li>
<li>
If it makes sense in the story, a character may lose their current Quirk
and gain a different one — discuss this with the group.
</li>
</ul>
<div class="section-heading">USING QUIRKS IN YOUR GAME</div>
<p>Quirks should be seen as a mechanical and narrative reinforcement of your characters unique nature. Keep the following in mind:</p>
<div class="section-heading">USING QUIRKS IN YOUR GAME</div>
<p>
Quirks should be seen as a mechanical and narrative reinforcement of your
characters unique nature. Keep the following in mind:
</p>
<h2>Key Considerations</h2>
<ul>
<li><strong>Shaping the Game:</strong> Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which youll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!</li>
<li><strong>Freedom of Choice:</strong> You dont need a Quirk for your character concept to be valid. If your Identity is “Barkvilles Firstborn”, you shouldnt feel forced to pick Stubborn Scion for that Identity to be relevant to the story.</li>
<li><strong>Ideal Uses (What you should use Quirks for):</strong> Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your characters Traits.</li>
<li><strong>Forbidden Uses (What you should never use Quirks for):</strong> Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.</li>
</ul>
<h2>Key Considerations</h2>
<ul>
<li>
<strong>Shaping the Game:</strong> Even the less impactful Quirk is a
powerful statement about your character and their role in the story. If
you pick Ancient Weapon, that item will surely have narrative
implications; if you go with The Long Dream, you are inviting the Game
Master to create situations in which youll be pressed to use your powers.
Quirks will take the already heroic Player Characters and kick them up a
notch, which can prove a bit overwhelming. Think carefully before you use
them!
</li>
<li>
<strong>Freedom of Choice:</strong> You dont need a Quirk for your
character concept to be valid. If your Identity is “Barkvilles
Firstborn”, you shouldnt feel forced to pick Stubborn Scion for that
Identity to be relevant to the story.
</li>
<li>
<strong>Ideal Uses (What you should use Quirks for):</strong> Bringing
interesting situations into play, giving your character unique issues to
confront, providing additional mechanical support to your characters
Traits.
</li>
<li>
<strong>Forbidden Uses (What you should never use Quirks for):</strong>
Making your character stronger than the rest of the group, stealing the
spotlight, bringing sensitive topics that make others uncomfortable into
play.
</li>
</ul>
<h2>Natural Fantasy Quirks</h2>
<p style="margin-top: 30px;"><em>(Note: The remaining text seems to be a citation or header fragment and is placed under context.)</em></p>
<p><strong>W</strong> ()</p>
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<h2>Natural Fantasy Quirks</h2>
<p style="margin-top: 30px">
<em
>(Note: The remaining text seems to be a citation or header fragment and
is placed under context.)</em
>
</p>
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<header>
<h1>Protagonists</h1>
<p style="font-size: 0.9em; color: #666">
Chapter 9: Ancient Weapon / Chapter
</p>
</header>
<header>
<h1>Protagonists</h1>
<p style="font-size: 0.9em; color: #666;">Chapter 9: Ancient Weapon / Chapter</p>
</header>
<section id="ancient-weapon">
<h2>Ancient Weapon</h2>
<p>
You dont fear delving deep in the ancient ruins; from their cold tunnels
you have retrieved an unusual weapon, which saved your life in more than
one occasion. Where did you find it? When did you stumble upon a similar
weapon, and who carried it?
</p>
<section id="ancient-weapon">
<h2>Ancient Weapon</h2>
<p>You dont fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?</p>
<ul>
<li>
<strong>Custom Weapon Creation:</strong> Together with the rest of your
group, create a rare custom weapon (see page 112) worth 1200 zenit or
less.
</li>
<li>
The weapon should have an especially unusual and technological
appearance; making it a firearm and determining that similar items are
rare and mysterious in your world is advised.
</li>
</ul>
<ul>
<li><strong>Custom Weapon Creation:</strong> Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.</li>
<li>The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.</li>
</ul>
<p><strong>Game Master Complications:</strong></p>
<p>
Once per session (approximately four hours of play), the Game Master may
give you 1 Fabula Point in order to have sudden complications arise due to
the unique nature of the weapon (such as strange machines reacting to its
presence, or monsters drawn to the special energy it emits). However, the
weapon cannot be destroyed, damaged, lost, or stolen without your
permission as a Player.
</p>
</section>
<p><strong>Game Master Complications:</strong></p>
<p>Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.</p>
</section>
<hr style="border: none; border-top: 1px dashed #ccc; margin: 30px 0" />
<hr style="border: none; border-top: 1px dashed #ccc; margin: 30px 0;">
<section id="arboreal">
<span class="section-header">Arboreal</span>
<h2>The Arboreal Challenge</h2>
<p>
You are a sentient plant creature, with humanoid intelligence. Do you
belong to a particular species, or are you one of a kind? How does your
life cycle function? Do you resemble a specific type of plant, flower, or
tree?
</p>
<section id="arboreal">
<span class="section-header">Arboreal</span>
<h2>The Arboreal Challenge</h2>
<p>You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?</p>
<h3>Mandatory Choices</h3>
<ul>
<li>
<strong>Status Immunity:</strong> Choose a status effect (dazed,
enraged, or shaken). You are immune to the chosen status effect.
</li>
<li>
<strong>Vulnerability:</strong> You also gain Vulnerability to a damage
type of your choice: <em>air, bolt, earth, fire,</em> or <em>ice</em>.
</li>
<li>
<strong>Unique Spell Learning:</strong> You learn one NPC spell (pages
310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic
Check is required, use (INS + WLP)). Customize the spell as needed
(name, damage type, status effects etc.).
</li>
<li>
<strong>Sunlight Bonus:</strong> When you cast this spell while in
sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind
Points).
</li>
</ul>
</section>
<h3>Mandatory Choices</h3>
<ul>
<li><strong>Status Immunity:</strong> Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.</li>
<li><strong>Vulnerability:</strong> You also gain Vulnerability to a damage type of your choice: <em>air, bolt, earth, fire,</em> or <em>ice</em>.</li>
<li><strong>Unique Spell Learning:</strong> You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).</li>
<li><strong>Sunlight Bonus:</strong> When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).</li>
</ul>
</section>
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<h1>Character Quirk Documentation</h1>
<h1>Character Quirk Documentation</h1>
<section id="big-bro">
<h2>9 BIG BRO</h2>
<p>
Your travel companions know they can rely on you when its time to make
camp and catch a precious breath among the constant pressure of your
adventure. Who taught you to care for others? Is there anyone among the
other Player Characters you see as a younger brother or sister? What
special promise did you make them?
</p>
<p>
If your groups campaign does not make use of the optional rule
<strong>Camp Activities</strong> (see page 130), your character still
gains access to it. Your character gains access to three Camp Activities
instead of only two.
</p>
<p>
If you gain this Quirk during a campaign that already makes use of Camp
Activities, you simply gain access to a single new Camp Activity of your
choice.
</p>
<ul>
<li>
When you choose to perform Camp Activities during a Rest, choose one
option:
</li>
<li>
Perform two different Camp Activities, whose effects cannot be applied
to the same creature; <strong>OR</strong>
</li>
<li>
Perform the same Camp Activity twice, applying its effects to two
different creatures.
</li>
</ul>
</section>
<section id="big-bro">
<h2>9 BIG BRO</h2>
<p>Your travel companions know they can rely on you when its time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?</p>
<p>If your groups campaign does not make use of the optional rule <strong>Camp Activities</strong> (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.</p>
<p>If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.</p>
<ul>
<li>When you choose to perform Camp Activities during a Rest, choose one option:</li>
<li>Perform two different Camp Activities, whose effects cannot be applied to the same creature; <strong>OR</strong></li>
<li>Perform the same Camp Activity twice, applying its effects to two different creatures.</li>
</ul>
</section>
<hr style="margin: 40px 0" />
<hr style="margin: 40px 0;">
<section id="cursed">
<h2>9 CURSED</h2>
<p>You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?</p>
<p>When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.</p>
<p><strong>Examples:</strong> nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.</p>
<ul>
<li>When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive <strong>2 Fabula Points</strong> instead of 1, and generate an opportunity as normal.</li>
<li>If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you dont have). This includes choosing a Heroic Skill for a Class you do not have.</li>
</ul>
</section>
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<section id="cursed">
<h2>9 CURSED</h2>
<p>
You bear the burden of a strange curse. Through which supernatural effects
does it manifest? How did you become cursed? Did you bother a magical
creature or explore a forbidden place? Who might tell you how to break it?
</p>
<p>
When you acquire this Quirk, describe the nature of your curse and tie it
to one of the threats present in your world. Once this threat is resolved,
you will finally have a chance to break free from the curse - describe how
you expect this to happen.
</p>
<p>
<strong>Examples:</strong> nearby animals become aggressive; waters become
treacherous when you swim or sail; invisible sprites misplace your
belongings.
</p>
<ul>
<li>
When you are about to perform a Check, you may instead describe how your
curse gets in the way and automatically roll a fumble (both dice are
treated as if you had rolled a 1 on them). If you do, you receive
<strong>2 Fabula Points</strong> instead of 1, and generate an
opportunity as normal.
</li>
<li>
If you ever manage to break the curse, immediately gain a Heroic Skill
of your choice (you may even choose a Heroic Skill whose requirements
you do not satisfy, unless they include a Skill you dont have). This
includes choosing a Heroic Skill for a Class you do not have.
</li>
</ul>
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<header>
<h1>PROTAGONISTS</h1>
<h2>Chapter 9: Character Quirks</h2>
</header>
<header>
<h1>PROTAGONISTS</h1>
<h2>Chapter 9: Character Quirks</h2>
</header>
<section class="character-chapter">
<article>
<h2>Elemental Soul (Air, Bolt, Earth, Fire, or Ice)</h2>
<section class="character-chapter">
<article>
<h2>Elemental Soul (Air, Bolt, Earth, Fire, or Ice)</h2>
<p>You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?</p>
<p><strong>Mechanics:</strong></p>
<ul>
<li>Choose your elemental damage type: <span class="element-type">air, bolt, earth, fire, or ice</span>.</li>
<li>You gain <strong>Resistance</strong> to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.</li>
<li>However, you also gain <strong>Vulnerability</strong> to a different damage type chosen among those five.</li>
</ul>
<p>
You are deeply infused with the power of a natural element. Who among
your forebears first received this magical spark? What troubles has it
caused you?
</p>
<p>You also gain the ability to perform Rituals of the <span class="advantage">Elementalism</span> discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).</p>
</article>
<p><strong>Mechanics:</strong></p>
<ul>
<li>
Choose your elemental damage type:
<span class="element-type">air, bolt, earth, fire, or ice</span>.
</li>
<li>
You gain <strong>Resistance</strong> to the chosen damage type;
additionally, whenever you deal damage, you may change its type so
that it matches your elemental damage type.
</li>
<li>
However, you also gain <strong>Vulnerability</strong> to a different
damage type chosen among those five.
</li>
</ul>
<div style="margin-top: 50px;"></div> <!-- Spacer -->
<p>
You also gain the ability to perform Rituals of the
<span class="advantage">Elementalism</span> discipline, but only if
those Rituals manipulate your chosen element (respectively air,
electricity, earth/rock, fire, and ice/water).
</p>
</article>
<article>
<h2>Flight</h2>
<p>You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?</p>
<p><strong>Benefits:</strong></p>
<ul>
<li>You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.</li>
</ul>
<div style="margin-top: 50px"></div>
<!-- Spacer -->
<p><strong>Limitations:</strong></p>
<ul>
<li>While in Crisis or unable to fly freely (such as when youre inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.</li>
<li>Additionally, when you suffer <span class="element-type">air</span>, <span class="element-type">bolt</span> or <span class="element-type">ice</span> damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.</li>
</ul>
</article>
</section>
<article>
<h2>Flight</h2>
“No blame in being afraid sometimes.<br>
Thats why we stick together: so that our friends can be brave for us, when it happens.”
</blockquote>
<p>
You belong to a unique heritage of humanoids who have the ability to fly
or levitate. How does this work? Is it magical, or do you have wings?
How did this particular advantage shape the history and society of your
people? How do people usually react when they see you?
</p>
<div class="metadata">
</div>
<p><strong>Benefits:</strong></p>
<ul>
<li>
You are able to fly. In addition to the obvious advantage in mobility,
your melee attacks can target flying creatures and you cannot be
targeted by melee attacks unless the attacker is flying or is somehow
able to reach flying targets.
</li>
</ul>
</body>
</html>
<p><strong>Limitations:</strong></p>
<ul>
<li>
While in Crisis or unable to fly freely (such as when youre inside a
vehicle designed for human-sized creatures or in a narrow corridor),
you lose all benefits granted by this Quirk.
</li>
<li>
Additionally, when you suffer <span class="element-type">air</span>,
<span class="element-type">bolt</span> or
<span class="element-type">ice</span> damage during a conflict scene,
you lose the benefits of this Quirk until the start of your next turn.
</li>
</ul>
</article>
</section>
<blockquote>
“No blame in being afraid sometimes.<br />
That's why we stick together: so that our friends can be brave for us, when
it happens.”
</blockquote>
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<h1>9 MYSTERIOUS GRIMOIRE</h1>
<h1>9 MYSTERIOUS GRIMOIRE</h1>
<p>
You came into possession of an old and hefty magical tome; sometimes,
scribbles and advice appear on its pages, helping you in your adventures.
Where did you find it? What kind of personality emerges from the texts
style and tone?
</p>
<p>
As long as you have this Quirk, your grimoire is an indestructible artifact
that cannot be lost or stolen unless as a consequence of Surrender.
</p>
<p>You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the texts style and tone?</p>
<p>As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.</p>
<div class="section-header">Quirk Functionality</div>
<p>
When your group stumbles upon a danger or discovery after a travel roll, you
may ask the Game Master a single question concerning that danger or
discovery (you may ask it immediately or save it for later); the Game Master
answers truthfully and describes how the answer appears on your grimoire.
</p>
<p>
Once your grimoire has answered 10 questions, it almost shared all of its
knowledge with you: choose one of the following options.
</p>
<div class="section-header">Quirk Functionality</div>
<p>When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.</p>
<p>Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.</p>
<ul>
<li>
<strong>Awakened Consciousness:</strong> You lose this Quirk and the
grimoire turns into a Non-Player Character. Create this NPC together with
the rest of your group, giving them a name and describing their
appearance. They do not have an NPC profile and do not take part in Checks
or conflicts, but they learn two spells of your choice among those found
in the <em>Elementalist</em>, <em>Entropist</em>, and
<em>Spiritist</em> lists (see Core Rulebook, pages 188, 192 and 208
respectively). Once per conflict, if requested, the NPC will cast one of
these spells. Spells cast this way will be cast at the end of the current
round, require no Mind Points, and use 2d10 for the Magic Check (if
needed).
</li>
<li>
<strong>Hidden Magic:</strong> You lose this Quirk, but your grimoire will
still share a final and most powerful secret. You acquire a Heroic Skill
of your choice among <em>Comet</em>, <em>Extra Spells</em>, <em>Hope</em>,
and <em>Volcano</em> (see Core Rulebook from page 232 onwards; you may
choose a Skill whose requirements you do not fulfill).
</li>
</ul>
<ul>
<li><strong>Awakened Consciousness:</strong> You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the <em>Elementalist</em>, <em>Entropist</em>, and <em>Spiritist</em> lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).</li>
<li><strong>Hidden Magic:</strong> You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among <em>Comet</em>, <em>Extra Spells</em>, <em>Hope</em>, and <em>Volcano</em> (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).</li>
</ul>
<div class="section-header">Alternative Use</div>
<p>
You could also use this Quirk to introduce a new Player Character (and
Player) in your group; if you do, the character who had taken this Quirk
should receive the benefits listed by
<strong>Hidden Magic</strong> instead of those in Awakened Conscience.
Suggested Quirks for a Player Character brought into a campaign this way are
<em>Arboreal</em>, <em>Robot</em>, <em>The Beast Who Spoke</em>, and
<em>The Long Dream</em>.
</p>
<div class="section-header">Alternative Use</div>
<p>You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by <strong>Hidden Magic</strong> instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are <em>Arboreal</em>, <em>Robot</em>, <em>The Beast Who Spoke</em>, and <em>The Long Dream</em>.</p>
<div class="section-header">Aftermath</div>
<p>
Whatever your choice, the grimoire goes back to being a completely normal
book and the Game Master chooses one option: the grimoire provides a key
clue regarding a threat that is present in your world; or the grimoire
reveals the existence of a new threat and provides a key clue about it.
</p>
<div class="section-header">Aftermath</div>
<p>Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.</p>
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<div class="metadata">Page 125</div>
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<div class="metadata">Page 125</div>
<h1>PROTAGONISTS</h1>
<h1>PROTAGONISTS</h1>
<!-- Section: Outcast Fairy -->
<section id="outcast-fairy">
<h2>Outcast Fairy</h2>
<h3>Lore and Background</h3>
<p>Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?</p>
<p>You may always communicate with any creature belonging to the beast, elemental, and plant Species.</p>
<!-- Section: Outcast Fairy -->
<section id="outcast-fairy">
<h2>Outcast Fairy</h2>
<h3>Abilities</h3>
<ul>
<li><strong>Magic Spells:</strong> You learn one spell of your choice among those found in the <em>Elementalist</em>, <em>Entropist</em>, and <em>Spiritist</em> lists (see Core Rulebook, pages 188, 192 and 208 respectively).</li>
<li><strong>Rituals:</strong> Additionally, you gain the ability to perform Rituals whose effects fall within the <em>Ritualism</em> discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.</li>
</ul>
<h3>Lore and Background</h3>
<p>
Once upon a time, you lived with your kin in the Realm of Fairies, in
close contact with the stream of souls... but it has been long since you
last visited. What went wrong? What is the state of the Realm at the
moment? Who governs it?
</p>
<p>
You may always communicate with any creature belonging to the beast,
elemental, and plant Species.
</p>
<h3>Weakness (Unique Flaw)</h3>
<p>You also possess a unique weakness typical of fairies: decide it together with your group.</p>
<div style="background-color: #fff3e0; padding: 15px; border-left: 4px solid orange;">
<p><strong>Weakness Mechanic:</strong> Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Checks Result and High Roll are treated as being 0).</p>
<p><strong>Examples:</strong> You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.</p>
</div>
</section>
<h3>Abilities</h3>
<ul>
<li>
<strong>Magic Spells:</strong> You learn one spell of your choice among
those found in the <em>Elementalist</em>, <em>Entropist</em>, and
<em>Spiritist</em> lists (see Core Rulebook, pages 188, 192 and 208
respectively).
</li>
<li>
<strong>Rituals:</strong> Additionally, you gain the ability to perform
Rituals whose effects fall within the <em>Ritualism</em> discipline. You
may use these Rituals to transport creatures in and out of the Realm of
Fairies.
</li>
</ul>
<!-- Section: Robot -->
<section id="robot">
<h2>Robot</h2>
<h3>Lore and Background</h3>
<p>You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?</p>
<h3>Weakness (Unique Flaw)</h3>
<p>
You also possess a unique weakness typical of fairies: decide it together
with your group.
</p>
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<p>
<strong>Weakness Mechanic:</strong> Once per session (approximately four
hours of play), the Game Master may give you 1 Fabula Point in order to
have sudden complications arise due to this weakness or have you
automatically fail a Check. (The GM must do so before the Check is
performed; both the Checks Result and High Roll are treated as being
0).
</p>
<p>
<strong>Examples:</strong> You are allergic to iron; you must count all
poured grains of sand or salt; if you see someone perform a specific
gesture, you must do the same.
</p>
</div>
</section>
<h3>Mechanical Traits</h3>
<ul>
<li><strong>Status:</strong> You are not considered a living creature.</li>
<li><strong>Resistances/Immunities:</strong> You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.</li>
<li><strong>Sustenance:</strong> You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.</li>
</ul>
<!-- Section: Robot -->
<section id="robot">
<h2>Robot</h2>
<h3>Abilities</h3>
<ul>
<li><strong>Technical Proficiency Bonus:</strong> You gain a <strong>+2 bonus</strong> to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).</li>
</ul>
</section>
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<h3>Lore and Background</h3>
<p>
You are an artificial body in which a mysterious life shines, lone
descendant of an age lost to time. Do you look organic or mechanical? What
prevents you from perceiving or communicating like a normal human would?
What fragmented memories do you still hold from the time you were created?
</p>
<h3>Mechanical Traits</h3>
<ul>
<li>
<strong>Status:</strong> You are not considered a living creature.
</li>
<li>
<strong>Resistances/Immunities:</strong> You gain Immunity to poison
damage, Resistance to earth damage, and are immune to the poisoned
status effect.
</li>
<li>
<strong>Sustenance:</strong> You do not need to breathe, eat or drink,
but you still follow the normal rules for resting; you also recover Hit
Points and recover from status effects as normal.
</li>
</ul>
<h3>Abilities</h3>
<ul>
<li>
<strong>Technical Proficiency Bonus:</strong> You gain a
<strong>+2 bonus</strong> to all Checks you perform to examine or
interact with machines, technology, and constructs (except for Accuracy
Checks and Magic Checks).
</li>
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<h2>9 STUBBORN SCION</h2>
<p>You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really cant stand, and why did it lead you to join the other characters?</p>
<p>
You hail from the wealthiest, most influential family in this region. On
what do they base their fortune and reputation? Are you the only heir?
What is it about your family you really cant stand, and why did it lead
you to join the other characters?
</p>
<div class="mechanics-box">
<p>If you choose this Quirk during character creation, increase your initial savings (see <strong>Core Rulebook</strong>, page 165) by <strong style="font-size: 1.1em;">1000 zenit</strong>.</p>
<p>
If you choose this Quirk during character creation, increase your
initial savings (see <strong>Core Rulebook</strong>, page 165) by
<strong style="font-size: 1.1em">1000 zenit</strong>.
</p>
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<h3>Companions: The Loyal Bodyguards</h3>
<p>Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.</p>
<p>
Additionally, you are accompanied by two fiercely loyal bodyguards: give
them a name and describe their appearance. They do not have an NPC profile
and never take part in Checks or conflicts, but you are inseparable and
they somehow appear whenever you need their help.
</p>
<ul>
<li><strong>Be careful!</strong> When you suffer damage, you may halve it.</li>
<li><strong>Information Retrieval:</strong> During a Rest, you may ask the Game Master one question; they will answer truthfully.</li>
<li><strong>Elemental Damage Boost:</strong> When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).</li>
<li>
<strong>Be careful!</strong> When you suffer damage, you may halve it.
</li>
<li>
<strong>Information Retrieval:</strong> During a Rest, you may ask the
Game Master one question; they will answer truthfully.
</li>
<li>
<strong>Elemental Damage Boost:</strong> When you create an elemental
shard, you may have it deal extra damage equal to (5 + half your level).
</li>
</ul>
<div class="mechanics-box">
<p><strong>Limitations and Shared Strain:</strong> Whenever you make use of one of these benefits, your bodyguards suffer <strong>1d6 Fatigue Points</strong>. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.</p>
<p style="margin-top: 10px;"><em>Recovery:</em> At the end of each session (approximately four hours of play), your bodyguards recover from <strong>1d6 Fatigue Points</strong> (to a minimum of zero).</p>
<p>
<strong>Limitations and Shared Strain:</strong> Whenever you make use of
one of these benefits, your bodyguards suffer
<strong>1d6 Fatigue Points</strong>. This fatigue is shared between
bodyguards; it is not tracked individually. As long as they have 10 or
more Fatigue Points, you cannot rely on them.
</p>
<p style="margin-top: 10px">
<em>Recovery:</em> At the end of each session (approximately four hours
of play), your bodyguards recover from
<strong>1d6 Fatigue Points</strong> (to a minimum of zero).
</p>
</div>
<h3>Thematic Considerations for Quirk Creation</h3>
<div class="warning-box">
<p>Many Quirks bring complex themes to your table: for instance, <em>The Long Dream</em> presents a dynamic that can be dangerously close to that of a terminal illness; <em>Robot</em>, <em>Outcast Fairy</em>, <em>The Beast Who Spoke</em> and <em>Underchild</em> will likely lead to the character being seen as an anomaly or even as a threat; <em>Stubborn Scion</em> can involve generational conflict and toxic family pressure; <em>Cursed</em> or <em>Survivor</em> imply seriously traumatic experiences.</p>
<p style="margin-top: 10px;"><strong>Player Safety Commitment:</strong> When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use <strong style="color: #3498db;">lines and veils</strong> (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.</p>
<p>
Many Quirks bring complex themes to your table: for instance,
<em>The Long Dream</em> presents a dynamic that can be dangerously close
to that of a terminal illness; <em>Robot</em>, <em>Outcast Fairy</em>,
<em>The Beast Who Spoke</em> and <em>Underchild</em> will likely lead to
the character being seen as an anomaly or even as a threat;
<em>Stubborn Scion</em> can involve generational conflict and toxic
family pressure; <em>Cursed</em> or <em>Survivor</em> imply seriously
traumatic experiences.
</p>
<p style="margin-top: 10px">
<strong>Player Safety Commitment:</strong> When you choose and customize
your Quirks, commit to respecting the personal boundaries of those who
play with you. Use
<strong style="color: #3498db">lines and veils</strong> (see Core
Rulebook, page 140) and be ready to pause the game if a scene is making
someone uncomfortable. Be kind to each other, and be kind to yourselves.
</p>
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<div class="footer-section">
<h3>SENSITIVE TOPICS</h3>
<h3>SENSITIVE TOPICS</h3>
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<span>Page 127 | Chapter Navigation</span>
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<header class="header-metadata">
<span>Page 127 | Chapter Navigation</span>
</header>
<h1>PROTAGONISTS</h1>
<h1>PROTAGONISTS</h1>
<!-- Survivor Class Section -->
<section id="survivor" aria-labelledby="survivor-title">
<h2 id="survivor-title">9. SURVIVOR</h2>
<p>You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?</p>
<h3>Permanent Benefits</h3>
<ul>
<li>Permanently increase your maximum <strong>Hit Points</strong> and maximum <strong>Mind Points</strong> by 5.</li>
</ul>
<!-- Survivor Class Section -->
<section id="survivor" aria-labelledby="survivor-title">
<h2 id="survivor-title">9. SURVIVOR</h2>
<h3>Choose One Option:</h3>
<ul class="options-list">
<li>Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields; <br>(*Restricts equipment choice*)</li>
<li>Learn any one spell from the <strong>Elementalist</strong> or <strong>Spiritist</strong> lists.</li>
<li>Permanently increase your maximum <strong>Inventory Points</strong> by 2.</li>
</ul>
</section>
<p>
You are among the few who survived a natural catastrophe or the attack
of a dreadful creature. Do you believe someone is responsible for this?
Were you able to keep in contact with any other survivors? Do you think
reconstruction is possible?
</p>
<div class="separator"></div>
<h3>Permanent Benefits</h3>
<ul>
<li>
Permanently increase your maximum <strong>Hit Points</strong> and
maximum <strong>Mind Points</strong> by 5.
</li>
</ul>
<!-- The Beast Who Spoke Class Section -->
<section id="beast-who-spoke" aria-labelledby="beast-title">
<h2>9. THE BEAST WHO SPOKE</h2>
<p>You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?</p>
<h3>Choose One Option:</h3>
<ul class="options-list">
<li>
Gain the ability to equip martial melee and ranged weapons, martial
armor, and martial shields; <br />(*Restricts equipment choice*)
</li>
<li>
Learn any one spell from the <strong>Elementalist</strong> or
<strong>Spiritist</strong> lists.
</li>
<li>
Permanently increase your maximum
<strong>Inventory Points</strong> by 2.
</li>
</ul>
</section>
<h3>Restrictions & Bonuses</h3>
<p>You may not equip any items, with the exception of accessories and weapon and armor modules (see <em>Pilot Class</em>, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a <strong style="color: #2980b9;">+2 bonus to Defense</strong> and a <strong style="color: #2980b9;">+2 bonus to Magic Defense</strong>.</p>
<h3 style="margin-top: 25px;">Additional Benefits (Choose Two):</h3>
<ul class="options-list">
<li>You may also equip custom weapons (see page 112 for more).</li>
<li><strong>Spell Mastery:</strong> You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).</li>
<li><strong>Unarmed Strikes:</strong> Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.</li>
</ul>
</section>
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<!-- The Beast Who Spoke Class Section -->
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<h2>9. THE BEAST WHO SPOKE</h2>
</div>
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<p>
You belong to a long line of magical beasts who protected human villages
over the centuries; nowadays, however, humanity has forgotten your role.
Where do you make your nest? Do you know of any of your kind who are
still alive? Who, among the other Player Characters, has shown interest
or respect towards your nature?
</p>
<h3>Restrictions & Bonuses</h3>
<p>
You may not equip any items, with the exception of accessories and
weapon and armor modules (see <em>Pilot Class</em>, page 158 of the T
echno Fantasy Atlas). However, as long as your armor slot is empty, you
gain a <strong style="color: #2980b9">+2 bonus to Defense</strong> and a
<strong style="color: #2980b9">+2 bonus to Magic Defense</strong>.
</p>
<h3 style="margin-top: 25px">Additional Benefits (Choose Two):</h3>
<ul class="options-list">
<li>You may also equip custom weapons (see page 112 for more).</li>
<li>
<strong>Spell Mastery:</strong> You learn one NPC spell (pages 310-311
of the Core Rulebook; you cannot choose the spell Devastation; if a
Magic Check is required, use (MIG + WLP)): customize the spell as
needed (name, damage type, status effects etc.).
</li>
<li>
<strong>Unarmed Strikes:</strong> Your attacks with unarmed strikes
deal 6 extra damage. This amount increases to 10 extra damage if you
are level 30 or higher.
</li>
</ul>
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<h1>THE LONG DREAM</h1>
<h1>THE LONG DREAM</h1>
<p>
Long ago, your spirit dwelled in nature; then, something brought you to take
on a human form, but it wont be forever. Was it a prayer or some kind of
magic? What part of your appearance betrays your origin? Do you fear that
last farewell?
</p>
<p>Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it wont be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?</p>
<h2>The Approaching Farewell</h2>
<p>
At the end of each session (approximately four hours of play), before
assigning XP, roll 2d20. If you roll a number equal to or lower than your
current character level, the <strong>last farewell approaches</strong>.
</p>
<h2>The Approaching Farewell</h2>
<p>At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the <strong>last farewell approaches</strong>.</p>
<ul>
<li>
When a rule or ability requires you to spend Hit Points, Mind Points, or
Fabula Points, you may instead ignore that cost. If you do, the
<strong>last farewell approaches</strong>.
</li>
</ul>
<div class="section-container">
<p>
At the end of a scene where you ignored a cost as described above, if the
last farewell has approached at least 10 times already, the moment has
come for you to leave the world of humans. You shall forever return to
your original form as a natural and inanimate object: together with your
group, take your time to roleplay one last bittersweet moment before you
go.
</p>
<p>The same happens if you <strong>Sacrifice yourself</strong>.</p>
<h3>Examples</h3>
<ul>
<li>When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the <strong>last farewell approaches</strong>.</li>
<li>You might turn into a great guardian tree.</li>
<li>Into a visage on the side of a cliff.</li>
<li>
Into a uniquely shaped rock, or into the brightest star in the sky.
</li>
</ul>
<div class="section-container">
<p>At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.</p>
<p>The same happens if you <strong>Sacrifice yourself</strong>.</p>
<p>
A character whose last farewell has come is considered dead in game terms,
and cannot be brought back.
</p>
<p class="note">
However, from now on all Player Characters in the campaign (including your
new character) will receive
<strong>1 additional Fabula Point</strong> at the start of each session
(approximately four hours of play).
</p>
</div>
<h3>Examples</h3>
<ul>
<li>You might turn into a great guardian tree.</li>
<li>Into a visage on the side of a cliff.</li>
<li>Into a uniquely shaped rock, or into the brightest star in the sky.</li>
</ul>
<h1>TRAVELING WORKSHOP</h1>
<div class="section-container">
<p>
You own a transport that also acts as your shop and laboratory. How did
you obtain it? How does it move, and what energy fuels it? What makes it
extremely recognizable? Normally, how do people react to its passage?
</p>
<p>A character whose last farewell has come is considered dead in game terms, and cannot be brought back.</p>
<p class="note">However, from now on all Player Characters in the campaign (including your new character) will receive <strong>1 additional Fabula Point</strong> at the start of each session (approximately four hours of play).</p>
</div>
<h2>Quirk Requirements</h2>
<ul>
<li>
You may only choose this Quirk if your character has acquired one or
more Classes among <strong>Gourmet</strong> (see page 148) and
<strong>Tinkerer</strong> (see Core Rulebook, page 210).
</li>
</ul>
<h1>TRAVELING WORKSHOP</h1>
<div class="section-container">
<p>You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?</p>
<h2>Mechanics</h2>
<ul>
<li>
You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is
big enough to accommodate you and the rest of your group, plus two or
three guests, but unfit for combat.
</li>
<li>
If a Project requires a special ingredient or material, you may spend
<strong>1 Fabula Point</strong> to suddenly stumble upon something
similar in your workshop; if you do, the invention must have a terrible
flaw (see Core Rulebook, page 134).
</li>
</ul>
</div>
<h2>Quirk Requirements</h2>
<ul>
<li>You may only choose this Quirk if your character has acquired one or more Classes among <strong>Gourmet</strong> (see page 148) and <strong>Tinkerer</strong> (see Core Rulebook, page 210).</li>
</ul>
<h2>Mechanics</h2>
<ul>
<li>You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.</li>
<li>If a Project requires a special ingredient or material, you may spend <strong>1 Fabula Point</strong> to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).</li>
</ul>
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<h1>A RAW BEAUTY</h1>
<h1>A RAW BEAUTY</h1>
<p>
The natural fantasy style relies on a careful balance between moments of
calm, serenity and beauty, alternating with moments of raw and direct
contact with the inevitable facts of life. Neither of these aspects can be
sacrificed: keeping only the first means presenting a false and “sanitized”
version of nature; keeping only the second leads to self-indulging
morbidity.
</p>
<p>The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.</p>
<div class="note">
<p>
This doesnt mean that you have to include explicit or particularly gory
descriptions. On the contrary, discussing how to handle scenes of violence
and death is paramount, especially when they involve people or animals
(see Core Rulebook, page 147).
</p>
</div>
<div class="note">
<p>This doesnt mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).</p>
</div>
<h2 class="section-header">THE HUNT</h2>
<p>
Killing other living creatures to protect your community or provide
resources is a common theme of natural fantasy and should be handled with
care.
</p>
<h2 class="section-header">THE HUNT</h2>
<p>Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.</p>
<ul>
<li><strong>Never minimize.</strong> Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.</li>
<li><strong>Never demonize.</strong> If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.</li>
</ul>
<ul>
<li>
<strong>Never minimize.</strong> Be it that of an animal, a plant, a
person, or a spirit, death is a significant event that should be
dignified. It should never be cold or systematic, especially in a natural
fantasy game, where it should have ecological, emotional or spiritual
consequences. As explained on page 86 of the Core Rulebook, there is no
obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
</li>
<li>
<strong>Never demonize.</strong> If necessity demands it and proper
respect is shown for the consequences, killing another creature to save
lives, protect the ecosystem, or transform their body into nourishment,
tools or instruments is an integral part of the cycle of life, not a
violation.
</li>
</ul>
<h2 class="section-header">EVERY LIFE MATTERS</h2>
<p>Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While its true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.</p>
<h2 class="section-header">EVERY LIFE MATTERS</h2>
<p>
Even when the world revolves around the cyclical return of every lifeform to
the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on
page 9), one should never downplay the value of life. While its true that
life (as a form of energy) lasts for eternity across countless incarnations,
this life (the memories, personality, and feelings of a specific individual)
is unique and irreplaceable, and the moment it leaves us should never not be
seen as a tragedy.
</p>
<div class="start-note">
<h3>BEFORE WE START</h3>
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<h3>BEFORE WE START</h3>
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<h1>33 PROTAGONISTS</h1>
<h2>CHAPTER 9 UNDERCHILD</h2>
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<h1>33 PROTAGONISTS</h1>
<h2>CHAPTER 9 UNDERCHILD</h2>
<p>There isnt much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you werent exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?</p>
<p>
There isnt much you remember about your past, but upon awakening you found
yourself in the depths. Once you reached the surface, you realized you
werent exactly like everyone else—you are spontaneously attuned to ancient
technology and boast a strange power reserve you can draw from. Who was the
first person you encountered? What items did you have with you? Are you
afraid of regaining your memories?
</p>
<h3>The Primal Attunement Quirk</h3>
<p>When a rule or ability requires you to spend <strong>100 or fewer Hit Points, Mind Points, or Inventory Points</strong> during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.</p>
<h3>The Primal Attunement Quirk</h3>
<p>
When a rule or ability requires you to spend
<strong>100 or fewer Hit Points, Mind Points, or Inventory Points</strong>
during a conflict, you may instead ignore that cost. If you do, you cannot
ignore a cost this way again until the end of your next Rest.
</p>
<h4>Examples of Source:</h4>
<ul>
<li>A magic gem hidden in your left eye.</li>
<li>A power generator grafted to your arm.</li>
<li>An arcane circuit that resembles an intricate tattoo.</li>
</ul>
<h4>Examples of Source:</h4>
<ul>
<li>A magic gem hidden in your left eye.</li>
<li>A power generator grafted to your arm.</li>
<li>An arcane circuit that resembles an intricate tattoo.</li>
</ul>
<p><strong>Additionally,</strong> when you encounter a contraption or creature connected to ancient technology or to a ruins past, you may choose one option:
<ul>
<li>Ask the Game Master its purpose; <br>(or)</li>
<li>Ask the Game Master what can activate it; <br>(or)</li>
<li>Ask the Game Master what can deactivate it.</li>
</ul>
The Game Master answers truthfully and you describe a brief flashback that reveals the answer.</p>
<p>
<strong>Additionally,</strong> when you encounter a contraption or creature
connected to ancient technology or to a ruins past, you may choose one
option:
</p>
<ul>
<li>Ask the Game Master its purpose; <br />(or)</li>
<li>Ask the Game Master what can activate it; <br />(or)</li>
<li>Ask the Game Master what can deactivate it.</li>
</ul>
<p>
The Game Master answers truthfully and you describe a brief flashback that
reveals the answer.
</p>
<p>After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:</p>
<ul>
<li>You remember a key clue regarding a threat that is present in your world; <br>(or)</li>
<li>You remember the existence of a new threat and receive a key clue about it.</li>
</ul>
<p>
After you receive an answer this way for the sixth time, you remember the
real reason why you had been left dormant underground. The Game Master
chooses one option:
</p>
<ul>
<li>
You remember a key clue regarding a threat that is present in your world;
<br />(or)
</li>
<li>
You remember the existence of a new threat and receive a key clue about
it.
</li>
</ul>
<p class="note"><strong>Note:</strong> You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).</p>
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<p class="note">
<strong>Note:</strong> You will keep all benefits from this Quirk after this
revelation (both the ability to ignore costs and to ask questions).
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<div class="metadata">130 W</div>
<div class="metadata">130 W</div>
<h1>Camp Activities</h1>
<p>
Camp Activities are an optional rule designed to give greater spotlight to
resting scenes (see
<strong style="font-size: 0.9em">Core Rulebook, page 91</strong>) and
provide more options in addition to just increasing or modifying Bonds.
While they have been created with a natural fantasy tone in mind, they can
be used in any campaign.
</p>
<p>
Using this rule will not make Player Characters especially more powerful
than normal, but surely offers an improvement in flexibility.
</p>
<h1>Camp Activities</h1>
<p>
Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see <strong style="font-size: 0.9em;">Core Rulebook, page 91</strong>) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign.
</p>
<p>
Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility.
</p>
<h2>Choosing Camp Activities</h2>
<p>
If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages.
</p>
<ul>
<h2>Choosing Camp Activities</h2>
<p>
If you use this optional rule, each Player Character gains access to two
different Camp Activities, chosen during character creation from the list in
the following pages.
</p>
<ul>
<li>Make sure to avoid redundant Camp Activities within the same group.</li>
<li>Choose Activities that fit your Player Characters concept and Identity.</li>
</ul>
<li>
Choose Activities that fit your Player Characters concept and Identity.
</li>
</ul>
<h2>Using Camp Activities</h2>
<p>
When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target.
</p>
<p>
It should be noted that each character may choose how to employ the resting scene, independently from everyone else.
</p>
<h2>Using Camp Activities</h2>
<p>
When Player Characters play a resting scene (be while inside a settlement or
in the wilderness), each Player Character who takes part in it may perform
one among the Camp Activities they have access to, describing it and
applying its benefits to the chosen target.
</p>
<p>
It should be noted that each character may choose how to employ the resting
scene, independently from everyone else.
</p>
<div class="example">
<strong>Example:</strong> Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; <strong style="color: #27ae60;">Brandon Sleeps Soundly</strong> to gain an additional action in the future, while <strong style="color: #27ae60;">Martha prepares a Double Portion</strong> for Ylua, who is often the target of the partys healing spells. Seeing Marthas kindness, Ylua decides to use this scene to <strong>Gather a few useful ingredients</strong> for the cook... hoping not to get into any trouble!<br>
Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91).
</div>
<div class="example">
<strong>Example:</strong> Brandon, Martha, and Ylua pause to rest in the
city, spending 20 zenit each. They decide to play a resting scene inside the
tavern; <strong style="color: #27ae60">Brandon Sleeps Soundly</strong> to
gain an additional action in the future, while
<strong style="color: #27ae60">Martha prepares a Double Portion</strong>
for Ylua, who is often the target of the partys healing spells. Seeing
Marthas kindness, Ylua decides to use this scene to
<strong>Gather a few useful ingredients</strong> for the cook... hoping not
to get into any trouble!<br />
Whether they perform a Camp Activity or not, characters may still use the
resting scene to adjust their Bonds (see Core Rulebook, page 91).
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<h2>Camp Activities</h2>
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<h1>Keeping Track of the Benefits</h1>
<h1>Keeping Track of the Benefits</h1>
<p>
Many Camp Activities provide a benefit that can be used only once before the
next rest. To make sure you easily remember which characters have access to
each specific benefit, you could use tokens, counters, or other small
objects that express the personality of whatever Player Character performed
the corresponding Camp Activity.
</p>
<p>Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.</p>
<p>
<strong>Example:</strong> Brandons player keeps track of
<em>Sleep Soundly</em> using a pink plastic button; on the other hand,
Marthas player gives a little badge portraying a slice of cake to anyone
who benefits from her Double Portion.
</p>
<p><strong>Example:</strong> Brandons player keeps track of <em>Sleep Soundly</em> using a pink plastic button; on the other hand, Marthas player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.</p>
<p>
If the benefit carries over from one session to another, instead, you can
simply take note of it in a clearly visible area on your character sheet!
</p>
<p>If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!</p>
<h2>Camp Activity Target</h2>
<h2>Camp Activity Target</h2>
<ul class="activity-list">
<ul class="activity-list">
<li>
<strong>Camp Forge Yourself</strong>
Choose one option:
<ul>
<li>You repair a damaged item owned by the group; or</li>
<li>
<strong>Camp Forge Yourself</strong>
Choose one option:
<ul>
<li>You repair a damaged item owned by the group; or</li>
<li>You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or</li>
<li>You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).</li>
</ul>
You create a single basic weapon, armor, or shield of your choice (see
pages 130-133 of the Core Rulebook) without paying its cost in zenit;
or
</li>
<li>
<strong>Cartography Yourself</strong>
Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result.
You destroy a single piece of equipment owned by the group and obtain
a material whose value is equal to the cost of the destroyed item (see
page 74 for more information on materials).
</li>
</ul>
</li>
<li>
<strong>Combat Lesson One ally</strong>
Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check.
</li>
</ul>
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<li>
<strong>Cartography Yourself</strong>
Once before the next rest, after your group makes a travel roll, you may
reroll the die and keep the new result.
</li>
<li>
<strong>Combat Lesson One ally</strong>
Once before the next rest, after making an Accuracy Check or a Magic Check
for an offensive spell (OO), the target may add a bonus of +4 to the
Result of the Check.
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<div class="page-number">Page 132</div>
<h1>CAMP ACTIVITY TARGET</h1>
<div class="page-number">Page 132</div>
<h1>CAMP ACTIVITY TARGET</h1>
<div class="section-container">
<h2>Daydream Yourself</h2>
<p>
Once before the next rest, when you lose Hit Points for whatever reason,
you may choose to halve that HP loss.
</p>
</div>
<div class="section-container">
<h2>Daydream Yourself</h2>
<p>Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.</p>
</div>
<div class="section-container">
<h2>Double Portion</h2>
<p>One ally</p>
<p>
Once before the next rest, if the target is about to recover Hit Points,
they may double the amount of Hit Points recovered.
</p>
</div>
<div class="section-container">
<h2>Double Portion</h2>
<p>One ally</p>
<p>Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.</p>
</div>
<div class="section-container">
<h2>Exploration Yourself or one ally</h2>
<p>
You spend your time looking for useful items; describe how, then roll 1d6.
</p>
<ul>
<li>
<strong>1.</strong> Ouch! You recover half the normal amount of HP and
MP during this rest.
</li>
<li>
<strong>2.</strong> Not what I was looking for... The target regains 2
Inventory Points.
</li>
<li>
<strong>3-5.</strong> Hoho, this can be useful! The target regains 3
Inventory Points.
</li>
<li>
<strong>6.</strong> Jackpot! The target regains 3 Inventory Points, and
you also find an amount of zenit equal to (your characters level × 50).
</li>
</ul>
</div>
<div class="section-container">
<h2>Exploration Yourself or one ally</h2>
<p>You spend your time looking for useful items; describe how, then roll 1d6.</p>
<ul>
<li><strong>1.</strong> Ouch! You recover half the normal amount of HP and MP during this rest.</li>
<li><strong>2.</strong> Not what I was looking for... The target regains 2 Inventory Points.</li>
<li><strong>3-5.</strong> Hoho, this can be useful! The target regains 3 Inventory Points.</li>
<li><strong>6.</strong> Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your characters level × 50).</li>
</ul>
</div>
<div class="section-container">
<h2>Gathering</h2>
<p>A character with the Gourmet Class</p>
<p>You look for ingredients in the area; describe how, then roll 1d6.</p>
<ul>
<li>
<strong>1.</strong> H-help! At the end of this rest, the entire group
will be caught in an easy conflict against a threat whose level is equal
to the group level.
</li>
<li>
<strong>2.</strong> Will these be okay... The target receives 2
ingredients with random tastes.
</li>
<li>
<strong>3-5.</strong> Looks tasty! The target receives 3 ingredients
with random tastes.
</li>
<li>
<strong>6.</strong> Ah, these! The target receives 3 ingredients, each
with a taste of their choice.
</li>
</ul>
</div>
<div class="section-container">
<h2>Gathering</h2>
<p>A character with the Gourmet Class</p>
<p>You look for ingredients in the area; describe how, then roll 1d6.</p>
<ul>
<li><strong>1.</strong> H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.</li>
<li><strong>2.</strong> Will these be okay... The target receives 2 ingredients with random tastes.</li>
<li><strong>3-5.</strong> Looks tasty! The target receives 3 ingredients with random tastes.</li>
<li><strong>6.</strong> Ah, these! The target receives 3 ingredients, each with a taste of their choice.</li>
</ul>
</div>
<div class="section-container">
<h2>Magic Lesson</h2>
<p>One ally</p>
<p>
Choose a single spell among those you know. Once before the next rest, the
target may perform the Spell action to cast the spell you chose (they must
still pay its MP cost and perform any Magic Checks as needed).
</p>
</div>
<div class="section-container">
<h2>Magic Lesson</h2>
<p>One ally</p>
<p>Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).</p>
</div>
<div class="section-container">
<h2>Martial Practice</h2>
<p>Yourself</p>
<p>
Once before the next rest, when you perform an attack, you may grant that
attack multi (2) or increase its multi property by one point.
</p>
</div>
<div class="section-container">
<h2>Martial Practice</h2>
<p>Yourself</p>
<p>Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.</p>
</div>
<div class="metadata-block">
<h3>W</h3>
</div>
</body>
</html>
<div class="metadata-block">
<h3>W</h3>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Character Abilities Reference</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>PROTAGONISTS</h1>
<h2>Chapter Activity Targets</h2>
</header>
<header>
<h1>PROTAGONISTS</h1>
<h2>Chapter Activity Targets</h2>
</header>
<section class="abilities">
<p class="section-header">Camp Activities & Abilities:</p>
<section class="abilities">
<p class="section-header">Camp Activities & Abilities:</p>
<ul class="ability-list">
<li class="ability-item">
<span class="ability-title">Massage</span>
<span class="target-indicator">Target: One ally</span>
<p>
Once before the next rest, if the target is about to pay a Mind Point
cost, they may halve that MP cost. This benefit cannot be applied to a
Rituals MP cost.
</p>
</li>
<ul class="ability-list">
<li class="ability-item">
<span class="ability-title">Massage</span>
<span class="target-indicator">Target: One ally</span>
<p>Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Rituals MP cost.</p>
</li>
<li class="ability-item">
<span class="ability-title">Midnight Oil</span>
<span class="target-indicator">Target: Yourself</span>
<p>
You generate 3 points of progress for a single Project of your choice.
</p>
</li>
<li class="ability-item">
<span class="ability-title">Midnight Oil</span>
<span class="target-indicator">Target: Yourself</span>
<p>You generate 3 points of progress for a single Project of your choice.</p>
</li>
<li class="ability-item">
<span class="ability-title">Pep Talk</span>
<span class="target-indicator">Target: One ally</span>
<p>
Once before the next rest, if the target is about to recover Mind
Points, they may double the amount of Mind Points recovered.
</p>
</li>
<li class="ability-item">
<span class="ability-title">Pep Talk</span>
<span class="target-indicator">Target: One ally</span>
<p>Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.</p>
</li>
<li class="ability-item">
<span class="ability-title">Planning</span>
<span class="target-indicator">Target: One ally</span>
<p>
Once before the next rest, after the target performs a Group Check as
leader or performs a Check to examine someone or something, they may
add a bonus of <strong style="color: #27ae60">+4</strong> to the
Result of that Check.
</p>
</li>
<li class="ability-item">
<span class="ability-title">Planning</span>
<span class="target-indicator">Target: One ally</span>
<p>Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of <strong style="color: #27ae60;">+4</strong> to the Result of that Check.</p>
</li>
<li class="ability-item">
<span class="ability-title">Sleep Soundly</span>
<span class="target-indicator">Target: Yourself</span>
<p>
Once before the next rest, you may perform an additional action on
your turn during a conflict scene. This action must be used to perform
the Equipment, Hinder, or Inventory action.
</p>
</li>
<li class="ability-item">
<span class="ability-title">Sleep Soundly</span>
<span class="target-indicator">Target: Yourself</span>
<p>Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.</p>
</li>
<li class="ability-item">
<span class="ability-title">Training</span>
<span class="target-indicator">Target: Yourself</span>
<p>
Once before the next rest, if you are about to suffer one or more
status effects from the same source, you may instead choose not to
suffer any of those status effects.
</p>
</li>
</ul>
<li class="ability-item">
<span class="ability-title">Training</span>
<span class="target-indicator">Target: Yourself</span>
<p>Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.</p>
</li>
</ul>
<div class="notes-section">
<strong>Note on Creation:</strong> You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all!
</div>
</section>
<div class="variants">
<h2>Options and Variants</h2>
<div class="notes-section">
<strong>Note on Creation:</strong> You might create new Camp Activities
for your characters; if you do so, try to keep them on the same power
level as these. Then again, if your group has a passion for fantasy
cooking, you might change this rule so that each Activity is instead a
special dish created by your character, and always has one ally as the
target—sharing is caring, after all!
</div>
</section>
</body>
</html>
<div class="variants">
<h2>Options and Variants</h2>
</div>
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<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<div class="document-container">
<h1>NEW CLASSIC CHARACTERS</h1>
<h1>NEW CLASSIC CHARACTERS</h1>
<!-- ELEMENTAL ACROBAT -->
<h2>ELEMENTAL ACROBAT</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d10, Insight d6, Might d8, Willpower d8</p>
<ul>
<li><strong>Fury (1 level):</strong> Indomitable Spirit</li>
<li><strong>Invoker (3 levels):</strong> Invocation (SL 2), Ripples</li>
<li><strong>Sharpshooter (1 level):</strong> Barrage</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. <strong>Zenit Cost:</strong> 120 zenit.
</div>
<!-- ELEMENTAL ACROBAT -->
<h2>ELEMENTAL ACROBAT</h2>
<p class="class-header-info">
<strong>Stats:</strong> Dexterity d10, Insight d6, Might d8, Willpower d8
</p>
<ul>
<li><strong>Fury (1 level):</strong> Indomitable Spirit</li>
<li><strong>Invoker (3 levels):</strong> Invocation (SL 2), Ripples</li>
<li><strong>Sharpshooter (1 level):</strong> Barrage</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Giant chakram (custom weapon, (DEX + MIG),
thrown, ranged, accurate, defense boost, powerful), combat tunic.
<strong>Zenit Cost:</strong> 120 zenit.
</div>
<!-- FLUTIST MONK -->
<h2>FLUTIST MONK</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d6, Insight d8, Might d8, Willpower d10</p>
<ul>
<li><strong>Invoker (3 levels):</strong> Invocation, Wellspring Expansion (SL 2)</li>
<li><strong>Spiritist (2 levels):</strong> Ritual Spiritism, Spiritual Magic (Cleanse)</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Staff (described as a magic flute!), sage robe. <strong>Zenit Cost:</strong> 270 zenit.
</div>
<!-- FLUTIST MONK -->
<h2>FLUTIST MONK</h2>
<p class="class-header-info">
<strong>Stats:</strong> Dexterity d6, Insight d8, Might d8, Willpower d10
</p>
<ul>
<li>
<strong>Invoker (3 levels):</strong> Invocation, Wellspring Expansion (SL
2)
</li>
<li>
<strong>Spiritist (2 levels):</strong> Ritual Spiritism, Spiritual Magic
(Cleanse)
</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Staff (described as a magic flute!), sage robe.
<strong>Zenit Cost:</strong> 270 zenit.
</div>
<!-- FRONTIER RESEARCHER -->
<h2>FRONTIER RESEARCHER</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8</p>
<ul>
<li><strong>Loremaster (1 level):</strong> Quick Assessment</li>
<li><strong>Merchant (2 levels):</strong> Ive Heard of It!, Winds of Trade</li>
<li><strong>Sharpshooter (2 levels):</strong> Crossfire, Warning Shot</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. <strong>Zenit Cost:</strong> 170 zenit.
</div>
<!-- FRONTIER RESEARCHER -->
<h2>FRONTIER RESEARCHER</h2>
<p class="class-header-info">
<strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8
</p>
<ul>
<li><strong>Loremaster (1 level):</strong> Quick Assessment</li>
<li>
<strong>Merchant (2 levels):</strong> Ive Heard of It!, Winds of Trade
</li>
<li><strong>Sharpshooter (2 levels):</strong> Crossfire, Warning Shot</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Twin pocket pistols (custom weapon, (DEX + INS),
firearm, ranged, accurate, quick), travel garb.
<strong>Zenit Cost:</strong> 170 zenit.
</div>
<!-- GRINNING VETERAN -->
<h2>GRINNING VETERAN</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d6, Insight d8, Might d10, Willpower d8</p>
<ul>
<li><strong>Gourmet (3 levels):</strong> Cooking, Knife and Fork, Traveling Cook</li>
<li><strong>Guardian (1 level):</strong> Protect</li>
<li><strong>Weaponmaster (1 level):</strong> Bladestorm</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Waraxe, runic plate. <strong>Zenit Cost:</strong> 70 zenit.
</div>
<!-- GRINNING VETERAN -->
<h2>GRINNING VETERAN</h2>
<p class="class-header-info">
<strong>Stats:</strong> Dexterity d6, Insight d8, Might d10, Willpower d8
</p>
<ul>
<li>
<strong>Gourmet (3 levels):</strong> Cooking, Knife and Fork, Traveling
Cook
</li>
<li><strong>Guardian (1 level):</strong> Protect</li>
<li><strong>Weaponmaster (1 level):</strong> Bladestorm</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Waraxe, runic plate.
<strong>Zenit Cost:</strong> 70 zenit.
</div>
<!-- KEEPER OF THE SACRED TREE -->
<h2>KEEPER OF THE SACRED TREE</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d6, Insight d6, Might d10, Willpower d10</p>
<ul>
<li><strong>Arcanist (3 levels):</strong> Bind and Summon (Oak), Emergency Arcanum (SL 2)</li>
<li><strong>Invoker (2 levels):</strong> Invocation, Linked Invocation</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Staff, travel garb. <strong>Zenit Cost:</strong> 370 zenit.
</div>
<!-- KEEPER OF THE SACRED TREE -->
<h2>KEEPER OF THE SACRED TREE</h2>
<p class="class-header-info">
<strong>Stats:</strong> Dexterity d6, Insight d6, Might d10, Willpower d10
</p>
<ul>
<li>
<strong>Arcanist (3 levels):</strong> Bind and Summon (Oak), Emergency
Arcanum (SL 2)
</li>
<li><strong>Invoker (2 levels):</strong> Invocation, Linked Invocation</li>
</ul>
<div class="equipment-details">
<strong>Equipment:</strong> Staff, travel garb.
<strong>Zenit Cost:</strong> 370 zenit.
</div>
<!-- Footer/Metadata -->
<footer>
</footer>
</div>
<!-- Footer/Metadata -->
<footer></footer>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonist Dossier</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Protagonists Dossier</h1>
<h1>Protagonists Dossier</h1>
<div class="character-info">
<h2>LOTUS DUELIST</h2>
<strong>(DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)</strong>
<div class="character-info">
<h2>LOTUS DUELIST</h2>
<strong>(DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)</strong>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Elementalist (2 levels): Elemental Magic (Ventus), Spellblade</li>
<li>Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)</li>
<li>Weaponmaster (1 level): Counterattack</li>
</ul>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Elementalist (2 levels): Elemental Magic (Ventus), Spellblade</li>
<li>Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)</li>
<li>Weaponmaster (1 level): Counterattack</li>
</ul>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Water lily blade <small>(custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost</small></li>
<li>Sage robe</li>
<li>70 zenit</li>
</ul>
</div>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>
Water lily blade
<small
>(custom weapon, DEX + INS), sword, melee, accurate, elemental
(ice), magic defense boost</small
>
</li>
<li>Sage robe</li>
<li>70 zenit</li>
</ul>
</div>
</div>
<div class="character-info">
<h2>SHY APOTHECARY</h2>
<strong>(DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)</strong>
<div class="character-info">
<h2>SHY APOTHECARY</h2>
<strong>(DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)</strong>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Merchant (1 level): Expiration Date</li>
<li>Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)</li>
</ul>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Merchant (1 level): Expiration Date</li>
<li>Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)</li>
</ul>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome, sage robe, 270 zenit</li>
</ul>
</div>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome, sage robe, 270 zenit</li>
</ul>
</div>
</div>
<div class="character-info">
<h2>SMALL MERCHANT</h2>
<strong>(DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)</strong>
<div class="character-info">
<h2>SMALL MERCHANT</h2>
<strong>(DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)</strong>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Merchant (2 levels): Real Treasure, Winds of Trade</li>
<li>Wayfarer (3 levels): Faithful Companion <small>(SL 3; a massive and cuddly creature who can tap into the PCs Trade Points to either negate all damage suffered by another creature, or deal elemental damage)</small></li>
</ul>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Merchant (2 levels): Real Treasure, Winds of Trade</li>
<li>
Wayfarer (3 levels): Faithful Companion
<small
>(SL 3; a massive and cuddly creature who can tap into the PCs Trade
Points to either negate all damage suffered by another creature, or
deal elemental damage)</small
>
</li>
</ul>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome (described as an abacus!), silk shirt, 370 zenit</li>
</ul>
</div>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome (described as an abacus!), silk shirt, 370 zenit</li>
</ul>
</div>
</div>
<div class="character-info">
<h2>TROUBLEMAKER ROGUE</h2>
<strong>(DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)</strong>
<div class="character-info">
<h2>TROUBLEMAKER ROGUE</h2>
<strong>(DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)</strong>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Gourmet (2 levels): Cooking, Knife and Fork</li>
<li>Rogue (1 level): High Speed</li>
<li>Sharpshooter (2 levels): Barrage, Warning Shot</li>
</ul>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Gourmet (2 levels): Cooking, Knife and Fork</li>
<li>Rogue (1 level): High Speed</li>
<li>Sharpshooter (2 levels): Barrage, Warning Shot</li>
</ul>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Shortbow <small>(described as a sling!), travel garb, 270 zenit. This characters delicacies take the form of sling bullets with strange effects!</small></li>
</ul>
</div>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>
Shortbow
<small
>(described as a sling!), travel garb, 270 zenit. This characters
delicacies take the form of sling bullets with strange
effects!</small
>
</li>
</ul>
</div>
</div>
<div class="character-info">
<h2>TWILIGHT WITCH</h2>
<strong>(DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)</strong>
<div class="character-info">
<h2>TWILIGHT WITCH</h2>
<strong>(DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)</strong>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)</li>
<li>Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway</li>
</ul>
<p><strong>Classes & Abilities:</strong></p>
<ul>
<li>Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)</li>
<li>
Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony),
Verdant Sway
</li>
</ul>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome, sage robe, 270 zenit.</li>
</ul>
</div>
<div class="equipment">
<strong>Equipment:</strong>
<ul>
<li>Tome, sage robe, 270 zenit.</li>
</ul>
</div>
</div>
<div class="character-info" style="background-color: #e6f7ff; border: 1px solid #b3d4ff;">
</div>
</body>
</html>
<div
class="character-info"
style="background-color: #e6f7ff; border: 1px solid #b3d4ff"
></div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Children's Friends: Character Details</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD</h1>
<h1>CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD</h1>
<p>
Three young heroes accompany a mysterious elf on a pilgrimage to discover
the meaning of the sudden visions that plague her. The upbeat squire and the
young herbalist are flexible characters, capable of dealing damage as well
as supporting their allies with magiseeds and the
<strong class="highlight">Breach</strong> and
<strong class="highlight">Encourage Skills</strong>. The rowdy miner hits
hard but, above all else, she is of great help during travel and can get
useful information everywhere she goes!
</p>
<p>Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the <strong class="highlight">Breach</strong> and <strong class="highlight">Encourage Skills</strong>. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!</p>
<div class="character-card">
<h3>✨ MYSTERIOUS ELF</h3>
<ul class="stats-block">
<li>
<strong>Dexterity</strong> d10, <strong>Insight</strong> d10,
<strong>Might</strong> d6, <strong>Willpower</strong> d6
</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li>
<em>Chimerist</em> (1 level):
<strong class="highlight">Feral Speech</strong>
</li>
<li>
<em>Loremaster</em> (2 levels): <strong>Flash of Insight</strong> (SL
2)
</li>
<li><em>Sharpshooter</em> (2 levels): Barrage, Warning Shot</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Shortbow, sage robe, 170
zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3>✨ MYSTERIOUS ELF</h3>
<ul class="stats-block">
<li><strong>Dexterity</strong> d10, <strong>Insight</strong> d10, <strong>Might</strong> d6, <strong>Willpower</strong> d6</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li><em>Chimerist</em> (1 level): <strong class="highlight">Feral Speech</strong></li>
<li><em>Loremaster</em> (2 levels): <strong>Flash of Insight</strong> (SL 2)</li>
<li><em>Sharpshooter</em> (2 levels): Barrage, Warning Shot</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Shortbow, sage robe, 170 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3>⛏️ ROWDY MINER</h3>
<ul class="stats-block">
<li>
<strong>Dexterity</strong> d6, <strong>Insight</strong> d8,
<strong>Might</strong> d10, <strong>Willpower</strong> d8
</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li>
<em>Fury</em> (1 level): <strong class="highlight">Provoke</strong>
</li>
<li>
<em>Merchant</em> (1 level):
<strong class="highlight">Winds of Trade</strong>
</li>
<li>
<em>Wayfarer</em> (3 levels): Tavern Talk, Treasure Hunter,
Well-Traveled
</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Waraxe (described as a
pickaxe!), bronze plate, 120 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3> ROWDY MINER</h3>
<ul class="stats-block">
<li><strong>Dexterity</strong> d6, <strong>Insight</strong> d8, <strong>Might</strong> d10, <strong>Willpower</strong> d8</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li><em>Fury</em> (1 level): <strong class="highlight">Provoke</strong></li>
<li><em>Merchant</em> (1 level): <strong class="highlight">Winds of Trade</strong></li>
<li><em>Wayfarer</em> (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Waraxe (described as a pickaxe!), bronze plate, 120 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3> UPBEAT SQUIRE</h3>
<ul class="stats-block">
<li>
<strong>Dexterity</strong> d10, <strong>Insight</strong> d6,
<strong>Might</strong> d8, <strong>Willpower</strong> d8
</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li>
<em>Orator</em> (2 levels):
<strong class="highlight">Encourage</strong> (SL 2)
</li>
<li>
<em>Weaponmaster</em> (3 levels): Bone Crusher, Breach, Melee Weapon
Mastery
</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Bronze sword, travel garb,
runic shield, 120 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3>⚔️ UPBEAT SQUIRE</h3>
<ul class="stats-block">
<li><strong>Dexterity</strong> d10, <strong>Insight</strong> d6, <strong>Might</strong> d8, <strong>Willpower</strong> d8</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li><em>Orator</em> (2 levels): <strong class="highlight">Encourage</strong> (SL 2)</li>
<li><em>Weaponmaster</em> (3 levels): Bone Crusher, Breach, Melee Weapon Mastery</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Bronze sword, travel garb, runic shield, 120 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3>🌿 YOUNG HERBALIST</h3>
<ul class="stats-block">
<li>
<strong>Dexterity</strong> d6, <strong>Insight</strong> d8,
<strong>Might</strong> d8, <strong>Willpower</strong> d10
</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li>
<em>Elementalist</em> (2 levels): Elemental Magic (Terra), Magical
Artillery
</li>
<li>
<em>Floralist</em> (3 levels): Chloromancy (SL 2: Prancing Dandelion,
Remedy Lily), Graft
</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Staff, sage robe, 270 zenit.
</div>
</ul>
</div>
<div class="character-card">
<h3>🌿 YOUNG HERBALIST</h3>
<ul class="stats-block">
<li><strong>Dexterity</strong> d6, <strong>Insight</strong> d8, <strong>Might</strong> d8, <strong>Willpower</strong> d10</li>
<li><span class="subheading">Levels/Skills:</span></li>
<ul>
<li><em>Elementalist</em> (2 levels): Elemental Magic (Terra), Magical Artillery</li>
<li><em>Floralist</em> (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft</li>
</ul>
<div class="equipment">
<span class="subheading">Equipment:</span> Staff, sage robe, 270 zenit.
</div>
</ul>
</div>
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists Index</title>
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<body>
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<div class="chapter-metadata">Chapter 137 | Protagonists Index</div>
<div class="chapter-metadata">
Chapter 137 | Protagonists Index
<h1>THE KITCHEN BRIGADE</h1>
<p>
“Despite the same world awaiting them, each would learn a different lesson
from it.”
</p>
<h2>Overview</h2>
<p>
This group explores the Gourmet Class in many different ways: since each
characters cookbook sheet is personal and independent, the same
combinations yield different results depending on who uses them!
</p>
<!-- CHARACTER CARD: DEEP-FRY ARTIST -->
<div class="character-card">
<h3 class="character-name">DEEP-FRY ARTIST</h3>
<span class="cost">70 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d10,
Willpower d6
</div>
<h1>THE KITCHEN BRIGADE</h1>
<p>“Despite the same world awaiting them, each would learn a different lesson from it.”</p>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Fury (1 level):</strong> Withstand</li>
<li><strong>Gourmet (2 levels):</strong> Cooking, Salt and Pepper</li>
<li><strong>Guardian (2 levels):</strong> Bodyguard, Protect</li>
</ul>
<h2>Overview</h2>
<p>This group explores the Gourmet Class in many different ways: since each characters cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!</p>
<div class="equipment-details">
<strong>Weapon:</strong> Wok shield (custom weapon)
<p>
(DEX + MIG), brawling, melee, defense boost, elemental (fire), magic
defense boost
</p>
<strong>Gear:</strong> Bronze plate, silk shirt
</div>
</div>
<!-- CHARACTER CARD: DEEP-FRY ARTIST -->
<div class="character-card">
<h3 class="character-name">DEEP-FRY ARTIST</h3>
<span class="cost">70 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d10, Willpower d6
</div>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Fury (1 level):</strong> Withstand</li>
<li><strong>Gourmet (2 levels):</strong> Cooking, Salt and Pepper</li>
<li><strong>Guardian (2 levels):</strong> Bodyguard, Protect</li>
</ul>
<div class="equipment-details">
<strong>Weapon:</strong> Wok shield (custom weapon)
<p>(DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost</p>
<strong>Gear:</strong> Bronze plate, silk shirt
</div>
<!-- CHARACTER CARD: INFUSION MASTER -->
<div class="character-card">
<h3 class="character-name">INFUSION MASTER</h3>
<span class="cost">170 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d8, Willpower
d8
</div>
<!-- CHARACTER CARD: INFUSION MASTER -->
<div class="character-card">
<h3 class="character-name">INFUSION MASTER</h3>
<span class="cost">170 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d8, Willpower d8
</div>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Gourmet (2 levels):</strong> Cooking, Knife and Fork</li>
<li>
<strong>Sharpshooter (2 levels):</strong> Barrage, Ranged Weapon Mastery
</li>
<li><strong>Tinkerer (1 level):</strong> Gadgets (Basic Infusions)</li>
</ul>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Gourmet (2 levels):</strong> Cooking, Knife and Fork</li>
<li><strong>Sharpshooter (2 levels):</strong> Barrage, Ranged Weapon Mastery</li>
<li><strong>Tinkerer (1 level):</strong> Gadgets (Basic Infusions)</li>
</ul>
<div class="equipment-details">
<strong>Weapon:</strong> Kettle (custom weapon)
<p>
(DEX + INS), firearm, ranged, accurate, magic defense boost, powerful
</p>
<strong>Gear:</strong> Silk shirt
</div>
</div>
<div class="equipment-details">
<strong>Weapon:</strong> Kettle (custom weapon)
<p>(DEX + INS), firearm, ranged, accurate, magic defense boost, powerful</p>
<strong>Gear:</strong> Silk shirt
</div>
<!-- CHARACTER CARD: PICKLER -->
<div class="character-card">
<h3 class="character-name">PICKLER</h3>
<span class="cost">70 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d6, Insight d10, Might d8,
Willpower d8
</div>
<!-- CHARACTER CARD: PICKLER -->
<div class="character-card">
<h3 class="character-name">PICKLER</h3>
<span class="cost">70 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d6, Insight d10, Might d8, Willpower d8
</div>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Entropist (1 level):</strong> Entropic Magic (Stop)</li>
<li><strong>Gourmet (2 levels):</strong> Cooking, Traveling Cook</li>
<li>
<strong>Merchant (2 levels):</strong> Private Stock, Winds of Trade
</li>
</ul>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Entropist (1 level):</strong> Entropic Magic (Stop)</li>
<li><strong>Gourmet (2 levels):</strong> Cooking, Traveling Cook</li>
<li><strong>Merchant (2 levels):</strong> Private Stock, Winds of Trade</li>
</ul>
<div class="equipment-details">
<strong>Weapon:</strong> Blast chiller (custom weapon)
<p>
(DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)
</p>
<strong>Gear:</strong> Sage robe
</div>
</div>
<div class="equipment-details">
<strong>Weapon:</strong> Blast chiller (custom weapon)
<p>(DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)</p>
<strong>Gear:</strong> Sage robe
</div>
<!-- CHARACTER CARD: STREET COOK -->
<div class="character-card">
<h3 class="character-name">STREET COOK</h3>
<span class="cost">270 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d6, Willpower
d10
</div>
<!-- CHARACTER CARD: STREET COOK -->
<div class="character-card">
<h3 class="character-name">STREET COOK</h3>
<span class="cost">270 zenit</span>
<div class="stats">
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d6, Willpower d10
</div>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Gourmet (2 levels):</strong> Cooking, Made with Love</li>
<li>
<strong>Orator (2 levels):</strong> My Trust in You, Unexpected Ally
</li>
<li><strong>Wayfarer (1 level):</strong> Tavern Talk</li>
</ul>
<h4>Proficiencies & Skills</h4>
<ul>
<li><strong>Gourmet (2 levels):</strong> Cooking, Made with Love</li>
<li><strong>Orator (2 levels):</strong> My Trust in You, Unexpected Ally</li>
<li><strong>Wayfarer (1 level):</strong> Tavern Talk</li>
</ul>
<div class="equipment-details">
<strong>Weapon:</strong> Staff (described as a fan!)
<strong>Gear:</strong> Sage robe
</div>
<div class="equipment-details">
<strong>Weapon:</strong> Staff (described as a fan!)
<strong>Gear:</strong> Sage robe
</div>
</div>
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<title>Floralist Role Profile</title>
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<header>
<h1>FLORALIST</h1>
</header>
<header>
<h1>FLORALIST</h1>
</header>
<section class="related-roles">
<strong>Associated Roles:</strong>
<ul>
<li>Bloomblade</li>
<li>Gardener</li>
<li>Herbalist</li>
<li>Floralist</li>
</ul>
</section>
<section class="related-roles">
<strong>Associated Roles:</strong>
<ul>
<li>Bloomblade</li>
<li>Gardener</li>
<li>Herbalist</li>
<li>Floralist</li>
</ul>
</section>
<blockquote>
"There is no rose without thorns."
</blockquote>
<blockquote>"There is no rose without thorns."</blockquote>
<p>
Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are <strong>magiseeds</strong>, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic.
</p>
<p>
Spiritual energy flows strongly within plants, thanks to their direct
connection to our earth. Growing from this encounter are
<strong>magiseeds</strong>, gifted with the unique ability to thrive on
spiritual energy and blossom into a majestic yet ephemeral triumph of magic.
</p>
<h2>The Art of Floralism</h2>
<p>
Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery.
</p>
<h2>The Art of Floralism</h2>
<p>
Floralists possess specialized knowledge allowing them to identify and
cultivate these strange seeds. These magiseeds grant a large variety of
profound benefits, enabling their combination with all sorts of
disciplines—from advanced martial arts techniques to complex magical
practices. A true floralist must understand both the botanical nature of the
bloom and the energetic resonance required for its proper mastery.
</p>
<div class="metadata">
<strong>Order Details:</strong>
</div>
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<h1>COEXISTENCE DOESNT MEAN SELF-ERASURE</h1>
<h1>COEXISTENCE DOESNT MEAN SELF-ERASURE</h1>
<p>
In some stories, ecological themes are handled quite superficially: humanity
is depicted as a parasite, technology as a source of corruption, and ancient
lifestyles become romanticized and stereotyped, often without a solid
historical or anthropological base. Although they provide fertile ground for
Villains, such simplistic perspectives represent a form of cowardly
nihilism.
</p>
<p>In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.</p>
<p>
What natural fantasy proposes is, instead, to make a humble and brave
choice: our heroes must stop seeing themselves as masters or tormentors of
nature, and remember they are merely one of its many expressions, embracing
the responsibilities that arise from their ability to invent, create, and
transform.
</p>
<p>What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.</p>
<p>
In short, we can coexist with the planet we live in precisely because we are
humans, rather than in spite of it.
</p>
<p>In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.</p>
<h2>CULTURAL INFLUENCES AND COLONIALISM</h2>
<h2>CULTURAL INFLUENCES AND COLONIALISM</h2>
<p>
When we imagine a story centered around sharing and coexistence, we are
often influenced by existing cultures that consider those principles as the
foundation of their civilization, tradition, and philosophy. Historically,
however, those same cultures have been targeted by violent and repressive
colonialist politics, their voices silenced even in present day. Their
characteristic cultural elements are often trivialized and reduced to mere
appearances, robbed of their significance and made to conform to consumer
logic, a surface representation that removes all introspective or
revolutionary charge.
</p>
<p>When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.</p>
<p>
If you want to take inspiration from these cultures when you create new
stories and characters, please strive not to repeat that harmful rhetoric:
</p>
<p>If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:</p>
<ul>
<li>Look for detailed and <strong>not instrumentalized sources</strong> which present information with integrity and respect, without trivializing cultural complexities or reducing them to stereotypes.</li>
<li>If your setting includes tribal cultures, or cultures inspired by real-world native populations, do not consign them to the role of enigmatic strangers, keepers of riches, threats or victims in need of help: make them <strong>full-fledged protagonists</strong>, avoiding recurring stereotypes like the mystic, the raider or the scout.</li>
<li>Finally, make sure not to associate the search for harmony and spirituality with a forcibly ascetic, passive or impractical lifestyle; on the same count, do not associate it with a lack of interest in science and technology.</li>
</ul>
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<ul>
<li>
Look for detailed and
<strong>not instrumentalized sources</strong> which present information
with integrity and respect, without trivializing cultural complexities or
reducing them to stereotypes.
</li>
<li>
If your setting includes tribal cultures, or cultures inspired by
real-world native populations, do not consign them to the role of
enigmatic strangers, keepers of riches, threats or victims in need of
help: make them <strong>full-fledged protagonists</strong>, avoiding
recurring stereotypes like the mystic, the raider or the scout.
</li>
<li>
Finally, make sure not to associate the search for harmony and
spirituality with a forcibly ascetic, passive or impractical lifestyle; on
the same count, do not associate it with a lack of interest in science and
technology.
</li>
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<title>Prologue Character Sheet</title>
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</head>
<body>
<header>
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<header>
<h1>CHAPTER 139</h1>
<h2>W / PROTAGONISTS</h2>
<p style="font-size: 0.9em;">FLORALIST FREE BENEFITS</p>
</header>
<p style="font-size: 0.9em">FLORALIST FREE BENEFITS</p>
</header>
<section class="skill-entry">
<section class="skill-entry">
<h3>BATTLE GARDENING <span class="cost">(çç3)</span></h3>
<p>After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:</p>
<p>
After you plant a magiseed through the Chloromancy Skill (not when using
Graft), you may choose one option:
</p>
<ul>
<li>Perform a free attack with an equipped weapon; or</li>
<li>Perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost).</li>
<li>Perform a free attack with an equipped weapon; or</li>
<li>
Perform the Spell action for free, casting a spell with a total Mind
Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its
MP cost).
</li>
</ul>
<p class="note" style="font-size: 0.9em; margin-top: 10px;"><strong>Note:</strong> Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.</p>
</section>
<p class="note" style="font-size: 0.9em; margin-top: 10px">
<strong>Note:</strong> Treat the High Roll (HR) of your Accuracy Check or
Magic Check as being equal to 0 when determining damage dealt by this
attack or spell.
</p>
</section>
<section class="skill-entry">
<section class="skill-entry">
<h3>CHLOROMANCY <span class="cost">(çç10)</span></h3>
<p>Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.</p>
<p>During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.</p>
</section>
<p>
Each time you acquire this Skill, you discover a new type of magiseed from
the list found in the next pages.
</p>
<p>
During a conflict, if there are no magiseeds in your garden, you may use
an action and spend 20 Mind Points to plant a magiseed of a type you have
discovered. The rules for the garden and for magiseed growth can be found
in the next pages.
</p>
</section>
<section class="skill-entry">
<section class="skill-entry">
<h3>GRAFT</h3>
<p>As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).</p>
</section>
<p>
As long as there is a magiseed in your garden and 1 or more sections of
your Growth Clock are filled, you may use an action to remove that
magiseed from your garden: if you do, plant a different magiseed among
those you have discovered (keep the current filled sections of your Growth
Clock unchanged).
</p>
</section>
<section class="skill-entry">
<section class="skill-entry">
<h3>TREE OF LIFE <span class="cost">(çç5)</span></h3>
<p>When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.</p>
</section>
<p>
When a magiseed is removed from your garden, you may choose one creature
you can see: if that creature is in Crisis, they recover (5 + (SL × 5))
Hit Points.
</p>
</section>
<section class="skill-entry">
<section class="skill-entry">
<h3>VERDANT SWAY</h3>
<p>You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).</p>
</section>
<p>
You gain the ability to perform Rituals of the Ritualism discipline;
additionally, you may use Ritualism to create, animate, and/or control
vegetation, pollen, spores, and toxins (but you cannot create nor control
plant-Species NPCs this way).
</p>
</section>
<div class="meta-data" style="margin-top: 40px;">
<div class="meta-data" style="margin-top: 40px">
<h3>Character Reflection</h3>
<ul class="question-list">
<li>When did you first discover a magiseed, and where?</li>
<li>Who taught you how to tend to plants and flowers?</li>
<li>How did you implement magiseeds in your combat style?</li>
<li>Are there many practicing your art, or are you the exception?</li>
<li>When did you first discover a magiseed, and where?</li>
<li>Who taught you how to tend to plants and flowers?</li>
<li>How did you implement magiseeds in your combat style?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
</div>
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<head>
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Magiseed Lore Document</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>Magiseed Mechanics</h1>
</header>
<header>
<h1>Magiseed Mechanics</h1>
</header>
<section id="the-garden">
<h2>THE GARDEN</h2>
<p>When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your characters look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.</p>
<div class="definition-box">
<ul>
<li><strong>Capacity Limit:</strong> Your garden can only contain one magiseed at a time.</li>
<li><strong>Reset Mechanic:</strong> Any magiseeds in your garden are automatically removed at the end of each scene.</li>
</ul>
</div>
</section>
<section id="growth-clock">
<h2>THE GROWTH CLOCK</h2>
<p>When you acquire the <strong>Chloromancy Skill</strong>, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.</p>
<h3>Growth Clock Rules</h3>
<ul>
<li>Your Growth Clock has 4 sections, and it begins each scene empty.</li>
<li><strong>End-of-Turn Sequence:</strong> At the end of your turn, follow these steps:
<ol>
<li>If a magiseed is present in your garden, fill 1 section of your Growth Clock.</li>
<li>Then, if there is still a magiseed and that magiseed has an "at the end of your turn" effect, apply that effect.</li>
</ol>
</li>
<li><strong>Completion/Reset:</strong> When you fill the fourth section of your Growth Clock, remove the magiseed in your garden, then erase all sections of your Growth Clock.</li>
<li><strong>Restriction:</strong> Sections of your Growth Clock may not be filled nor erased in any way other than described above, through <em>Brambleheart</em> and <em>Green Thumb</em> (pages 162 and 166), or through effects that explicitly affect Growth Clocks.</li>
</ul>
</section>
<section id="magiseed-effects">
<h2>MAGISEED EFFECTS</h2>
<p>Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.</p>
<h3>Application Rules</h3>
<ul>
<li>The effects of a magiseed apply only while it is present in your garden.</li>
<li>The effect varies depending on the current number of filled sections in your Growth Clock (T).</li>
<li><strong>Precision:</strong> You must apply the effect corresponding to the <strong>exact number</strong> of currently filled sections, not any effect above or below it.</li>
</ul>
<h3>Level Modification Rules</h3>
<p>If a magiseeds effect:</p>
<ul>
<li>Deals damage, it deals <strong>5 extra damage</strong> if you are level 30 or higher.</li>
<li>Causes Hit Point and/or Mind Point loss and/or recovery, the amount increases by <strong>10</strong> if you are level 30 or higher.</li>
</ul>
</section>
<section id="magiseeds">
<h2>MAGISEEDS</h2>
<!-- Assuming detailed magiseed listings would go here -->
</section>
<div class="meta-info">
<section id="the-garden">
<h2>THE GARDEN</h2>
<p>
When you plant a magiseed, it takes root in your garden until removed.
Your garden is an abstract space whose appearance varies depending on your
characters look: it might be a pot on their back, a gap along their
blade, or even the ground under their feet.
</p>
<div class="definition-box">
<ul>
<li>
<strong>Capacity Limit:</strong> Your garden can only contain one
magiseed at a time.
</li>
<li>
<strong>Reset Mechanic:</strong> Any magiseeds in your garden are
automatically removed at the end of each scene.
</li>
</ul>
</div>
</section>
</body>
<section id="growth-clock">
<h2>THE GROWTH CLOCK</h2>
<p>
When you acquire the <strong>Chloromancy Skill</strong>, you also receive
a Growth Clock which is present only during conflict scenes and represents
the cycle of life in your garden.
</p>
<h3>Growth Clock Rules</h3>
<ul>
<li>Your Growth Clock has 4 sections, and it begins each scene empty.</li>
<li>
<strong>End-of-Turn Sequence:</strong> At the end of your turn, follow
these steps:
<ol>
<li>
If a magiseed is present in your garden, fill 1 section of your
Growth Clock.
</li>
<li>
Then, if there is still a magiseed and that magiseed has an "at the
end of your turn" effect, apply that effect.
</li>
</ol>
</li>
<li>
<strong>Completion/Reset:</strong> When you fill the fourth section of
your Growth Clock, remove the magiseed in your garden, then erase all
sections of your Growth Clock.
</li>
<li>
<strong>Restriction:</strong> Sections of your Growth Clock may not be
filled nor erased in any way other than described above, through
<em>Brambleheart</em> and <em>Green Thumb</em> (pages 162 and 166), or
through effects that explicitly affect Growth Clocks.
</li>
</ul>
</section>
<section id="magiseed-effects">
<h2>MAGISEED EFFECTS</h2>
<p>
Magiseeds can have passive effects, or have effects that trigger at the
end of your turn, after your Growth Clock has increased.
</p>
<h3>Application Rules</h3>
<ul>
<li>
The effects of a magiseed apply only while it is present in your garden.
</li>
<li>
The effect varies depending on the current number of filled sections in
your Growth Clock (T).
</li>
<li>
<strong>Precision:</strong> You must apply the effect corresponding to
the <strong>exact number</strong> of currently filled sections, not any
effect above or below it.
</li>
</ul>
<h3>Level Modification Rules</h3>
<p>If a magiseeds effect:</p>
<ul>
<li>
Deals damage, it deals <strong>5 extra damage</strong> if you are level
30 or higher.
</li>
<li>
Causes Hit Point and/or Mind Point loss and/or recovery, the amount
increases by <strong>10</strong> if you are level 30 or higher.
</li>
</ul>
</section>
<section id="magiseeds">
<h2>MAGISEEDS</h2>
<!-- Assuming detailed magiseed listings would go here -->
</section>
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<html lang="en">
<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Magiseed List</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Magiseed List</h1>
<h1>Magiseed List</h1>
<p>
Below and in the next pages, you will find a list of standard magiseeds that
each Floralist can discover by investing levels into the Chloromancy Skill.
</p>
<p>Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.</p>
<p>
Your group can also collaboratively create new magiseeds, and the Game
Master may opt to include them among rewards, obtained independently of your
investment in Chloromancy. Each magiseed is worth approximately 1000 zenit;
try your best to keep these new magiseeds on a similar power to those on the
standard list.
</p>
<p>Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.</p>
<div class="magiseed-entry">
<h2 class="magiseed-name">ARCTIC NARCISSUS</h2>
<span class="rarity-tag"></span>
<p class="description">It stubbornly survives in frozen territories.</p>
<div class="magiseed-entry">
<h2 class="magiseed-name">ARCTIC NARCISSUS</h2>
<span class="rarity-tag"></span>
<p class="description">It stubbornly survives in frozen territories.</p>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<ul>
<li><strong>0-1:</strong> You are Resistant to earth and ice damage.</li>
<li><strong>2-3:</strong> You and your allies present on the scene are Resistant to earth and ice damage.</li>
</ul>
</div>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<ul>
<li>
<strong>0-1:</strong> You are Resistant to earth and ice damage.
</li>
<li>
<strong>2-3:</strong> You and your allies present on the scene are
Resistant to earth and ice damage.
</li>
</ul>
</div>
</div>
<div class="magiseed-entry">
<h2 class="magiseed-name">BLAZING CHRYSANTHEMUM</h2>
<span class="rarity-tag"></span>
<p class="description">Its thick petals resemble an erupting volcano.</p>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<p><strong>1-3:</strong> At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.</p>
</div>
<div class="magiseed-entry">
<h2 class="magiseed-name">BLAZING CHRYSANTHEMUM</h2>
<span class="rarity-tag"></span>
<p class="description">Its thick petals resemble an erupting volcano.</p>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<p>
<strong>1-3:</strong> At the end of your turn, choose earth or fire.
Until you use this effect again or this magiseed is no longer in your
garden, all damage dealt by you and every ally present on the scene
becomes the chosen type; its type cannot change, and it ignores
Resistances.
</p>
</div>
</div>
<div class="magiseed-entry">
<h2 class="magiseed-name">DESERT DAHLIA</h2>
<span class="rarity-tag"></span>
<p class="description">A tenacious plant, it doesnt fear the dryness of dunes.</p>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<ul>
<li><strong>0-1:</strong> You are Resistant to air and fire damage.</li>
<li><strong>2-3:</strong> You and your allies present on the scene are Resistant to air and fire damage.</li>
</ul>
</div>
<div class="magiseed-entry">
<h2 class="magiseed-name">DESERT DAHLIA</h2>
<span class="rarity-tag"></span>
<p class="description">
A tenacious plant, it doesnt fear the dryness of dunes.
</p>
<div class="effect-block">
<p><strong class="effect-heading">T EFFECT</strong></p>
<ul>
<li><strong>0-1:</strong> You are Resistant to air and fire damage.</li>
<li>
<strong>2-3:</strong> You and your allies present on the scene are
Resistant to air and fire damage.
</li>
</ul>
</div>
</div>
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</div>
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<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<article>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>GOLDEN GINKGO</h2>
</header>
<p>Its vibrantly colored leaves represent tenacity.</p>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>GOLDEN GINKGO</h2>
</header>
<p>Its vibrantly colored leaves represent tenacity.</p>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item;">
<li>At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken.</li>
<li>At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy).</li>
</ul>
</div>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item">
<li>
At the end of your turn, you and every ally you can see recover from
dazed, enraged, and shaken.
</li>
<li>
At the end of your turn, you and every ally you can see recover an
amount of Mind Points equal to (5 + your Skill Level in Chloromancy).
</li>
</ul>
</div>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>GRAVE ASPHODEL</h2>
</header>
<p>Solemn and elegant, it embodies deaths ineluctability.</p>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>GRAVE ASPHODEL</h2>
</header>
<p>Solemn and elegant, it embodies deaths ineluctability.</p>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item;">
<li>At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers <strong class="trait">shaken</strong>.</li>
<li>At the end of your turn, every enemy you can see suffers <strong class="trait">shaken</strong>.</li>
<li>At the end of your turn, you deal an amount of dark damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken.</li>
</ul>
</div>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item">
<li>
At the end of your turn, you may choose an enemy you can see. If you do,
that enemy suffers <strong class="trait">shaken</strong>.
</li>
<li>
At the end of your turn, every enemy you can see suffers
<strong class="trait">shaken</strong>.
</li>
<li>
At the end of your turn, you deal an amount of dark damage equal to (15
+ your Skill Level in Chloromancy) to each enemy you can see who is
suffering from shaken.
</li>
</ul>
</div>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>HERMIT IRIS</h2>
</header>
<p>Its leaves carry whispers of ancient knowledge.</p>
<!-- Card Structure Start -->
<div class="card">
<header>
<span class="type-indicator">W</span>
<h2>HERMIT IRIS</h2>
</header>
<p>Its leaves carry whispers of ancient knowledge.</p>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item;">
<li>At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense.</li>
<li>At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities.</li>
</ul>
</div>
<span class="effect-header">T EFFECT</span>
<ul class="ability-list" style="counter-reset: list-item">
<li>
At the end of your turn, choose an enemy you can see. The Game Master
reveals its Level, Rank, Species, maximum Hit Points, maximum Mind
Points, Traits, Attributes, Defense, and Magic Defense.
</li>
<li>
At the end of your turn, choose an enemy you can see. The Game Master
reveals its Level, Rank, Species, maximum Hit Points, maximum Mind
Points, Traits, Attributes, Defense, Magic Defense, and Affinities.
</li>
</ul>
</div>
<!-- Final Page/Note -->
<div class="card footer-note">
<p><em>(Document Identifier: 142)</em></p>
</div>
</article>
<!-- Final Page/Note -->
<div class="card footer-note">
<p><em>(Document Identifier: 142)</em></p>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Magiseed Catalog</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>M A G I S E E D</h1>
<h2>A Comprehensive Catalog</h2>
</header>
<header>
<h1>M A G I S E E D</h1>
<h2>A Comprehensive Catalog</h2>
</header>
<section id="protagonists">
<h3>Protagonists</h3>
<div class="grid-container">
<!-- HOOKLEAF NIGHTSHADE -->
<div class="seed-entry">
<span class="seed-title">HOOKLEAF NIGHTSHADE</span>
<p class="description">Its purplish berries contain a deadly magical venom.</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">0-1:</span> All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances.
<span class="effect-level">2-3:</span> All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned.
</div>
</div>
<!-- HORNED HAWTHORN -->
<div class="seed-entry">
<span class="seed-title">HORNED HAWTHORN</span>
<p class="description">Favored by witches and surgeons alike for its purifying properties.</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">0-1:</span> You are Resistant to dark and poison damage.
<span class="effect-level">2-3:</span> You and your allies present on the scene are Resistant to dark and poison damage.
</div>
</div>
<!-- LUNAR MAGNOLIA -->
<div class="seed-entry">
<span class="seed-title">LUNAR MAGNOLIA</span>
<p class="description">It blooms in the darkest hours of the night.</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">1-3:</span> At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.
</div>
</div>
<section id="protagonists">
<h3>Protagonists</h3>
<div class="grid-container">
<!-- HOOKLEAF NIGHTSHADE -->
<div class="seed-entry">
<span class="seed-title">HOOKLEAF NIGHTSHADE</span>
<p class="description">
Its purplish berries contain a deadly magical venom.
</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">0-1:</span> All damage you deal becomes
poison, its type cannot change, and it ignores Immunities and
Resistances. <span class="effect-level">2-3:</span> All damage you
deal becomes poison, its type cannot change, and it ignores Immunities
and Resistances. Additionally, when you deal poison damage for the
first time during your turn, you deal extra damage equal to (your
Skill Level in Chloromancy) and each creature that lost Hit Points
this way suffers poisoned.
</div>
</section>
</div>
<hr style="margin: 50px auto; width: 50%;">
<!-- HORNED HAWTHORN -->
<div class="seed-entry">
<span class="seed-title">HORNED HAWTHORN</span>
<p class="description">
Favored by witches and surgeons alike for its purifying properties.
</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">0-1:</span> You are Resistant to dark and
poison damage. <span class="effect-level">2-3:</span> You and your
allies present on the scene are Resistant to dark and poison damage.
</div>
</div>
<footer>
<h3>Recent Inquiries</h3>
</footer>
<!-- LUNAR MAGNOLIA -->
<div class="seed-entry">
<span class="seed-title">LUNAR MAGNOLIA</span>
<p class="description">It blooms in the darkest hours of the night.</p>
<div>
<span class="effect-header">T EFFECT</span>
<span class="effect-level">1-3:</span> At the end of your turn, choose
ice or light. Until you use this effect again or this magiseed is no
longer in your garden, all damage dealt by you and every ally present
on the scene becomes the chosen type, its type cannot change, and it
ignores Resistances.
</div>
</div>
</div>
</section>
</body>
<hr style="margin: 50px auto; width: 50%" />
<footer>
<h3>Recent Inquiries</h3>
</footer>
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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">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Botanical Entries Reference</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="page-number">144 W</div>
<div class="page-number">
144 W
</div>
<!-- OCEAN LOTUS Entry -->
<article class="entry-section" id="ocean-lotus">
<h2>OCEAN LOTUS</h2>
<p>A graceful symbol of serenity and wisdom.</p>
<!-- OCEAN LOTUS Entry -->
<article class="entry-section" id="ocean-lotus">
<h2>OCEAN LOTUS</h2>
<p>A graceful symbol of serenity and wisdom.</p>
<span class="metadata">T EFFECT</span>
<ul>
<li><strong>0-1:</strong> You are immune to dazed and slow.</li>
<li>
<strong>2:</strong> You treat your Dexterity and Insight as being one
die size higher (up to a maximum of d12).
</li>
<li>
<strong>3:</strong> You and every ally you can see treat your Dexterity
and Insight as being one die size higher (up to a maximum of d12).
</li>
</ul>
</article>
<span class="metadata">T EFFECT</span>
<ul>
<li><strong>0-1:</strong> You are immune to dazed and slow.</li>
<li><strong>2:</strong> You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).</li>
<li><strong>3:</strong> You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).</li>
</ul>
</article>
<!-- PILGRIM GAZALIA Entry -->
<article class="entry-section" id="pilgrim-gazalia">
<h2>PILGRIM GAZALIA</h2>
<p>Its flamboyant corolla is synonymous with abundance.</p>
<!-- PILGRIM GAZALIA Entry -->
<article class="entry-section" id="pilgrim-gazalia">
<h2>PILGRIM GAZALIA</h2>
<p>Its flamboyant corolla is synonymous with abundance.</p>
<span class="metadata">T EFFECT</span>
<ul>
<li>
<strong>1-2:</strong> At the end of your turn, choose yourself or
another Player Character you can see. The chosen character regains 2
Inventory Points.
</li>
<li>
<strong>3:</strong> At the end of your turn, you and every other Player
Character you can see regain 1 Inventory Point.
</li>
</ul>
</article>
<span class="metadata">T EFFECT</span>
<ul>
<li><strong>1-2:</strong> At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points.</li>
<li><strong>3:</strong> At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.</li>
</ul>
</article>
<!-- PRANCING DANDELION Entry -->
<article class="entry-section" id="prancing-dandelion">
<h2>PRANCING DANDELION</h2>
<p>
A symbol of energy and vivacity, it spreads seeds through stormy winds.
</p>
<!-- PRANCING DANDELION Entry -->
<article class="entry-section" id="prancing-dandelion">
<h2>PRANCING DANDELION</h2>
<p>A symbol of energy and vivacity, it spreads seeds through stormy winds.</p>
<span class="metadata">T EFFECT</span>
<ul>
<li>
<strong>1-3:</strong> At the end of your turn, choose air or bolt. Until
you use this effect again or this magiseed is no longer in your garden,
all damage dealt by you and every ally present on the scene becomes the
chosen type, its type cannot change, and it ignores Resistances.
</li>
</ul>
</article>
<span class="metadata">T EFFECT</span>
<ul>
<li><strong>1-3:</strong> At the end of your turn, choose air or bolt. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.</li>
</ul>
</article>
<!-- Trailing/Unrelated Information -->
<div class="filler-text">
<h3>W</h3>
</div>
</body>
</html>
<!-- Trailing/Unrelated Information -->
<div class="filler-text">
<h3>W</h3>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists Abilities</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>33 PROTAGONISTS</h1>
<h1>33 PROTAGONISTS</h1>
<div class="section-entry">
<h3>REGAL PROTEA</h3>
<p class="description">
A colorful and tenacious flower, favored by an ancient dynasty.
</p>
<div class="section-entry">
<h3>REGAL PROTEA</h3>
<p class="description">A colorful and tenacious flower, favored by an ancient dynasty.</p>
<h4>T EFFECT</h4>
<ol>
<li>You are immune to shaken and weak.</li>
<li>You treat your <strong>Might</strong> and <strong>Willpower</strong> as being one die size higher (up to a maximum of d12).</li>
<li>You and every ally you can see treat your <strong>Might</strong> and <strong>Willpower</strong> as being one die size higher (up to a maximum of d12).</li>
</ol>
</div>
<h4>T EFFECT</h4>
<ol>
<li>You are immune to shaken and weak.</li>
<li>
You treat your <strong>Might</strong> and <strong>Willpower</strong> as
being one die size higher (up to a maximum of d12).
</li>
<li>
You and every ally you can see treat your <strong>Might</strong> and
<strong>Willpower</strong> as being one die size higher (up to a maximum
of d12).
</li>
</ol>
</div>
<div class="section-entry">
<h3>REMEDY LILY</h3>
<p class="description">Its elegant flowers filter and purify spiritual energy.</p>
<h4>T EFFECT</h4>
<ol>
<li>At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.</li>
<li>At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in <strong>Chloromancy</strong>).</li>
</ol>
</div>
<div class="section-entry">
<h3>REMEDY LILY</h3>
<p class="description">
Its elegant flowers filter and purify spiritual energy.
</p>
<div class="section-entry">
<h3>SERRATED ROSE</h3>
<p class="description">Its thorns form a tangle equally breathtaking and dangerous.</p>
<h4>T EFFECT</h4>
<ol>
<li>At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers <strong>slow</strong>.</li>
<li>At the end of your turn, every enemy you can see suffers <strong>slow</strong>.</li>
<li>At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in <strong>Chloromancy</strong>) to each enemy you can see who is suffering from slow.</li>
</ol>
</div>
<h4>T EFFECT</h4>
<ol>
<li>
At the end of your turn, you and every ally you can see recover from
poisoned, slow, and weak.
</li>
<li>
At the end of your turn, you and every ally you can see recover an
amount of Hit Points equal to (15 + your Skill Level in
<strong>Chloromancy</strong>).
</li>
</ol>
</div>
<div class="metadata-section">
</div>
<div class="section-entry">
<h3>SERRATED ROSE</h3>
<p class="description">
Its thorns form a tangle equally breathtaking and dangerous.
</p>
</body>
<h4>T EFFECT</h4>
<ol>
<li>
At the end of your turn, you may choose an enemy you can see. If you do,
that enemy suffers <strong>slow</strong>.
</li>
<li>
At the end of your turn, every enemy you can see suffers
<strong>slow</strong>.
</li>
<li>
At the end of your turn, you deal an amount of physical damage equal to
(15 + your Skill Level in <strong>Chloromancy</strong>) to each enemy
you can see who is suffering from slow.
</li>
</ol>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Botanical Entries</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<!-- SILVER STRELITZIA Entry -->
<div class="plant-entry" id="silver-strelitzia">
<span class="marker">W</span>
<h2 class="plant-name">SILVER STRELITZIA</h2>
<p class="subtitle">Its silvery blossoms are easily mistaken for jewels.</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>You are Resistant to bolt and light damage.</li>
<li>You and your allies present on the scene are Resistant to bolt and light damage.</li>
</ol>
</div>
</div>
<!-- STAR PEONY Entry -->
<div class="plant-entry" id="star-peony">
<span class="marker">W</span>
<h2 class="plant-name">STAR PEONY</h2>
<p class="subtitle">It silently gazes into celestial depths.</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.</li>
<li>At the end of your turn, every enemy you can see suffers dazed.</li>
<li>At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.</li>
</ol>
</div>
</div>
<!-- STRIPED ORCHID Entry -->
<div class="plant-entry" id="striped-orchid">
<span class="marker">W</span>
<h2 class="plant-name">STRIPED ORCHID</h2>
<p class="subtitle">Each segment of this plant is covered in toxins.</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.</li>
<li>At the end of your turn, every enemy you can see suffers weak.</li>
<li>At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.</li>
</ol>
</div>
</div>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<!-- SILVER STRELITZIA Entry -->
<div class="plant-entry" id="silver-strelitzia">
<span class="marker">W</span>
<h2 class="plant-name">SILVER STRELITZIA</h2>
<p class="subtitle">
Its silvery blossoms are easily mistaken for jewels.
</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>You are Resistant to bolt and light damage.</li>
<li>
You and your allies present on the scene are Resistant to bolt and
light damage.
</li>
</ol>
</div>
</div>
</body>
<!-- STAR PEONY Entry -->
<div class="plant-entry" id="star-peony">
<span class="marker">W</span>
<h2 class="plant-name">STAR PEONY</h2>
<p class="subtitle">It silently gazes into celestial depths.</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>
At the end of your turn, you may choose an enemy you can see. If you
do, that enemy suffers dazed.
</li>
<li>
At the end of your turn, every enemy you can see suffers dazed.
</li>
<li>
At the end of your turn, you deal an amount of light damage equal to
(15 + your Skill Level in Chloromancy) to each enemy you can see who
is suffering from dazed.
</li>
</ol>
</div>
</div>
<!-- STRIPED ORCHID Entry -->
<div class="plant-entry" id="striped-orchid">
<span class="marker">W</span>
<h2 class="plant-name">STRIPED ORCHID</h2>
<p class="subtitle">Each segment of this plant is covered in toxins.</p>
<div class="effect-section">
<strong class="effect-title">T EFFECT</strong>
<ol class="effect-list">
<li>
At the end of your turn, you may choose an enemy you can see. If you
do, that enemy suffers weak.
</li>
<li>
At the end of your turn, every enemy you can see suffers weak.
</li>
<li>
At the end of your turn, you deal an amount of poison damage equal
to (15 + your Skill Level in Chloromancy) to each enemy you can see
who is suffering from weak.
</li>
</ol>
</div>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonist Abilities Guide</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="page-header">Page 147 | W</div>
<div class="page-header">
Page 147 | W
</div>
<h1>PROTAGONISTS</h1>
<h2>CHAPTER WARDWATTLE</h2>
<h1>PROTAGONISTS</h1>
<h2>CHAPTER WARDWATTLE</h2>
<div class="card-container">
<div class="card-container">
<h3 class="card-title">WARDWATTLE</h3>
<p>A tangle of robust branches, whose thorns spread powerful poison.</p>
<span class="effect-label">EFFECT</span>
<ol class="ability-list">
<li>You are Resistant to physical damage.</li>
<li>
You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved).
</li>
<li>
You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creatures attack was resolved).
</li>
<li>You are Resistant to physical damage.</li>
<li>
You are Resistant to physical damage. Additionally, after a creature
hits you with a melee attack, you deal an amount of physical damage to
that creature equal to (5 + your Skill Level in Chloromancy) (after
their attack was resolved).
</li>
<li>
You are Resistant to physical damage. Additionally, after a creature
hits you with a melee attack, you deal an amount of physical damage to
that creature equal to (5 + your Skill Level in Chloromancy), and then
deal an amount of poison damage to that creature equal to (5 + your
Skill Level in Chloromancy) (both these damage instances happen after
that creatures attack was resolved).
</li>
</ol>
</div>
</div>
<div class="card-container">
<div class="card-container">
<h3 class="card-title">WRATHFUL CARNATION</h3>
<p>Despite their beauty, its yellow flowers emit an irritatingly pungent smell.</p>
<p>
Despite their beauty, its yellow flowers emit an irritatingly pungent
smell.
</p>
<span class="effect-label">EFFECT</span>
<ul class="ability-list">
<li>When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (OO), they must include you among the targets of that attack or spell (if able).</li>
<li>At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.</li>
<li>
When this magiseed leaves your garden, choose up to one enemy you can
see. Until the end of your next turn, when the chosen enemy performs an
attack or casts an offensive spell (OO), they must include you among the
targets of that attack or spell (if able).
</li>
<li>
At the end of your turn, you may remove this magiseed from your garden;
if you do, erase all sections of your Growth Clock.
</li>
</ul>
</div>
</div>
<div class="footer-note">
</div>
</body>
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<div class="footer-note"></div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Gourmet Profession Entry</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>GOURMET</h1>
<h2>Gourmet</h2>
<p style="font-size: 0.9em; margin-top: -10px">
ALSO: Brewer, Chef, Patissier
</p>
</header>
<header>
<h1>GOURMET</h1>
<h2>Gourmet</h2>
<p style="font-size: 0.9em; margin-top: -10px;">ALSO: Brewer, Chef, Patissier</p>
</header>
<section>
<h3>Definition and Skills</h3>
<p>
Cooking may be considered a common skill, but Gourmets refine their
knowledge of foodstuffs to a level that is nothing short of supernatural:
they refine the art of extracting spiritual energies from every
ingredient, infusing meals with powerful magical effects!
</p>
</section>
<section>
<h3>Definition and Skills</h3>
<p>Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!</p>
</section>
<section>
<h3>Way of Life</h3>
<p>
While most Gourmets are content with simply settling down in a town or
village and making a living off their skills, some wander the world in a
lifelong search for new ingredients.
</p>
</section>
<section>
<h3>Way of Life</h3>
<p>While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.</p>
</section>
<blockquote>
"A true chef respects the nature of that which they transform."
</blockquote>
<blockquote>
"A true chef respects the nature of that which they transform."
</blockquote>
<div class="metadata">
<span>Page 148</span>
</div>
</body>
</html>
<div class="metadata">
<span>Page 148</span>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document Analysis and Structure</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<h1>Project Requirements and Structural Guidelines</h1>
<p>This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.</p>
<p>
This document outlines the core guidelines for structuring and styling
extracted textual content to ensure a professional, semantic, and highly
readable web presentation.
</p>
<ol>
<li data-number="1">
<strong>Semantic HTML Structure:</strong> It is critical to use appropriate HTML tags like <code>&lt;h1&gt;</code>, <code>&lt;p&gt;</code>, <code>&lt;ul&gt;</code>, <code>&lt;li&gt;</code>, and <code>&lt;strong&gt;</code>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance.
</li>
<li data-number="1">
<strong>Semantic HTML Structure:</strong> It is critical to use
appropriate HTML tags like <code>&lt;h1&gt;</code>,
<code>&lt;p&gt;</code>, <code>&lt;ul&gt;</code>,
<code>&lt;li&gt;</code>, and <code>&lt;strong&gt;</code>. This ensures
that the underlying structure accurately reflects the content's
hierarchy for maximum accessibility and SEO performance.
</li>
<li data-number="2">
<strong>Styling and Design Implementation:</strong> The presentation must incorporate styling using either inline CSS or a dedicated <code>&lt;style&gt;</code> block within the <code>&lt;head&gt;</code> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience.
</li>
<li data-number="2">
<strong>Styling and Design Implementation:</strong> The presentation
must incorporate styling using either inline CSS or a dedicated
<code>&lt;style&gt;</code> block within the
<code>&lt;head&gt;</code> section. This style guide requires modern
sans-serif typography, clean margins, and a clear, predictable layout to
enhance user experience.
</li>
<li data-number="3">
<strong>Output Formatting Compliance:</strong> The final deliverable must consist of <strong>ONLY valid HTML code</strong>. Under no circumstances should markdown code block backticks (<code>&lt;code&gt;&lt;/code&gt;</code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity.
</li>
<li data-number="3">
<strong>Output Formatting Compliance:</strong> The final deliverable
must consist of <strong>ONLY valid HTML code</strong>. Under no
circumstances should markdown code block backticks
(<code>&lt;code&gt;&lt;/code&gt;</code>) or extra conversational
commentary be included in the resulting output, maintaining purity and
structural integrity.
</li>
</ol>
</div>
</body>
</html>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists - Gourmet Skills</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<header>
<h1>33 PROTAGONISTS</h1>
<p style="font-size: 0.9em; color: #7f8c8d;">Page 149 | Gourmet Chapter</p>
</header>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<header>
<h1>33 PROTAGONISTS</h1>
<p style="font-size: 0.9em; color: #7f8c8d">Page 149 | Gourmet Chapter</p>
</header>
<!-- Gourmet Free Benefits Section -->
<section class="gourmet-benefits">
<h2>⭐ GOURMET FREE BENEFITS</h2>
<ul>
<li><strong>Inventory Points:</strong> Permanently increase your maximum Inventory Points by 2.</li>
<li><strong>Project Creation:</strong> You may start Projects to create unique foods and drinks; they are always consumable, and their area is based on the number and type of creatures you need to nourish.</li>
</ul>
</section>
<!-- Gourmet Free Benefits Section -->
<section class="gourmet-benefits">
<h2>⭐ GOURMET FREE BENEFITS</h2>
<ul>
<li>
<strong>Inventory Points:</strong> Permanently increase your maximum
Inventory Points by 2.
</li>
<li>
<strong>Project Creation:</strong> You may start Projects to create
unique foods and drinks; they are always consumable, and their area is
based on the number and type of creatures you need to nourish.
</li>
</ul>
</section>
<!-- Skills Section -->
<div class="skills-container">
<h2>🍖 GOURMET SKILLS</h2>
<!-- Skills Section -->
<div class="skills-container">
<h2>🍖 GOURMET SKILLS</h2>
<!-- COOKING Skill -->
<div class="skill-card" id="cooking">
<div class="skill-header">
<h3 class="skill-name">COOKING</h3>
<span class="skill-cost">(çç5)</span>
</div>
<p>When you rest inside a settlement, you gain (SL) ingredients (see next page).</p>
<p>You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacys effects to each enemy hit by the attack.</p>
<p><strong>Ingredients Capacity:</strong> You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.</p>
</div>
<!-- KNIFE AND FORK Skill -->
<div class="skill-card" id="knife-fork">
<div class="skill-header">
<h3 class="skill-name">KNIFE AND FORK</h3>
<span class="skill-cost">(N/A)</span>
</div>
<p>When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.</p>
</div>
<!-- MADE WITH LOVE Skill -->
<div class="skill-card" id="made-with-love">
<div class="skill-header">
<h3 class="skill-name">MADE WITH LOVE</h3>
<span class="skill-cost">(çç3)</span>
</div>
<p>When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacys effects to an additional ally you can see.</p>
</div>
<!-- SALT AND PEPPER Skill -->
<div class="skill-card" id="salt-pepper">
<div class="skill-header">
<h3 class="skill-name">SALT AND PEPPER</h3>
<span class="skill-cost">(N/A)</span>
</div>
<p>When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.</p>
</div>
<!-- TRAVELING COOK Skill -->
<div class="skill-card" id="traveling-cook">
<div class="skill-header">
<h3 class="skill-name">TRAVELING COOK</h3>
<span class="skill-cost">(çç3)</span>
</div>
<p>After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.</p>
<h4>Narrative Prompts:</h4>
<ul>
<li>Who taught you how to cook? What is your relationship with your teacher?</li>
<li>Is your craft something revolutionary, or is it an established field of work?</li>
<li>What does your cooking look like? Which tools do you use?</li>
<li>What legendary recipe or ingredient are you looking for?</li>
</ul>
</div>
<!-- COOKING Skill -->
<div class="skill-card" id="cooking">
<div class="skill-header">
<h3 class="skill-name">COOKING</h3>
<span class="skill-cost">(çç5)</span>
</div>
<p>
When you rest inside a settlement, you gain (SL) ingredients (see next
page).
</p>
<p>
You may use an action and combine 2 or 3 ingredients to prepare a
delicacy (see next page). You choose one option: you apply its effects
to yourself or an ally you can see; or you perform a free attack with
a weapon you have equipped. This attack deals no damage, but you apply
the delicacys effects to each enemy hit by the attack.
</p>
<p>
<strong>Ingredients Capacity:</strong> You may carry up to 10 + (SL ×
5) ingredients, and they will never spoil until you use them; if you
take this Skill during character creation, you begin play with ten
ingredients with random tastes.
</p>
</div>
<!-- Footer/Metadata Note -->
<div class="meta-info">
<!-- KNIFE AND FORK Skill -->
<div class="skill-card" id="knife-fork">
<div class="skill-header">
<h3 class="skill-name">KNIFE AND FORK</h3>
<span class="skill-cost">(N/A)</span>
</div>
<p>
When you perform the free attack granted by the Cooking Skill, if you
combined no more than 2 ingredients, you may have the attack deal
damage as normal. If you do, you treat your High Roll (HR) as 0 when
calculating damage dealt by this attack.
</p>
</div>
<!-- MADE WITH LOVE Skill -->
<div class="skill-card" id="made-with-love">
<div class="skill-header">
<h3 class="skill-name">MADE WITH LOVE</h3>
<span class="skill-cost">(çç3)</span>
</div>
<p>
When you use the Cooking Skill and choose to apply the effects of the
delicacy to yourself or an ally you can see, you may spend up to (SL ×
10) MP. For every 10 MP you spend this way, apply the delicacys
effects to an additional ally you can see.
</p>
</div>
<!-- SALT AND PEPPER Skill -->
<div class="skill-card" id="salt-pepper">
<div class="skill-header">
<h3 class="skill-name">SALT AND PEPPER</h3>
<span class="skill-cost">(N/A)</span>
</div>
<p>
When you prepare a delicacy, you may spend 2 Inventory Points: if you
do, change the taste of one ingredient to a different taste of your
choice.
</p>
</div>
<!-- TRAVELING COOK Skill -->
<div class="skill-card" id="traveling-cook">
<div class="skill-header">
<h3 class="skill-name">TRAVELING COOK</h3>
<span class="skill-cost">(çç3)</span>
</div>
<p>
After each travel roll, if you acquired the Cooking Skill, you gain
(SL × 2) ingredients.
</p>
<h4>Narrative Prompts:</h4>
<ul>
<li>
Who taught you how to cook? What is your relationship with your
teacher?
</li>
<li>
Is your craft something revolutionary, or is it an established field
of work?
</li>
<li>What does your cooking look like? Which tools do you use?</li>
<li>What legendary recipe or ingredient are you looking for?</li>
</ul>
</div>
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<title>The Gourmet Class Cookbook</title>
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<h1>Ingredients & Delicacies</h1>
<h1>Ingredients & Delicacies</h1>
<p>
The Gourmet Class is designed around experimenting with new taste
combinations, as well as using these combinations to come up with a variety
of strategies. To help you keep track of all this information, you can use a
cookbook sheet, which can be downloaded from
<a href="http://fabulaultima.com">fabulaultima.com</a>.
</p>
<p>The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from <a href="http://fabulaultima.com">fabulaultima.com</a>.</p>
<h2>Gaining Ingredients</h2>
<p>
You will normally receive ingredients through the Cooking and Traveling Cook
Skills; you might also receive them as rewards during play. When you obtain
an ingredient, youre never too sure what it will taste like—roll a d6 to
determine the ingredients taste using the table below, then describe its
appearance and give it a name.
</p>
<p>
You may also purchase ingredients from stall, shops or merchants: The price
is <strong>10 zenit</strong> for an ingredient with a random taste, or
<strong>20 zenit</strong> for an ingredient with a taste of your choice.
</p>
<h2>Gaining Ingredients</h2>
<p>You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, youre never too sure what it will taste like—roll a d6 to determine the ingredients taste using the table below, then describe its appearance and give it a name.</p>
<p>You may also purchase ingredients from stall, shops or merchants: The price is <strong>10 zenit</strong> for an ingredient with a random taste, or <strong>20 zenit</strong> for an ingredient with a taste of your choice.</p>
<h2>Ingredient Taste</h2>
<div class="ingredient-list">
<ul>
<li>1. Bitter</li>
<li>2. Salty</li>
<li>3. Sour</li>
<li>4. Sweet</li>
<li>5. Umami</li>
<li>6. Your choice</li>
</ul>
</div>
<h2>Ingredient Taste</h2>
<div class="ingredient-list">
<ul>
<li>1. Bitter</li>
<li>2. Salty</li>
<li>3. Sour</li>
<li>4. Sweet</li>
<li>5. Umami</li>
<li>6. Your choice</li>
</ul>
</div>
<h2>Example</h2>
<div class="example-box">
<p>
After traversing the Petrified Forest, you gain two ingredients thanks to
the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means
one tastes bitter and the other tastes umami.
</p>
<p>
You decide to call the first ingredient “Fossil Honey” and the second
ingredient “Stonebark Shroom”. You record both of them on your cookbook
sheet, placing them in the matching taste columns.
</p>
</div>
<h2>Example</h2>
<div class="example-box">
<p>After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.</p>
<p>You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.</p>
</div>
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<div class="container">
<h2>Delicacies (Cooking Skill)</h2>
<p>
When you use the <strong>Cooking Skill</strong>, you combine two or three
ingredients to generate a special delicacy with powerful effects that will
be applied to its targets.
</p>
<h2>Delicacies (Cooking Skill)</h2>
<p>When you use the <strong>Cooking Skill</strong>, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.</p>
<h3>Rules of Creation</h3>
<ul>
<li>
Every different combination of two tastes (even if its the same taste
used twice!) will add an effect to the delicacy.
</li>
<li>
When you combine two tastes you never combined before, determine the
effect of that combination by rolling a d12 and consulting the chart on
the next page; most entries also require you to make a choice (such as a
specific damage type or status effect). Once youre done, record the
resulting effect on your cookbook sheet: from this moment on, that taste
combination will always produce that exact effect when you use it.
</li>
<li>
No two combinations of tastes in your cookbook sheet can have identical
effects. When you determine the effect of a new combination, you must
make your choices in such a way that the resulting effect has no
precedents (for instance, by selecting a different damage type or status
effect); if you cant, reroll the d12.
</li>
<li>
When completed, your cookbook sheet will feature a total of 15 effects,
one for each possible pair of tastes.
</li>
</ul>
<h3>Rules of Creation</h3>
<ul>
<li>Every different combination of two tastes (even if its the same taste used twice!) will add an effect to the delicacy.</li>
<li>When you combine two tastes you never combined before, determine the effect of that combination by rolling a d12 and consulting the chart on the next page; most entries also require you to make a choice (such as a specific damage type or status effect). Once youre done, record the resulting effect on your cookbook sheet: from this moment on, that taste combination will always produce that exact effect when you use it.</li>
<li>No two combinations of tastes in your cookbook sheet can have identical effects. When you determine the effect of a new combination, you must make your choices in such a way that the resulting effect has no precedents (for instance, by selecting a different damage type or status effect); if you cant, reroll the d12.</li>
<li>When completed, your cookbook sheet will feature a total of 15 effects, one for each possible pair of tastes.</li>
</ul>
<h3>Example Usage</h3>
<p>Consider the following scenario:</p>
<p>
You combine three ingredients, one of them salty and two of them bitter.
The resulting delicacy features two combinations (bitter + bitter and
bitter + salty), which means it will have two different effects.
</p>
<p>
In the past, you combined <strong>bitter + bitter</strong> and rolled a 4,
meaning the effect allows for MP recovery; conversely, you never combined
<strong>bitter + salty</strong> before, so you must determine this
combinations effect by rolling dice.
</p>
<p>
You roll a 1, and must choose a status effect for this effect; since you
already chose recovery from weak for the sour + sweet combination in the
past, you decide to opt for dazed. From now on, the bitter + salty
combination will always allow you to heal the target from dazed.
</p>
<p>
Now that youve done this, you know that your delicacy allows every target
to heal from the <strong>dazed</strong> status effect and also recover 40
Mind Points.
</p>
<h3>Example Usage</h3>
<p>Consider the following scenario:</p>
<p>You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.</p>
<p>In the past, you combined <strong>bitter + bitter</strong> and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined <strong>bitter + salty</strong> before, so you must determine this combinations effect by rolling dice.</p>
<p>You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.</p>
<p>Now that youve done this, you know that your delicacy allows every target to heal from the <strong>dazed</strong> status effect and also recover 40 Mind Points.</p>
<h3>Important Notes</h3>
<ul>
<li>Delicacies created through the Cooking Skill have an immediate effect and are then destroyed; if you want to prepare foods with unique effects and use them later, you must instead use the rules for <strong>Projects</strong> (see Core Rulebook, page 134).</li>
</ul>
</div>
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<h3>Important Notes</h3>
<ul>
<li>
Delicacies created through the Cooking Skill have an immediate effect
and are then destroyed; if you want to prepare foods with unique effects
and use them later, you must instead use the rules for
<strong>Projects</strong> (see Core Rulebook, page 134).
</li>
</ul>
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<body>
<h1>DELICACY EFFECT</h1>
<p class="section-header">
Combination effect
</p>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>DELICACY EFFECT</h1>
<p class="section-header">Combination effect</p>
<ol role="list">
<li>Each of this delicacys targets recovers from the <span class="choice-group">(choose one: dazed; enraged; poisoned; shaken; slow; weak)</span> status effect.</li>
<li>Each of this delicacys targets suffers the <span class="choice-group">(choose one: dazed; shaken; slow; weak)</span> status effect.</li>
<li>Each of this delicacys targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.</li>
<li>Each of this delicacys targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.</li>
<li>This delicacy deals 20 <span class="choice-group">(choose one: air; bolt; earth; fire; ice; poison)</span> damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.</li>
<li>Until the end of your next turn, every source that deals <span class="choice-group">(choose one: air; bolt; earth; fire; ice; poison)</span> damage deals 5 extra damage to each of this delicacys targets.</li>
<li>Each of this delicacys targets cannot perform the Guard action during their next turn.</li>
<li>Each of this delicacys targets cannot perform the Spell action during their next turn.</li>
<li>Each of this delicacys targets cannot perform the Skill action during their next turn.</li>
<li>Each of this delicacys targets gains Resistance to <span class="choice-group">(choose one: air; bolt; earth; fire; ice; poison)</span> damage until the end of your next turn.</li>
<li>Each of this delicacys targets treats their <span class="choice-group">(choose one: Dexterity; Insight; Might; Willpower)</span> as if it were one die size higher (up to a maximum of d12) until the end of your next turn.</li>
<li>During the next turn of each of this delicacys targets, all damage they deal becomes <span class="choice-group">(choose one: air; bolt; earth; fire; ice; poison)</span> and its type cannot change.</li>
</ol>
<ol role="list">
<li>
Each of this delicacys targets recovers from the
<span class="choice-group"
>(choose one: dazed; enraged; poisoned; shaken; slow; weak)</span
>
status effect.
</li>
<li>
Each of this delicacys targets suffers the
<span class="choice-group">(choose one: dazed; shaken; slow; weak)</span>
status effect.
</li>
<li>
Each of this delicacys targets recovers 40 Hit Points. This amount
increases to 50 if you are level 30 or higher.
</li>
<li>
Each of this delicacys targets recovers 40 Mind Points. This amount
increases to 50 if you are level 30 or higher.
</li>
<li>
This delicacy deals 20
<span class="choice-group"
>(choose one: air; bolt; earth; fire; ice; poison)</span
>
damage to each of its targets. This amount increases to 30 damage if you
are level 30 or higher.
</li>
<li>
Until the end of your next turn, every source that deals
<span class="choice-group"
>(choose one: air; bolt; earth; fire; ice; poison)</span
>
damage deals 5 extra damage to each of this delicacys targets.
</li>
<li>
Each of this delicacys targets cannot perform the Guard action during
their next turn.
</li>
<li>
Each of this delicacys targets cannot perform the Spell action during
their next turn.
</li>
<li>
Each of this delicacys targets cannot perform the Skill action during
their next turn.
</li>
<li>
Each of this delicacys targets gains Resistance to
<span class="choice-group"
>(choose one: air; bolt; earth; fire; ice; poison)</span
>
damage until the end of your next turn.
</li>
<li>
Each of this delicacys targets treats their
<span class="choice-group"
>(choose one: Dexterity; Insight; Might; Willpower)</span
>
as if it were one die size higher (up to a maximum of d12) until the end
of your next turn.
</li>
<li>
During the next turn of each of this delicacys targets, all damage they
deal becomes
<span class="choice-group"
>(choose one: air; bolt; earth; fire; ice; poison)</span
>
and its type cannot change.
</li>
</ol>
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<h1>Protagonists</h1>
<p style="font-size: 0.9em; color: #666;">Page 153 | Chapter Rules</p>
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<h1>Protagonists</h1>
<p style="font-size: 0.9em; color: #666">Page 153 | Chapter Rules</p>
</header>
<h2>Special Rules of Effects</h2>
<h2>Special Rules of Effects</h2>
<p>Delicacies and their effects follow a few unique rules:</p>
<p>Delicacies and their effects follow a few unique rules:</p>
<ul>
<li>Each delicacy always features one, two, or three effects, depending on which taste combinations you used (the effects may also be four or six if you use the All You Can Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and may choose to forgo any number of them (this choice must be exactly the same for all targets of the delicacy).</li>
<li>Effects 5 to 12 can only be applied during conflict scenes.</li>
<li>A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect); if a delicacy has two or more type 5 effects due to the taste combinations you used, you must choose one of them and forgo the others.</li>
<li>A delicacy can only have one type 12 effect (which is to say, a damage type-changing effect); if a delicacy has two or more type 12 effects due to the taste combinations you used, you must choose one of them and forgo the others.</li>
</ul>
<ul>
<li>
Each delicacy always features one, two, or three effects, depending on
which taste combinations you used (the effects may also be four or six if
you use the All You Can Eat Heroic Skill, on page 161); you decide in
which order to apply these effects, and may choose to forgo any number of
them (this choice must be exactly the same for all targets of the
delicacy).
</li>
<li>Effects 5 to 12 can only be applied during conflict scenes.</li>
<li>
A delicacy can only have one type 5 effect (which is to say, a
damage-dealing effect); if a delicacy has two or more type 5 effects due
to the taste combinations you used, you must choose one of them and forgo
the others.
</li>
<li>
A delicacy can only have one type 12 effect (which is to say, a damage
type-changing effect); if a delicacy has two or more type 12 effects due
to the taste combinations you used, you must choose one of them and forgo
the others.
</li>
</ul>
<p>Other than that, all of a delicacys effects are cumulative, and will be fully applied to each of its target.</p>
<p>
Other than that, all of a delicacys effects are cumulative, and will be
fully applied to each of its target.
</p>
<div class="example">
<strong>Example:</strong> If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period!
</div>
<div class="example">
<strong>Example:</strong> If you obtain a type 2 effect on sweet + umami, a
type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the
delicacy created combining these tastes will be able to deal damage, inflict
a status effect, and also prevent the use of Skill actions for a brief
period!
</div>
<div class="advice">
<h2>And Finally, A Bit of Advice!</h2>
<p>This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.</p>
<p>Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!</p>
</div>
<div class="advice">
<h2>And Finally, A Bit of Advice!</h2>
<p>
This Class is quite atypical: there is no real way to perfectly control
the role your character will cover, because your abilities are
procedurally generated over the course of the campaign. However, remember
that you may prepare delicacies outside of conflict scenes: it will cost
you some ingredients, true, but you will be able to “scout” the effects
ahead of time and avoid trial and error during a critical situation.
</p>
<p>
Other than that, pay attention to which effects best synergize with each
other and with the rest of your group, and take advantage of the multi
property to apply the same delicacy to two or more enemies!
</p>
</div>
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<blockquote>“The Temple of Five Spices is rumored to hold the recipe for a dish that can summon the soul of the deceased.”</blockquote>
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<blockquote>
“The Temple of Five Spices is rumored to hold the recipe for a dish that
can summon the soul of the deceased.”
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<h2>Invoker</h2>
<p><strong>Summary:</strong> Ascetic, Channeler, Five-Soul Master</p>
<p>
Invokers research the innate energy of souls and the way it spontaneously
flows and manifests throughout their surroundings. Even if their art
relies on calling upon the power of the elements, they adapt to the
existing power sources rather than force an unnatural outcome and upset
the flow of spirits.
</p>
<p>
That said, Invokers remain formidable adventurers: they boast great
flexibility and a unique affinity for elemental creatures.
</p>
<p class="quote"><em>"Wish not for control, but understanding."</em></p>
</div>
<div class="profile-section">
<h2>Invoker</h2>
<p><strong>Summary:</strong> Ascetic, Channeler, Five-Soul Master</p>
<p>Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.</p>
<p>That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.</p>
<p class="quote"><em>"Wish not for control, but understanding."</em></p>
</div>
<!-- Note: The text seems to jump/fragment here. I will capture the remaining profiles. -->
<div class="profile-section">
<h2>Ascetic, Channeler, Five-Soul Master</h2>
<p>
This profile description appears fragmented in the source material,
suggesting it may be an alternative or expanded title for a similar class
to Invoker.
</p>
</div>
<!-- Note: The text seems to jump/fragment here. I will capture the remaining profiles. -->
<div class="profile-section">
<h2>Ascetic, Channeler, Five-Soul Master</h2>
<p>This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.</p>
</div>
<div class="minor-section">
<p>This section appears to be metadata regarding an order or transactional entry, rather than character lore.</p>
</div>
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<div class="minor-section">
<p>
This section appears to be metadata regarding an order or transactional
entry, rather than character lore.
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<header class="page-info">Page 155 | W 33 PROTAGONISTS CHAPTER</header>
<header class="page-info">Page 155 | W 33 PROTAGONISTS CHAPTER</header>
<h1>INVOKER</h1>
<h1>INVOKER</h1>
<h2>FREE BENEFITS</h2>
<div id="benefits">
<ul>
<li>Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).</li>
</ul>
</div>
<!-- Skill Section: Elemental Harmony -->
<h2 class="skill-title">ELEMENTAL HARMONY <span class="metadata">(çç2)</span></h2>
<p>You may always communicate with creatures of the elemental Species.</p>
<p>When you restore a creatures Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by <strong>(SL × 5)</strong>.</p>
<!-- Skill Section: Invocation -->
<h2 class="skill-title">INVOCATION <span class="metadata">(çç3)</span></h2>
<p>You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your <strong>(SL)</strong> in this Skill determines which invocations you have access to.</p>
<!-- Skill Section: Linked Invocation -->
<h2 class="skill-title">LINKED INVOCATION <span class="metadata">(çç3)</span></h2>
<p>When you perform an invocation, you may spend up to <strong>(SL × 10)</strong> additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.</p>
<!-- Skill Section: Ripples -->
<h2 class="skill-title">RIPPLES <span class="metadata">(çç5)</span></h2>
<p>After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to <strong>(SL)</strong> to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.</p>
<p>If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.</p>
<!-- Skill Section: Wellspring Expansion -->
<h2 class="skill-title">WELLSPRING EXPANSION <span class="metadata">(çç5)</span></h2>
<p>As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal <strong>(SL)</strong> extra damage, and the extra damage granted by your “hex” invocations is increased by <strong>(SL)</strong>.</p>
<!-- Character Prompts -->
<h2 class="skill-title">Character Background</h2>
<h3>Personal Queries</h3>
<ul class="character-prompts">
<li>How did you develop the art of invocation?</li>
<li>Is there a spirit or elemental creature you have a special bond towards?</li>
<li>How do your invocations manifest?</li>
<li>Are your abilities relatively common, or are you the exception?</li>
<h2>FREE BENEFITS</h2>
<div id="benefits">
<ul>
<li>
Permanently increase your maximum Hit Points or Mind Points by 5 (your
choice).
</li>
</ul>
</div>
<!-- Footer Metadata -->
<!-- Skill Section: Elemental Harmony -->
<h2 class="skill-title">
ELEMENTAL HARMONY <span class="metadata">(çç2)</span>
</h2>
<p>You may always communicate with creatures of the elemental Species.</p>
<p>
When you restore a creatures Hit Points with an invocation or spell, if an
elemental is present on the scene, the restored amount is increased by
<strong>(SL × 5)</strong>.
</p>
</div>
<!-- Skill Section: Invocation -->
<h2 class="skill-title">INVOCATION <span class="metadata">(çç3)</span></h2>
<p>
You may use an action and spend 5 Mind Points to perform an invocation,
drawing energy from one of the wellsprings present on the scene (see next
page). Your <strong>(SL)</strong> in this Skill determines which invocations
you have access to.
</p>
<!-- Skill Section: Linked Invocation -->
<h2 class="skill-title">
LINKED INVOCATION <span class="metadata">(çç3)</span>
</h2>
<p>
When you perform an invocation, you may spend up to
<strong>(SL × 10)</strong> additional Mind Points. For every 10 Mind Points
you spend this way, the invocation may target an additional creature you can
see.
</p>
<!-- Skill Section: Ripples -->
<h2 class="skill-title">RIPPLES <span class="metadata">(çç5)</span></h2>
<p>
After an enemy you can see loses Hit Points due to damage dealt by one of
your allies, if that damage was increased by one or more of your “hex”
invocations, you may perform a free attack with a weapon you have equipped.
This attack may only target that enemy, and receives a bonus equal to
<strong>(SL)</strong> to its Accuracy Check; if it is successful, all its
damage becomes of the same type dealt by your ally, and all “hex”
invocations present on its target end immediately after the attack has been
resolved.
</p>
<p>
If two or more enemies trigger this Skill at the same time, you can perform
a free attack against each of them, in whatever order you prefer.
</p>
<!-- Skill Section: Wellspring Expansion -->
<h2 class="skill-title">
WELLSPRING EXPANSION <span class="metadata">(çç5)</span>
</h2>
<p>
As long as you have a weapon belonging to the arcane, bow, brawling, flail,
sword, or thrown Category equipped, your “blast” invocations deal
<strong>(SL)</strong> extra damage, and the extra damage granted by your
“hex” invocations is increased by <strong>(SL)</strong>.
</p>
<!-- Character Prompts -->
<h2 class="skill-title">Character Background</h2>
<h3>Personal Queries</h3>
<ul class="character-prompts">
<li>How did you develop the art of invocation?</li>
<li>
Is there a spirit or elemental creature you have a special bond towards?
</li>
<li>How do your invocations manifest?</li>
<li>Are your abilities relatively common, or are you the exception?</li>
</ul>
<!-- Footer Metadata -->
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<!DOCTYPE html>
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<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Wellsprings and Invocations Reference</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<h1>Wellsprings and Invocations</h1>
<div class="wellsprings-section">
<h2>Determining Available Wellsprings</h2>
<p>During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.</p>
<div class="example">
<strong>Example:</strong> During a battle taking place on a steam-powered airship amidst stormy clouds, any two of <strong class="highlight">air</strong>, <strong class="highlight">fire</strong>, <strong class="highlight">lightning</strong> and <strong class="highlight">water</strong> would make sense.
</div>
</div>
<h2>Performing an Invocation</h2>
<p>When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.</p>
<h3>Determining Access</h3>
<ul>
<li><strong>Skill Level Check:</strong> Your Skill Level in the Invocation Skill determines which invocations you have access to:</li>
<li>(SL 1) enables “blast” invocations.</li>
<li>(SL 2) enables “blast” and “hex” invocations.</li>
<li>(SL 3) gives you access to all invocations.</li>
</ul>
<div class="example">
<strong>Example:</strong> If <strong class="highlight">air</strong> and <strong class="highlight">earth</strong> wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
</div>
<h3>Scaling Effects (Level Bonuses)</h3>
<p>Invocation effects scale with character level:</p>
<ul>
<li>If an invocation deals damage, it will deal <strong class="highlight">5 extra damage</strong> if you are level 20 or higher, or <strong class="highlight">10 extra damage</strong> if you are level 40 or higher.</li>
<li>Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, the amount will increase by <strong class="highlight">10</strong> if you are level 20 or higher, or by <strong class="highlight">20</strong> if you are level 40 or higher.</li>
</ul>
<h2>Wellsprings and Invocations</h2>
<div class="invocation-list">
<h3>Air Wellspring (Damage Type: Air)</h3>
<ul>
<li><strong>Aero Blast:</strong> You deal 20 air damage to the target.</li>
<li><strong>Aero Hex:</strong> Until the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.</li>
<li><strong>Breeze:</strong> The target recovers 30 Hit Points.</li>
<li><strong>Twister:</strong> You deal 10 air damage to the target, and they suffer dazed.</li>
</ul>
</div>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<h1>Wellsprings and Invocations</h1>
<div class="wellsprings-section">
<h2>Determining Available Wellsprings</h2>
<p>
During each scene, your surroundings grant you two different
wellsprings. The Game Master tells you what these are. Remember to
describe how wellsprings manifest in the scene; they may be natural
features, objects, or even creatures.
</p>
<div class="example">
<strong>Example:</strong> During a battle taking place on a
steam-powered airship amidst stormy clouds, any two of
<strong class="highlight">air</strong>,
<strong class="highlight">fire</strong>,
<strong class="highlight">lightning</strong> and
<strong class="highlight">water</strong> would make sense.
</div>
</div>
</body>
</html>
<h2>Performing an Invocation</h2>
<p>
When you perform an invocation, choose one option you have access to among
those in the table below (provided the corresponding wellspring is
available in the scene); then, apply its effects to one creature you can
see.
</p>
<h3>Determining Access</h3>
<ul>
<li>
<strong>Skill Level Check:</strong> Your Skill Level in the Invocation
Skill determines which invocations you have access to:
</li>
<li>(SL 1) enables “blast” invocations.</li>
<li>(SL 2) enables “blast” and “hex” invocations.</li>
<li>(SL 3) gives you access to all invocations.</li>
</ul>
<div class="example">
<strong>Example:</strong> If <strong class="highlight">air</strong> and
<strong class="highlight">earth</strong> wellsprings are available and
your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast,
and Geo Hex.
</div>
<h3>Scaling Effects (Level Bonuses)</h3>
<p>Invocation effects scale with character level:</p>
<ul>
<li>
If an invocation deals damage, it will deal
<strong class="highlight">5 extra damage</strong> if you are level 20 or
higher, or <strong class="highlight">10 extra damage</strong> if you are
level 40 or higher.
</li>
<li>
Similarly, if an invocation causes the target to recover Hit Points or
lose Mind Points, the amount will increase by
<strong class="highlight">10</strong> if you are level 20 or higher, or
by <strong class="highlight">20</strong> if you are level 40 or higher.
</li>
</ul>
<h2>Wellsprings and Invocations</h2>
<div class="invocation-list">
<h3>Air Wellspring (Damage Type: Air)</h3>
<ul>
<li>
<strong>Aero Blast:</strong> You deal 20 air damage to the target.
</li>
<li>
<strong>Aero Hex:</strong> Until the start of your next turn, the
target suffers 5 extra damage from all sources that deal bolt and fire
damage.
</li>
<li><strong>Breeze:</strong> The target recovers 30 Hit Points.</li>
<li>
<strong>Twister:</strong> You deal 10 air damage to the target, and
they suffer dazed.
</li>
</ul>
</div>
</div>
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<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Wellsprings and Invocations</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>PROTAGONISTS</h1>
<h2>WELLSPRINGS AND INVOCATIONS</h2>
<h1>PROTAGONISTS</h1>
<h2>WELLSPRINGS AND INVOCATIONS</h2>
<section class="wellspring-section" id="earth">
<h3 class="element-title">Earth Wellspring</h3>
<p>(Damage Type: <strong>Earth</strong>)</p>
<section class="wellspring-section" id="earth">
<h3 class="element-title">Earth Wellspring</h3>
<p>(Damage Type: <strong>Earth</strong>)</p>
<ul class="ability-list">
<li>
<strong>Geo Blast</strong>: You deal
<strong style="color: #8b4513">20 earth damage</strong> to the target.
</li>
<li>
<strong>Geo Hex</strong>: Until the start of your next turn, the target
suffers <strong>5 extra damage</strong> from all sources that deal air
and ice damage.
</li>
<li>
<strong>Growth</strong>: The target recovers
<strong style="color: #2ecc71">30 Hit Points</strong>.
</li>
<li>
<strong>Quicksand</strong>: You deal <strong>10 earth damage</strong> to
the target, and they suffer slow.
</li>
</ul>
</section>
<ul class="ability-list">
<li>
<strong>Geo Blast</strong>: You deal <strong style="color:#8b4513;">20 earth damage</strong> to the target.
</li>
<li>
<strong>Geo Hex</strong>: Until the start of your next turn, the target suffers <strong>5 extra damage</strong> from all sources that deal air and ice damage.
</li>
<li>
<strong>Growth</strong>: The target recovers <strong style="color:#2ecc71;">30 Hit Points</strong>.
</li>
<li>
<strong>Quicksand</strong>: You deal <strong>10 earth damage</strong> to the target, and they suffer slow.
</li>
</ul>
</section>
<section class="wellspring-section" id="fire">
<h3 class="element-title">Fire Wellspring</h3>
<p>(Damage Type: <strong>Fire</strong>)</p>
<section class="wellspring-section" id="fire">
<h3 class="element-title">Fire Wellspring</h3>
<p>(Damage Type: <strong>Fire</strong>)</p>
<ul class="ability-list">
<li>
<strong>Pyro Blast</strong>: You deal
<strong style="color: #e74c3c">20 fire damage</strong> to the target.
</li>
<li>
<strong>Pyro Hex</strong>: Until the start of your next turn, the target
suffers <strong>5 extra damage</strong> from all sources that deal earth
and ice damage.
</li>
<li>
<strong>Burst</strong>: You deal <strong>10 fire damage</strong> to the
target, and they suffer shaken.
</li>
<li>
<strong>Smoke</strong>: The target loses
<strong style="color: #f39c12">20 Mind Points</strong> and also suffers
weak.
</li>
</ul>
</section>
<ul class="ability-list">
<li>
<strong>Pyro Blast</strong>: You deal <strong style="color:#e74c3c;">20 fire damage</strong> to the target.
</li>
<li>
<strong>Pyro Hex</strong>: Until the start of your next turn, the target suffers <strong>5 extra damage</strong> from all sources that deal earth and ice damage.
</li>
<li>
<strong>Burst</strong>: You deal <strong>10 fire damage</strong> to the target, and they suffer shaken.
</li>
<li>
<strong>Smoke</strong>: The target loses <strong style="color:#f39c12;">20 Mind Points</strong> and also suffers weak.
</li>
</ul>
</section>
<section class="wellspring-section" id="lightning">
<h3 class="element-title">Lightning Wellspring</h3>
<p>(Damage Type: <strong>Bolt</strong>)</p>
<section class="wellspring-section" id="lightning">
<h3 class="element-title">Lightning Wellspring</h3>
<p>(Damage Type: <strong>Bolt</strong>)</p>
<ul class="ability-list">
<li>
<strong>Electro Blast</strong>: You deal
<strong style="color: #1abc9c">20 bolt damage</strong> to the target.
</li>
<li>
<strong>Electro Hex</strong>: Until the start of your next turn, the
target suffers <strong>5 extra damage</strong> from all sources that
deal earth and fire damage.
</li>
<li>
<strong>Static</strong>: You deal <strong>10 bolt damage</strong> to the
target, and they suffer slow.
</li>
<li>
<strong>Thunder</strong>: The target loses
<strong style="color: #3498db">20 Mind Points</strong> and also suffers
dazed.
</li>
</ul>
</section>
<ul class="ability-list">
<li>
<strong>Electro Blast</strong>: You deal <strong style="color:#1abc9c;">20 bolt damage</strong> to the target.
</li>
<li>
<strong>Electro Hex</strong>: Until the start of your next turn, the target suffers <strong>5 extra damage</strong> from all sources that deal earth and fire damage.
</li>
<li>
<strong>Static</strong>: You deal <strong>10 bolt damage</strong> to the target, and they suffer slow.
</li>
<li>
<strong>Thunder</strong>: The target loses <strong style="color:#3498db;">20 Mind Points</strong> and also suffers dazed.
</li>
</ul>
</section>
<section class="wellspring-section" id="water">
<h3 class="element-title">Water Wellspring</h3>
<p>(Damage Type: <strong>Ice</strong>)</p>
<section class="wellspring-section" id="water">
<h3 class="element-title">Water Wellspring</h3>
<p>(Damage Type: <strong>Ice</strong>)</p>
<ul class="ability-list">
<li>
<strong>Hydro Blast</strong>: You deal
<strong style="color: #3498db">20 ice damage</strong> to the target.
</li>
<li>
<strong>Hydro Hex</strong>: Until the start of your next turn, the
target suffers <strong>5 extra damage</strong> from all sources that
deal air and bolt damage.
</li>
<li>
<strong>Chill</strong>: The target loses
<strong style="color: #7fb3d5">20 Mind Points</strong> and also suffers
shaken.
</li>
<li>
<strong>Frostbite</strong>: You deal <strong>10 ice damage</strong> to
the target, and they suffer weak.
</li>
</ul>
</section>
<ul class="ability-list">
<li>
<strong>Hydro Blast</strong>: You deal <strong style="color:#3498db;">20 ice damage</strong> to the target.
</li>
<li>
<strong>Hydro Hex</strong>: Until the start of your next turn, the target suffers <strong>5 extra damage</strong> from all sources that deal air and bolt damage.
</li>
<li>
<strong>Chill</strong>: The target loses <strong style="color:#7fb3d5;">20 Mind Points</strong> and also suffers shaken.
</li>
<li>
<strong>Frostbite</strong>: You deal <strong>10 ice damage</strong> to the target, and they suffer weak.
</li>
</ul>
</section>
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<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Merchant Entry</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="container">
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="container">
<header>
<h1>W158</h1>
<h2>Merchant</h2>
<h1>W158</h1>
<h2>Merchant</h2>
</header>
<p class="section-title">AKA:</p>
<p>Antiquarian, Collector, Pharmacist</p>
<div class="entry-body">
<p>Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.</p>
<p>It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.</p>
<p>
Even in worlds rife with great magic, wealth and money are very
influential. Trade and commerce are one key aspect to the development of
nations and kingdoms, and Merchants are quite aware of this power.
</p>
<h3 class="section-title">A Point of Consideration</h3>
<p>First of all, think:</p>
<ul>
<li>how will this help people in need?</li>
</ul>
<p>
It might seem strange for a Merchant to be treated on par with a hero:
and yet, those who resist the temptation of greed and rely on commerce
to foster exchanges of ideas and dialogue between distant people truly
are fighting their very own revolution.
</p>
<h3 class="section-title">A Point of Consideration</h3>
<p>First of all, think:</p>
<ul>
<li>how will this help people in need?</li>
</ul>
</div>
<div class="metadata">
<strong>Document Source:</strong> ()
</div>
</div>
</body>
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<div class="metadata"><strong>Document Source:</strong> ()</div>
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<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>The World - Chapter Overview</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>The World</h1>
<h1>The World</h1>
<p>
This chapter provides a birds eye view of Fabula Ultimas approach to
natural fantasy worlds. Both Players and Game Masters are welcome to read it
it contains valuable tools for both roles.
</p>
<p>This chapter provides a birds eye view of Fabula Ultimas approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it it contains valuable tools for both roles.</p>
<p>The chapter is constructed as follows:</p>
<p>The chapter is constructed as follows:</p>
<h2>Chapter Sections Overview</h2>
<h2>Chapter Sections Overview</h2>
<ul>
<li>
<strong>Natural Fantasy Locations</strong>: This section helps you create natural fantasy regions, settlements and landmarks. It also provides ten in-depth examples of natural fantasy locations, each detailed first as a narrative archetype, and then as a collection of playable hooks.
</li>
<li>
<strong>Conflicts</strong>: This section explores the conflicts typical of natural fantasy, from both narrative and rules perspectives.
</li>
<li>
<strong>Magic and Rituals</strong>: This section delves into the role of magic and supernatural entities in natural fantasy worlds, and what they represent.
</li>
<li>
<strong>Technology</strong>: This section provides ideas on how to frame the role of technology and craftsmanship in natural fantasy worlds, including new rules to create items from raw materials.
</li>
<li>
<strong>Rare Items and Artifacts</strong>: The chapters last two sections focus on rare items and artifacts you might find in a natural fantasy setting. As well as general advice, there are also a number of ready-to-use item lists.
</li>
</ul>
</body>
</html>
<ul>
<li>
<strong>Natural Fantasy Locations</strong>: This section helps you create
natural fantasy regions, settlements and landmarks. It also provides ten
in-depth examples of natural fantasy locations, each detailed first as a
narrative archetype, and then as a collection of playable hooks.
</li>
<li>
<strong>Conflicts</strong>: This section explores the conflicts typical of
natural fantasy, from both narrative and rules perspectives.
</li>
<li>
<strong>Magic and Rituals</strong>: This section delves into the role of
magic and supernatural entities in natural fantasy worlds, and what they
represent.
</li>
<li>
<strong>Technology</strong>: This section provides ideas on how to frame
the role of technology and craftsmanship in natural fantasy worlds,
including new rules to create items from raw materials.
</li>
<li>
<strong>Rare Items and Artifacts</strong>: The chapters last two sections
focus on rare items and artifacts you might find in a natural fantasy
setting. As well as general advice, there are also a number of
ready-to-use item lists.
</li>
</ul>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Merchant Skills Profile</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<header>
<h1>PROTAGONISTS</h1>
<h2>Merchant Free Benefits & Skills</h2>
</header>
<header>
<h1>PROTAGONISTS</h1>
<h2>Merchant Free Benefits & Skills</h2>
</header>
<!-- General Merchant/Class Features -->
<div class="skill-entry">
<h3>Merchants: Core Abilities</h3>
<ul>
<li>
<strong>Basic Inventory Improvement:</strong> Permanently increase your
maximum Inventory Points by 2.
</li>
</ul>
</div>
<!-- General Merchant/Class Features -->
<div class="skill-entry">
<h3>Merchants: Core Abilities</h3>
<ul>
<li><strong>Basic Inventory Improvement:</strong> Permanently increase your maximum Inventory Points by 2.</li>
</ul>
</div>
<h2>MERCHANT SKILLS</h2>
<h2>MERCHANT SKILLS</h2>
<!-- Skill: EXPIRATION DATE -->
<div class="skill-entry">
<h3>
When a potion or delicacy (see page 151) you created that does not deal
damage causes one or more creatures to recover Hit Points,
</h3>
<p>
You may instead have it deal poison damage equal to (half your level + (SL
× 10)) to each of those creatures. This damages type cannot change, and
it is halved if you are dealing damage to two or more creatures.
</p>
</div>
<!-- Skill: EXPIRATION DATE -->
<div class="skill-entry">
<h3>When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,</h3>
<p>You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damages type cannot change, and it is halved if you are dealing damage to two or more creatures.</p>
</div>
<!-- Skill: IVE HEARD OF IT! -->
<div class="skill-entry">
<h3>IVE HEARD OF IT!</h3>
<p>
After you or an ally who is able to hear and understand you roll dice for
a Check to examine a creature, item, or location, you may spend 1 Trade
Point to grant a bonus equal to (SL × 2) to the Result of that Check.
</p>
</div>
<!-- Skill: IVE HEARD OF IT! -->
<div class="skill-entry">
<h3>IVE HEARD OF IT!</h3>
<p>After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.</p>
</div>
<!-- Skill: PRIVATE STOCK -->
<div class="skill-entry">
<h3>PRIVATE STOCK</h3>
<p>
When you or another Player Character spend (SL + 2) or fewer Inventory
Points, you may spend 1 Trade Point to ignore that cost.
</p>
</div>
<!-- Skill: PRIVATE STOCK -->
<div class="skill-entry">
<h3>PRIVATE STOCK</h3>
<p>When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.</p>
</div>
<!-- Skill: REAL TREASURE -->
<div class="skill-entry">
<h3>REAL TREASURE</h3>
<p>
Once per session, when you help an NPC or community defeat greed and
corruption, improve their quality of life, or coexist with other
creatures, if you have acquired the Winds of Trade Skill, you gain (SL +
1) Trade Points.
</p>
</div>
<!-- Skill: REAL TREASURE -->
<div class="skill-entry">
<h3>REAL TREASURE</h3>
<p>Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.</p>
</div>
<!-- Skill: WINDS OF TRADE -->
<div class="skill-entry">
<h3>WINDS OF TRADE</h3>
<p>
After you rest in an area where commerce is possible, you gain (SL + 1)
Trade Points. You may never have more than (SL + 3) Trade Points; if you
acquire this Skill during character creation, you begin play with 2 Trade
Points.
</p>
<p>
<strong>Advanced Use:</strong> During a non-conflict scene, you may spend
2 Trade Points to choose one option:
</p>
<ul>
<li>
You create a material or rare item approved by the Game Master whose
value in zenit is equal to or lower than (your level, multiplied by 30);
<br />
<span style="font-style: italic"><strong>OR</strong></span>
</li>
<li>
You create an NPC that lives nearby and explain their occupation as well
as how you met them, then the Game Master tells you what they require in
exchange for their services.
</li>
</ul>
</div>
<!-- Skill: WINDS OF TRADE -->
<div class="skill-entry">
<h3>WINDS OF TRADE</h3>
<p>After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.</p>
<p><strong>Advanced Use:</strong> During a non-conflict scene, you may spend 2 Trade Points to choose one option:</p>
<ul>
<li>You create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30); <br>
<span style="font-style: italic;"><strong>OR</strong></span>
</li>
<li>You create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.</li>
</ul>
</div>
<!-- Character Hooks/Quests -->
<h2>Character Connections</h2>
<div class="skill-entry">
<p>When developing your character background, consider these questions:</p>
<ul>
<li>
Who introduced you to the art of commerce? Is it a family business?
</li>
<li>
Would this world be better without money? If so, why are you still a
merchant?
</li>
<li>
What do you love about commerce? And what do you despise about it?
</li>
<li>
Do you have a business rival? What is your relationship with them?
</li>
</ul>
</div>
<!-- Character Hooks/Quests -->
<h2>Character Connections</h2>
<div class="skill-entry">
<p>When developing your character background, consider these questions:</p>
<ul>
<li>Who introduced you to the art of commerce? Is it a family business?</li>
<li>Would this world be better without money? If so, why are you still a merchant?</li>
<li>What do you love about commerce? And what do you despise about it?</li>
<li>Do you have a business rival? What is your relationship with them?</li>
</ul>
</div>
<!-- Footer/Additional Content -->
<div class="skill-entry" style="background-color: #f4f0e8; border-left-color: #a3957d;">
<h4> Interaction</h4>
<p><strong>Reference:</strong> </p>
</div>
</body>
</html>
<!-- Footer/Additional Content -->
<div
class="skill-entry"
style="background-color: #f4f0e8; border-left-color: #a3957d"
>
<h4>Interaction</h4>
<p><strong>Reference:</strong></p>
</div>
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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Heroic Skills Reference</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Heroic Skills Reference</h1>
<h1>Heroic Skills Reference</h1>
<p>
These heroic skills are added to the list in the Core Rulebook (see page
232).
</p>
<p class="intro-text">
<strong>Note:</strong> The description text provided appears highly
fragmented, suggesting specific context within the source material.
Structures have been inferred based on typical rulebook layouts.
</p>
<p>These heroic skills are added to the list in the Core Rulebook (see page 232).</p>
<p class="intro-text"><strong>Note:</strong> The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.</p>
<h2>Heroic Skills with Class Mastery Requirements</h2>
<h2>Heroic Skills with Class Mastery Requirements</h2>
<!-- Skill 1: All You Can Eat Gourmet -->
<div class="skill-entry">
<div class="skill-name">All You Can Eat Gourmet</div>
<span class="skill-classes"><span>(No Specific Classes Listed)</span></span>
<div class="description"><p>Combine four ingredients into a delicacy.</p></div>
<!-- Skill 1: All You Can Eat Gourmet -->
<div class="skill-entry">
<div class="skill-name">All You Can Eat Gourmet</div>
<span class="skill-classes"><span>(No Specific Classes Listed)</span></span>
<div class="description">
<p>Combine four ingredients into a delicacy.</p>
</div>
</div>
<!-- Skill 2: Refraction -->
<div class="skill-entry">
<div class="skill-name">Refraction</div>
<span class="skill-classes">Classes: <strong >Arcanist, Spiritist</strong></span>
<div class="description"><p>Improves Aura and Barrier, and punishes enemies who damage protected targets.</p></div>
<!-- Skill 2: Refraction -->
<div class="skill-entry">
<div class="skill-name">Refraction</div>
<span class="skill-classes"
>Classes: <strong>Arcanist, Spiritist</strong></span
>
<div class="description">
<p>
Improves Aura and Barrier, and punishes enemies who damage protected
targets.
</p>
</div>
</div>
<!-- Skill 3: Bend Magic -->
<div class="skill-entry">
<div class="skill-name">Bend Magic</div>
<span class="skill-classes">Classes: <strong >Elementalist, Entropist, Invoker, Symbolist</strong></span>
<div class="description"><p>React to enemy spells with your invocations.</p></div>
<!-- Skill 3: Bend Magic -->
<div class="skill-entry">
<div class="skill-name">Bend Magic</div>
<span class="skill-classes"
>Classes:
<strong>Elementalist, Entropist, Invoker, Symbolist</strong></span
>
<div class="description">
<p>React to enemy spells with your invocations.</p>
</div>
</div>
<!-- Skill 4: Brambleheart -->
<div class="skill-entry">
<div class="skill-name">Brambleheart</div>
<span class="skill-classes">Classes: <strong >Darkblade, Floralist</strong></span>
<div class="description"><p>Your brambles protect you and react to enemy attacks.</p></div>
<!-- Skill 4: Brambleheart -->
<div class="skill-entry">
<div class="skill-name">Brambleheart</div>
<span class="skill-classes"
>Classes: <strong>Darkblade, Floralist</strong></span
>
<div class="description">
<p>Your brambles protect you and react to enemy attacks.</p>
</div>
</div>
<!-- Skill 5: Brave Bash -->
<div class="skill-entry">
<div class="skill-name">Brave Bash</div>
<span class="skill-classes">Classes: <strong >Commander, Fury, Guardian, Pilot, Weaponmaster</strong></span>
<div class="description"><p>Use Bone Crusher to challenge foes with a shield, then deal additional damage.</p></div>
<!-- Skill 5: Brave Bash -->
<div class="skill-entry">
<div class="skill-name">Brave Bash</div>
<span class="skill-classes"
>Classes:
<strong>Commander, Fury, Guardian, Pilot, Weaponmaster</strong></span
>
<div class="description">
<p>
Use Bone Crusher to challenge foes with a shield, then deal additional
damage.
</p>
</div>
</div>
<!-- Skill 6: Cheer Up! -->
<div class="skill-entry">
<div class="skill-name">Cheer Up!</div>
<span class="skill-classes">Classes: <strong >Chanter, Esper, Orator</strong></span>
<div class="description"><p>Improves My Trust in You.</p></div>
<!-- Skill 6: Cheer Up! -->
<div class="skill-entry">
<div class="skill-name">Cheer Up!</div>
<span class="skill-classes"
>Classes: <strong>Chanter, Esper, Orator</strong></span
>
<div class="description"><p>Improves My Trust in You.</p></div>
</div>
<!-- Skill 7: Chimeric Soul -->
<div class="skill-entry">
<div class="skill-name">Chimeric Soul</div>
<span class="skill-classes"
>Classes: <strong>Chimerist, Mutant</strong></span
>
<div class="description">
<p>Casting Chimerist spells grants benefits based on the Species.</p>
</div>
</div>
<!-- Skill 7: Chimeric Soul -->
<div class="skill-entry">
<div class="skill-name">Chimeric Soul</div>
<span class="skill-classes">Classes: <strong >Chimerist, Mutant</strong></span>
<div class="description"><p>Casting Chimerist spells grants benefits based on the Species.</p></div>
<!-- Skill 8: Cleansing Moonlight -->
<div class="skill-entry">
<div class="skill-name">Cleansing Moonlight</div>
<span class="skill-classes"
>Classes: <strong>Entropist, Spiritist</strong></span
>
<div class="description">
<p>Your spells can remove status effects and spells from targets.</p>
</div>
</div>
<!-- Skill 8: Cleansing Moonlight -->
<div class="skill-entry">
<div class="skill-name">Cleansing Moonlight</div>
<span class="skill-classes">Classes: <strong >Entropist, Spiritist</strong></span>
<div class="description"><p>Your spells can remove status effects and spells from targets.</p></div>
<!-- Skill 9: Ephemeral Tranquility -->
<div class="skill-entry">
<div class="skill-name">Ephemeral Tranquility</div>
<span class="skill-classes"
>Classes:
<strong>Dancer, Esper, Rogue, Spiritist, Symbolist</strong></span
>
<div class="description">
<p>
Improves Hallucination and T orpor, and cleanses status effects to cause
HP loss.
</p>
</div>
</div>
<!-- Skill 9: Ephemeral Tranquility -->
<div class="skill-entry">
<div class="skill-name">Ephemeral Tranquility</div>
<span class="skill-classes">Classes: <strong >Dancer, Esper, Rogue, Spiritist, Symbolist</strong></span>
<div class="description"><p>Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.</p></div>
<!-- Skill 10: Fitcast -->
<div class="skill-entry">
<div class="skill-name">Fitcast</div>
<span class="skill-classes"
>Classes:
<strong>Chimerist, Darkblade, Esper, Fury, Wayfarer</strong></span
>
<div class="description">
<p>
Use Might for Magic Checks, and treat weapons relying on Might as being
arcane.
</p>
</div>
</div>
<!-- Skill 10: Fitcast -->
<div class="skill-entry">
<div class="skill-name">Fitcast</div>
<span class="skill-classes">Classes: <strong >Chimerist, Darkblade, Esper, Fury, Wayfarer</strong></span>
<div class="description"><p>Use Might for Magic Checks, and treat weapons relying on Might as being arcane.</p></div>
<!-- Skill 11: For a Better Future -->
<div class="skill-entry">
<div class="skill-name">For a Better Future</div>
<span class="skill-classes">Classes: <strong>Merchant</strong></span>
<div class="description">
<p>
Use Trade Points instead of Fabula Points and improve settlements with
donations.
</p>
</div>
</div>
<!-- Skill 11: For a Better Future -->
<div class="skill-entry">
<div class="skill-name">For a Better Future</div>
<span class="skill-classes">Classes: <strong >Merchant</strong></span>
<div class="description"><p>Use Trade Points instead of Fabula Points and improve settlements with donations.</p></div>
<h2>Natural Fantasy Heroic Skills</h2>
<!-- Skill 12 (Standalone) -->
<div class="skill-entry">
<span class="skill-classes">( - No Specific Classes Listed)</span>
<div class="description">
<p><em>(No detailed description provided in the source text.)</em></p>
</div>
<h2>Natural Fantasy Heroic Skills</h2>
<!-- Skill 12 (Standalone) -->
<div class="skill-entry">
<span class="skill-classes">( - No Specific Classes Listed)</span>
<div class="description"><p><em>(No detailed description provided in the source text.)</em></p></div>
</div>
</body>
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</div>
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<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<div class="container">
<h1>PROTAGONISTS</h1>
<h1>PROTAGONISTS</h1>
<div class="skill-list-section">
<h2>HEROIC SKILL</h2>
<div class="skill-list-section">
<h2>HEROIC SKILL</h2>
<!-- Group 1: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Greater Chloromancy</span>
<span class="class-list">Floralist</span>
</div>
<p class="description">Increase magiseed effects and manipulate vegetation.</p>
</div>
<!-- Group 2: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Green Thumb</span>
<span class="class-list">Floralist</span>
</div>
<p class="description">Quicken or delay the growth of your magiseeds.</p>
</div>
<!-- Group 3: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Inner Wellspring</span>
<span class="class-list">Invoker</span>
</div>
<p class="description">Carry an elemental wellspring of your choice within yourself.</p>
</div>
<!-- Group 4: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Power Nap</span>
<span class="class-list">Guardian, Merchant, Wayfarer</span>
</div>
<p class="description">Take a little nap during a conflict to regain your energies.</p>
</div>
<!-- Group 5: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Side by Side</span>
<span class="class-list">Wayfarer</span>
</div>
<p class="description">Improve your synergy with your Faithful Companion.</p>
</div>
<!-- Group 6: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Silent Hunter</span>
<span class="class-list">Rogue, Sharpshooter, Weaponmaster</span>
</div>
<p class="description">Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.</p>
</div>
<!-- Group 7: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Skillful Dosage</span>
<span class="class-list">Gourmet, Loremaster, Merchant, Tinkerer</span>
</div>
<p class="description">Delicacies, potions and spells heal above maximum HP and MP.</p>
</div>
<!-- Group 8: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Specialty of the House</span>
<span class="class-list">Gourmet</span>
</div>
<p class="description">Prepare a unique delicacy with alternative effects.</p>
</div>
<!-- Group 9: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Strength of Five Wellsprings</span>
<span class="class-list">Invoker</span>
</div>
<p class="description">Invocations improve Attributes.</p>
</div>
<!-- Group 10: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Wise Counsel</span>
<span class="class-list">Commander, Loremaster, Orator</span>
</div>
<p class="description">Your Support Checks grant extra benefits to the leader.</p>
</div>
</div> <!-- End Skill List -->
<!-- ALL YOU CAN EAT SECTION -->
<div class="special-section">
<h2>ALL YOU CAN EAT</h2>
<p><strong>Requirements:</strong> You must have mastered the Gourmet Class.</p>
<p>Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.</p>
<!-- Sub-entry -->
<div style="margin-top: 20px; padding-left: 20px;">
</div>
<!-- Group 1: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Greater Chloromancy</span>
<span class="class-list">Floralist</span>
</div>
<p class="description">
Increase magiseed effects and manipulate vegetation.
</p>
</div>
</div>
<!-- Group 2: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Green Thumb</span>
<span class="class-list">Floralist</span>
</div>
<p class="description">Quicken or delay the growth of your magiseeds.</p>
</div>
<!-- Group 3: Core Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Inner Wellspring</span>
<span class="class-list">Invoker</span>
</div>
<p class="description">
Carry an elemental wellspring of your choice within yourself.
</p>
</div>
<!-- Group 4: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Power Nap</span>
<span class="class-list">Guardian, Merchant, Wayfarer</span>
</div>
<p class="description">
Take a little nap during a conflict to regain your energies.
</p>
</div>
<!-- Group 5: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Side by Side</span>
<span class="class-list">Wayfarer</span>
</div>
<p class="description">
Improve your synergy with your Faithful Companion.
</p>
</div>
<!-- Group 6: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Silent Hunter</span>
<span class="class-list">Rogue, Sharpshooter, Weaponmaster</span>
</div>
<p class="description">
Improve High Speed with bows, spears, and thrown weapons, and deny free
attacks.
</p>
</div>
<!-- Group 7: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Skillful Dosage</span>
<span class="class-list">Gourmet, Loremaster, Merchant, Tinkerer</span>
</div>
<p class="description">
Delicacies, potions and spells heal above maximum HP and MP.
</p>
</div>
<!-- Group 8: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Specialty of the House</span>
<span class="class-list">Gourmet</span>
</div>
<p class="description">
Prepare a unique delicacy with alternative effects.
</p>
</div>
<!-- Group 9: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Strength of Five Wellsprings</span>
<span class="class-list">Invoker</span>
</div>
<p class="description">Invocations improve Attributes.</p>
</div>
<!-- Group 10: Unique Skills -->
<div class="skill-entry">
<div>
<span class="skill-name">Wise Counsel</span>
<span class="class-list">Commander, Loremaster, Orator</span>
</div>
<p class="description">
Your Support Checks grant extra benefits to the leader.
</p>
</div>
</div>
<!-- End Skill List -->
<!-- ALL YOU CAN EAT SECTION -->
<div class="special-section">
<h2>ALL YOU CAN EAT</h2>
<p>
<strong>Requirements:</strong> You must have mastered the Gourmet Class.
</p>
<p>
Once per scene when you use the Cooking Skill, you may combine four
ingredients into a delicacy (thus ignoring the normal limit of three
ingredients). Other than that, the delicacy follows the normal rules.
</p>
<!-- Sub-entry -->
<div style="margin-top: 20px; padding-left: 20px"></div>
</div>
</div>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spellbook Extracts</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<span class="page-number">162</span>
<span class="page-number">162</span>
<h2>AURAMANCERS REFRACTION</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the <strong>Aura</strong> spell and/or the <strong>Barrier</strong> spell.</p>
<p>Choose a damage type among air, bolt, earth, fire, ice, and light.</p>
<h2>AURAMANCERS REFRACTION</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">
You must have mastered one or more Classes among Arcanist and Spiritist,
and must have learned the <strong>Aura</strong> spell and/or the
<strong>Barrier</strong> spell.
</p>
<p>Choose a damage type among air, bolt, earth, fire, ice, and light.</p>
<h4>Effect</h4>
<p>When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.</p>
</div>
<h4>Effect</h4>
<p>
When an enemy you can see deals damage to one or more creatures who are
affected by an Aura and/or Barrier spell you cast, the damage suffered by
each of those creatures is reduced by an amount equal to (half your level
in the Spiritist Class) or to (your level, divided by 10) (use whichever
value is higher; this reduction is applied before damage Affinities).
Then, you may deal an amount of damage of the chosen type equal to (half
your level) to that enemy. If you do, you cannot deal damage this way
until the start of your next turn.
</p>
</div>
<h2>BEND MAGIC</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the <strong>Invocation Skill</strong>.</p>
<h2>BEND MAGIC</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">
You must have mastered one or more Classes among Elementalist, Entropist,
Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have
acquired the <strong>Invocation Skill</strong>.
</p>
<h4>Effect</h4>
<p>After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).</p>
</div>
<h4>Effect</h4>
<p>
After an enemy you can see hits or misses you with an offensive spell (OO
), if the Result of their Magic Check was an even number, you may
immediately use the Invocation Skill for free (after the spell has been
fully resolved) to perform an invocation you have access to against that
enemy, without spending Mind Points. This invocation must not be a “hex”,
and it may target only that enemy (you cannot use the Linked Invocation
Skill with it).
</p>
</div>
<h2>BRAMBLEHEART</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the <strong>Chloromancy Skill</strong>.</p>
<h2>BRAMBLEHEART</h2>
<div class="ability">
<h3>Requirements</h3>
<p class="requirements">
You must have mastered one or more classes among Darkblade and Floralist,
and must have acquired the
<strong>Chloromancy Skill</strong>.
</p>
<h4>Effects</h4>
<ul>
<li>You are Resistant to light damage and poison damage.</li>
<li>After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock.</li>
<li>Additionally, when you use the <strong>Shadow Strike Skill</strong>, you may have your attack deal poison damage instead of dark damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).</li>
</ul>
</div>
<h4>Effects</h4>
<ul>
<li>You are Resistant to light damage and poison damage.</li>
<li>
After you lose Hit Points, if you are in Crisis and a magiseed is
present in your garden, you may fill 1 section of your Growth Clock.
</li>
<li>
Additionally, when you use the <strong>Shadow Strike Skill</strong>, you
may have your attack deal poison damage instead of dark damage (the
damage type still cannot be changed). If you do, your Shadow Strike
deals extra damage equal to (twice the number of filled sections in your
Growth Clock).
</li>
</ul>
</div>
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<html lang="en">
<head>
<meta charset="UTF-8">
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Skill and Class Descriptions</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Advanced Skill Descriptions</h1>
<h1>Advanced Skill Descriptions</h1>
<!-- Section 1: BRAVE BASH -->
<section>
<h2>BRAVE BASH</h2>
<!-- Section 1: BRAVE BASH -->
<section>
<h2>BRAVE BASH</h2>
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster.
</div>
<p>When you use the <strong>Bone Crusher Skill</strong>, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.</p>
<p>The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.</p>
</section>
<!-- Section 2: CHEER UP! -->
<section>
<h3>CHEER UP!</h3>
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the <strong>My Trust in You Skill</strong>.
</div>
<div class="skill-description">
<p>When you use <strong>My Trust in You</strong> on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.</p>
</div>
</section>
<!-- Section 3: CHIMERIC SOUL -->
<section>
<h3>CHIMERIC SOUL</h3>
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the <strong>Spell Mimic Skill</strong>.
</div>
<div class="skill-description">
<p>When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.</p>
<p>The damage types associated to each Species are:</p>
<ul>
<li>Air and ice (beast)</li>
<li>Earth and poison (construct)</li>
<li>Fire and ice (demon)</li>
<li>Air and bolt (elemental)</li>
<li>Bolt and fire (monster)</li>
<li>Earth and light (plant)</li>
<li>Dark and poison (undead)</li>
</ul>
</div>
</section>
<!-- Metadata/Footer -->
<div style="margin-top: 40px; padding-top: 15px; border-top: 1px dashed #ccc;">
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes
among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot
(see Techno Fantasy Atlas, page 158), and Weaponmaster.
</div>
</body>
</html>
<p>
When you use the <strong>Bone Crusher Skill</strong>, if your attack
targets only one creature and you have a shield equipped, you may
challenge that creature until the end of your next turn. The challenge
also ends if that creature is challenged by someone else, or if you
challenge another creature.
</p>
<p>
The creature you are challenging must include you among the targets of
their attacks and offensive spells (OO), if able; additionally, once per
turn (including other creatures turns), when you deal damage to the
creature you are challenging with a free attack using a one-handed melee
weapon, or with a custom weapon belonging to the dagger or sword Category,
you may deal 5 extra damage to that creature.
</p>
</section>
<!-- Section 2: CHEER UP! -->
<section>
<h3>CHEER UP!</h3>
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes
among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno
Fantasy Atlas, page 150) and Orator, and must have acquired the
<strong>My Trust in You Skill</strong>.
</div>
<div class="skill-description">
<p>
When you use <strong>My Trust in You</strong> on another Player
Character, that character chooses Dexterity, Insight, Might, or
Willpower: they treat the chosen Attribute as being increased by one die
size (up to a maximum of d12) until the end of the scene or until you
use My Trust in You on them again.
</p>
</div>
</section>
<!-- Section 3: CHIMERIC SOUL -->
<section>
<h3>CHIMERIC SOUL</h3>
<div class="requirement-section">
<strong>Requirements:</strong> You must have mastered one or more Classes
among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must
have acquired the <strong>Spell Mimic Skill</strong>.
</div>
<div class="skill-description">
<p>
When you cast one of your Chimerist spells, you gain a benefit based on
the Species of the creature you originally learned that spell from.
Choose one option: you gain Resistance to both damage types associated
with that Species; or when you deal damage of a type associated with
that Species, you deal 5 extra damage. The chosen benefit lasts until
the end of the scene, or until you cast a Chimerist spell again.
</p>
<p>The damage types associated to each Species are:</p>
<ul>
<li>Air and ice (beast)</li>
<li>Earth and poison (construct)</li>
<li>Fire and ice (demon)</li>
<li>Air and bolt (elemental)</li>
<li>Bolt and fire (monster)</li>
<li>Earth and light (plant)</li>
<li>Dark and poison (undead)</li>
</ul>
</div>
</section>
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<title>Character Abilities Dossier</title>
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<header style="text-align: center; margin-bottom: 30px">
<h1 style="font-size: 2em">Character Abilities Dossier</h1>
<p style="font-size: 0.9em; color: #666">Page 164</p>
</header>
<header style="text-align: center; margin-bottom: 30px;">
<h1 style="font-size: 2em;">Character Abilities Dossier</h1>
<p style="font-size: 0.9em; color: #666;">Page 164</p>
</header>
<!-- CLEANSING MOONLIGHT Section -->
<div class="section-container">
<h2>CLEANSING MOONLIGHT</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes among <span style="font-weight: bold;">Entropist</span> and <span style="font-weight: bold;">Spiritist</span>.
</div>
<p>When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.</p>
<p>When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: <strong>dazed</strong>, <strong>enraged</strong>, <strong>poisoned</strong>, <strong>shaken</strong>, <strong>slow</strong>, and <strong>weak</strong>. If you do, each target recovers from the chosen status effect.</p>
<!-- CLEANSING MOONLIGHT Section -->
<div class="section-container">
<h2>CLEANSING MOONLIGHT</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes
among <span style="font-weight: bold">Entropist</span> and
<span style="font-weight: bold">Spiritist</span>.
</div>
<!-- EPHEMERAL TRANQUILITY Section -->
<div class="section-container">
<h2>EPHEMERAL TRANQUILITY</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes among
<span class="class-list">Dancer</span> (see High Fantasy Atlas, page 142),
<span class="class-list">Esper</span> (see T echno Fantasy Atlas, page 150),
<span class="class-list">Rogue</span>,
<span class="class-list">Spiritist</span>, and <span class="class-list">Symbolist</span> (see High Fantasy Atlas, page 146).
</div>
<p>
When you hit one or more creatures with an offensive spell (OO ), if you
have an arcane weapon equipped and the High Roll of your Magic Check is 8
or higher, you may have each of those creatures no longer be affected by
all spells with a duration of “Scene” that are currently affecting them.
</p>
<p>
When you cast a spell targeting one or more allies, if you have an arcane
weapon equipped, you may choose one status effect among:
<strong>dazed</strong>, <strong>enraged</strong>,
<strong>poisoned</strong>, <strong>shaken</strong>, <strong>slow</strong>,
and <strong>weak</strong>. If you do, each target recovers from the chosen
status effect.
</p>
</div>
<p>When you cast the <strong style="color: #c0392b;">Hallucination</strong> or <strong style="color: #c0392b;">Torpor</strong> spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.</p>
<p>During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).</p>
<p>Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.</p>
<!-- EPHEMERAL TRANQUILITY Section -->
<div class="section-container">
<h2>EPHEMERAL TRANQUILITY</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes
among <span class="class-list">Dancer</span> (see High Fantasy Atlas, page
142), <span class="class-list">Esper</span> (see T echno Fantasy Atlas,
page 150), <span class="class-list">Rogue</span>,
<span class="class-list">Spiritist</span>, and
<span class="class-list">Symbolist</span> (see High Fantasy Atlas, page
146).
</div>
<!-- FITCAST Section -->
<div class="section-container">
<h2>FITCAST</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes among
<span class="class-list">Chimerist</span>, <span class="class-list">Darkblade</span>,
<span class="class-list">Esper</span> (see T echno Fantasy Atlas, page 150),
<span class="class-list">Fury</span>, and <span class="class-list">Wayfarer</span>.
</div>
<p>
When you cast the
<strong style="color: #c0392b">Hallucination</strong> or
<strong style="color: #c0392b">Torpor</strong> spells (see Core Rulebook,
page 208-209), you may apply both status effects to each target hit by the
spell.
</p>
<p>When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).</p>
<p>As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the <strong>arcane</strong> Category for the purpose of Skills and effects that require it.</p>
<p>
During a conflict, you may use an action and spend up to 20 Mind Points.
For every 10 Mind Points spent this way, you may choose a different enemy
you can see who is suffering from two or more status effects. Every enemy
chosen this way recovers from all status effects and loses an amount of
Hit Points equal to (half your level + (the number of status effects that
enemy recovered from this way, multiplied by 10)).
</p>
<p>
Then, you recover 20 Mind Points for each of those enemies that entered
Crisis or was reduced to 0 Hit Points by this effect.
</p>
</div>
<!-- FITCAST Section -->
<div class="section-container">
<h2>FITCAST</h2>
<div class="requirements">
<strong>Requirements:</strong> You must have mastered one or more Classes
among <span class="class-list">Chimerist</span>,
<span class="class-list">Darkblade</span>,
<span class="class-list">Esper</span> (see T echno Fantasy Atlas, page
150), <span class="class-list">Fury</span>, and
<span class="class-list">Wayfarer</span>.
</div>
</body>
</html>
<p>
When you perform a Magic Check for a spell or Ritual, you may replace one
of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).
</p>
<p>
As long as the Accuracy formula of a weapon you have equipped includes
Might, you may treat that weapon as also belonging to the
<strong>arcane</strong> Category for the purpose of Skills and effects
that require it.
</p>
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<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Chapter Expansion Rules</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>CHAPTER FOR A BETTER FUTURE</h1>
<h1>CHAPTER FOR A BETTER FUTURE</h1>
<div class="requirement-box">
<strong>Requirements:</strong> You must have mastered the
<strong class="skill-name">Merchant Class</strong>, and must have acquired
the <strong class="skill-name">Real Treasure</strong> and
<strong class="skill-name">Winds of Trade Skills</strong>.
</div>
<section>
<h2>Trading and Point Mechanics</h2>
<p>
When you need to spend one or more <strong>Fabula Points</strong>, if you
are not spending them to alter the story (see Core Rulebook, page 98), you
may spend that many <strong>Trade Points</strong> instead. Describe which
memories of your trades and journeys give you strength!
</p>
<p>
Additionally, when you gain two or more
<strong>Trade Points</strong> through the <em>Real Treasure</em> or
<em>Winds of Trade Skills</em>, you may choose to gain exactly 1 Trade
Point instead. If you do, follow these steps:
</p>
<ul>
<li>
Choose a settlement within 1 travel day of your position and increase
its prosperity by an amount equal to (your Skill Level in
<strong>Winds of Trade</strong> + your Skill Level in
<strong>Real Treasure</strong>).
</li>
<li>A settlements prosperity starts at 0 and has no upper limit.</li>
</ul>
</section>
<section>
<h2>Prosperity Effects</h2>
<p>
The chart below indicates the effects of your donations on the settlement
and on anything within 1 travel day of it.
</p>
<table>
<thead>
<tr>
<th>Minimum Prosperity</th>
<th>Effect within 1 Travel Day</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>10 or more</strong></td>
<td>
When you or an ally need to pay a cost in zenit, whatever the
reason, that cost is halved.
</td>
</tr>
<tr>
<td><strong>15 or more</strong></td>
<td>
People gladly accommodate you and your allies: while in this area,
you can always rest freely, without spending zenit. Furthermore, any
travel rolls made in this area never use a die greater than d8.
</td>
</tr>
<tr>
<td><strong>20 or more</strong></td>
<td>
When a Villain in this area spends Ultima Points, they must spend
twice as many Ultima Points.
</td>
</tr>
</tbody>
</table>
</section>
<section>
<h2>GREATER CHLOROMANCY</h2>
<div class="requirement-box">
<strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Merchant Class</strong>, and must have acquired the <strong class="skill-name">Real Treasure</strong> and <strong class="skill-name">Winds of Trade Skills</strong>.
<strong>Requirements:</strong> You must have mastered the
<strong class="skill-name">Floralist Class</strong>.
</div>
<section>
<h2>Trading and Point Mechanics</h2>
<p>When you need to spend one or more <strong>Fabula Points</strong>, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many <strong>Trade Points</strong> instead. Describe which memories of your trades and journeys give you strength!</p>
<p>
Once per turn when a magiseed leaves your garden, if that magiseed has one
or more "at the end of your turn" effects, you may spend
<strong>20 Mind Points</strong>. If you do, reproduce one of those effects
(you may also choose an effect that doesnt match the current sections of
your Growth Clock).
</p>
<p>Additionally, when you gain two or more <strong>Trade Points</strong> through the <em>Real Treasure</em> or <em>Winds of Trade Skills</em>, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:</p>
<ul>
<li>Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in <strong>Winds of Trade</strong> + your Skill Level in <strong>Real Treasure</strong>).</li>
<li>A settlements prosperity starts at 0 and has no upper limit.</li>
</ul>
</section>
<p class="additional-effect">
Additionally, if you have acquired the
<strong>Verdant Sway Skill</strong>, your Rituals can now also influence
and control soldier-Rank creatures belonging to the plant Species (but you
are still unable to create them).
</p>
</section>
<section>
<h2>Prosperity Effects</h2>
<p>The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.</p>
<table>
<thead>
<tr>
<th>Minimum Prosperity</th>
<th>Effect within 1 Travel Day</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>10 or more</strong></td>
<td>When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.</td>
</tr>
<tr>
<td><strong>15 or more</strong></td>
<td>People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.</td>
</tr>
<tr>
<td><strong>20 or more</strong></td>
<td>When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.</td>
</tr>
</tbody>
</table>
</section>
<section>
<h2>GREATER CHLOROMANCY</h2>
<div class="requirement-box">
<strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Floralist Class</strong>.
</div>
<p>Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend <strong>20 Mind Points</strong>. If you do, reproduce one of those effects (you may also choose an effect that doesnt match the current sections of your Growth Clock).</p>
<p class="additional-effect">
Additionally, if you have acquired the <strong>Verdant Sway Skill</strong>, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).
</p>
</section>
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Skill Descriptions</title>
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</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<div class="skill-section">
<h1>GREEN THUMB</h1>
<div class="skill-section">
<h1>GREEN THUMB</h1>
<h2>Requirements</h2>
<p class="requirements">you must have mastered the <strong>Floralist Class</strong>.</p>
<h2>Effect</h2>
<div class="effect">
<p>When you fill 1 or more sections of your Growth Clock, you may choose one option:</p>
<ul>
<li>You fill 1 additional section of your Growth Clock; </li>
<li>Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).</li>
</ul>
<p class="note">If you do, you cannot use this effect again until after your Growth Clock has become completely empty.</p>
<p>Additionally, damage dealt by your magiseeds ignores Resistances.</p>
</div>
<h2>Requirements</h2>
<p class="requirements">
you must have mastered the <strong>Floralist Class</strong>.
</p>
<h2>Effect</h2>
<div class="effect">
<p>
When you fill 1 or more sections of your Growth Clock, you may choose
one option:
</p>
<ul>
<li>You fill 1 additional section of your Growth Clock;</li>
<li>
Or you fill 1 fewer section of your Growth Clock (to a minimum of 0
sections filled).
</li>
</ul>
<p class="note">
If you do, you cannot use this effect again until after your Growth
Clock has become completely empty.
</p>
<p>Additionally, damage dealt by your magiseeds ignores Resistances.</p>
</div>
</div>
<div class="skill-section">
<h1>INNER WELLSPRING</h1>
<div class="skill-section">
<h1>INNER WELLSPRING</h1>
<h2>Requirements</h2>
<p class="requirements">you must have mastered the <strong>Invoker Class</strong>.</p>
<h2>Requirements</h2>
<p class="requirements">
you must have mastered the <strong>Invoker Class</strong>.
</p>
<h2>Effect</h2>
<div class="effect">
<p>When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:</p>
<ul>
<li>You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.</li>
<li>You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.</li>
<li>You gain Resistance to the damage type corresponding to the chosen wellspring.</li>
<li>When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.</li>
</ul>
</div>
<h2>Effect</h2>
<div class="effect">
<p>
When you acquire this Heroic Skill and whenever you rest, you may choose
one wellspring: air, earth, fire, lightning, or water. If you do, you
gain the following benefits until your next rest:
</p>
<ul>
<li>
You always treat the chosen wellspring as being available during each
scene, in addition to whatever wellsprings are already available.
</li>
<li>
You may perform Rituals of the Elementalism discipline, but only if
those Rituals manipulate the element of the chosen wellspring.
</li>
<li>
You gain Resistance to the damage type corresponding to the chosen
wellspring.
</li>
<li>
When you deal damage, you may change its type to the one corresponding
to the chosen wellspring. If you do, that damage ignores Resistances.
</li>
</ul>
</div>
</div>
<div class="skill-section">
<h1>POWER NAP</h1>
<div class="skill-section">
<h1>POWER NAP</h1>
<h2>Requirements</h2>
<p class="requirements">you must have mastered one or more Classes among <strong>Guardian</strong>, <strong>Merchant</strong>, and <strong>Wayfarer</strong>.</p>
<h2>Requirements</h2>
<p class="requirements">
you must have mastered one or more Classes among
<strong>Guardian</strong>, <strong>Merchant</strong>, and
<strong>Wayfarer</strong>.
</p>
<h2>Effect</h2>
<div class="effect">
<p>On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:</p>
<ul>
<li>Your turn ends immediately;</li>
<li>You lose the ability to hear and see;</li>
<li>Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).</li>
</ul>
<p class="note">These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.</p>
</div>
<h2>Effect</h2>
<div class="effect">
<p>
On your turn during a conflict, you may use an action to recover an
amount of Hit Points and Mind Points equal to (20 + half your level) and
also recover from all status effects. If you do:
</p>
<ul>
<li>Your turn ends immediately;</li>
<li>You lose the ability to hear and see;</li>
<li>
Your Defense and Magic Defense scores become equal to 5 and cannot be
modified in any way (but you may still use the Protect Skill from the
Guardian Class, if you have acquired it!).
</li>
</ul>
<p class="note">
These penalties last until the start of your next turn, until after you
lose Hit Points, or until after you are hit by an attack or offensive
spell.
</p>
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<h1>Advanced Character Skills Overview</h1>
<!-- Skill 1: PROTAGONISTS -->
<h2>33PROTAGONISTS</h2>
<div class="requirements">
<strong>Requirements:</strong> you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill.
<strong>Requirements:</strong> you must have mastered the Wayfarer Class,
and must have acquired the Faithful Companion Skill.
</div>
<p>When your companion deals damage, they deal 5 extra damage.</p>
<p>When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companions Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).</p>
<p>
When your companion performs a Check, you may spend 1 Fabula Point and
invoke one of your companions Traits in order to let them reroll one or
both dice (as per the rules on page 46 of the Core Rulebook).
</p>
<p>After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companions action has been resolved):</p>
<p>
After you use the Faithful Companion Skill to have your companion perform
an action during your turn, you may choose one option (after the
companions action has been resolved):
</p>
<ul>
<li>You and your companion each recover 10 Mind Points; <br>(OR)</li>
<li>The first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).</li>
<li>You and your companion each recover 10 Mind Points; <br />(OR)</li>
<li>
The first time you or your companion perform a Check before the end of
your next turn, that Check gains a bonus equal to (your Skill Level in
Faithful Companion).
</li>
</ul>
<!-- Separator/Section Break -->
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<!-- Skill 2: SILENT HUNTER -->
<h2>SILENT HUNTER</h2>
<div class="requirements">
<strong>Requirements:</strong> you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.
<strong>Requirements:</strong> you must have mastered one or more Classes
among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the
High Speed Skill.
</div>
<p>When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).</p>
<p>Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.</p>
<p>
When you use the High Speed Skill to perform a free attack with a weapon
belonging to the bow, spear, or thrown Category, the attack deals extra
damage equal to (your Skill Level in the High Speed Skill, multiplied by
5).
</p>
<p>
Additionally, when you attack one or more creatures with a weapon that
belongs to the bow, spear, or thrown Category, those creatures cannot
perform free attacks until the end of the current turn.
</p>
<!-- Separator/Section Break -->
<hr style="margin: 40px 0; border: none; border-top: 1px dashed #ccc;">
<hr style="margin: 40px 0; border: none; border-top: 1px dashed #ccc" />
<!-- Skill 3: SKILLFUL DOSAGE -->
<h2>SKILLFUL DOSAGE</h2>
<div class="requirements">
<strong>Requirements:</strong> you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer.
<strong>Requirements:</strong> you must have mastered one or more Classes
among Gourmet, Loremaster, Merchant, and Tinkerer.
</div>
<p>Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.</p>
<p>
Potions and delicacies you create, as well as spells you cast, can now
cause creatures to recover Hit Points and Mind Points beyond their maximum
HP and MP scores.
</p>
<p>This cannot cause a creatures current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.</p>
<p>
This cannot cause a creatures current HP and/or MP to go above 150% of
the respective maximum scores; at the end of each scene, if the current
Hit Points and/or Mind Points of a creature are still above their maximum
scores, they become equal to the maximum score.
</p>
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<span class="page-number">168</span>
<h1>SPECIALTY OF THE HOUSE</h1>
</header>
</header>
<div class="requirement">
<div class="requirement">
<strong>Requirements:</strong> You must have mastered the Gourmet Class.
</div>
</div>
<p>When you acquire this Heroic Skill, choose three different tastes among <strong>bitter</strong>, <strong>salty</strong>, <strong>sour</strong>, <strong>sweet</strong>, and <strong>umami</strong>. Then, choose three different effects among the following:</p>
<p>
When you acquire this Heroic Skill, choose three different tastes among
<strong>bitter</strong>, <strong>salty</strong>, <strong>sour</strong>,
<strong>sweet</strong>, and <strong>umami</strong>. Then, choose three
different effects among the following:
</p>
<div class="section-title">
Selectable Effects:
</div>
<ul>
<li>You deal 20 (choose one: dark, light) damage to each of this delicacys targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill.</li>
<li>During the next turn of each of this delicacys targets, all damage they deal becomes (choose one: dark, light) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill.</li>
<li>For each of this delicacys targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.</li>
<li>Choose yourself or an ally you can see. For each of this delicacys targets, the next time that target performs an attack or casts an offensive spell (OO) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able).</li>
<div class="section-title">Selectable Effects:</div>
<ul>
<li>
You deal 20 (choose one: dark, light) damage to each of this delicacys
targets. This amount increases to 30 damage if you are level 30 or higher.
Choose the type of this effect when you acquire this Heroic Skill.
</li>
<li>
During the next turn of each of this delicacys targets, all damage they
deal becomes (choose one: dark, light) and its type cannot change. Choose
the type of this effect when you acquire this Heroic Skill.
</li>
<li>
For each of this delicacys targets, if they are affected by one or more
spells with a duration of “Scene”, instead they are no longer affected by
any of those spells.
</li>
<li>
Choose yourself or an ally you can see. For each of this delicacys
targets, the next time that target performs an attack or casts an
offensive spell (OO) before the end of this scene, they must include the
chosen creature among the targets of that attack or spell (if able).
</li>
<li>Each of this delicacys targets suffers <strong>enraged</strong>.</li>
<li>Each of this delicacys targets suffers <strong>poisoned</strong>.</li>
<li>Each of this delicacys targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher.</li>
<li>Each of this delicacys targets recovers from a single status of their choice.</li>
<li>Each of this delicacys targets recovers from <strong>dazed</strong>, <strong>enraged</strong>, and <strong>shaken</strong>.</li>
<li>Each of this delicacys targets recovers from <strong>poisoned</strong>, <strong>slow</strong>, and <strong>weak</strong>.</li>
</ul>
<li>
Each of this delicacys targets recovers 30 Hit Points and 30 Mind Points,
or 40 Hit Points and 40 Mind Points if you are level 30 or higher.
</li>
<li>
Each of this delicacys targets recovers from a single status of their
choice.
</li>
<li>
Each of this delicacys targets recovers from <strong>dazed</strong>,
<strong>enraged</strong>, and <strong>shaken</strong>.
</li>
<li>
Each of this delicacys targets recovers from <strong>poisoned</strong>,
<strong>slow</strong>, and <strong>weak</strong>.
</li>
</ul>
<div class="section-title">
Advanced Activation (Ingredient Mastery)
</div>
<p>When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacys normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.</p>
<div class="section-title">Advanced Activation (Ingredient Mastery)</div>
<p>
When you create a delicacy using exactly 3 ingredients during a conflict, if
each ingredient matches a different taste among those chosen when you
acquired this Heroic Skill, you may ignore all of that delicacys normal
effects. If you do, you may instead apply one, two, or all the effects you
chose when you acquired this Heroic Skill.
</p>
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<title>Natural Fantasy Locations</title>
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<header>
<h1>Natural Fantasy Locations</h1>
</header>
<header>
<h1>Natural Fantasy Locations</h1>
</header>
<section>
<p>
During World Creation (see Core Rulebook, page 148) and play sessions, you
will often be called upon to introduce new regions, towns, or interesting
locations. This section contains advice and suggestions and discusses the
mindset to adopt when creating natural fantasy locations, and then
provides ten examples you can use in your campaigns or draw upon for
inspiration.
</p>
<section>
<p>During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.</p>
<h2>Ancient Roots, Future Branches</h2>
<p>
The key element that sets natural fantasy locations apart is simple, but
should never be taken for granted its the tension between a mostly
forgotten past and an unpredictable future, a maelstrom of visions of ruin
and hope.
</p>
<h2>Ancient Roots, Future Branches</h2>
<p>The key element that sets natural fantasy locations apart is simple, but should never be taken for granted its the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.</p>
<ul>
<li>
<strong>Roots in the past.</strong> Ancient events and their influence
on the present might manifest in many different ways: from the complex
religious traditions of a clan of hunters to the whispering ruins buried
among the dunes of the desert. Every place has many stories to tell and
lessons to teach those who explore it with an open mind, humility, and
respect, accepting even its long silences.
</li>
<li>
<strong>Branching toward the future.</strong> The future is
unpredictable and not yet written: its potential might take the shape of
a precious resource, a new generation able to break a millennia-old
curse or even a small cub or hatchling, the last survivor of its kind.
</li>
</ul>
<ul>
<li>
<strong>Roots in the past.</strong> Ancient events and their influence on the present might manifest in many different ways: from the complex religious traditions of a clan of hunters to the whispering ruins buried among the dunes of the desert. Every place has many stories to tell and lessons to teach those who explore it with an open mind, humility, and respect, accepting even its long silences.
</li>
<li>
<strong>Branching toward the future.</strong> The future is unpredictable and not yet written: its potential might take the shape of a precious resource, a new generation able to break a millennia-old curse or even a small cub or hatchling, the last survivor of its kind.
</li>
</ul>
<div class="advice-box">
<p>
To be narratively alive and inspired, a natural fantasy location should
exist in the present, the liminal space between these vague extremes
showing the signs of a past not fully understood and holding in its
hands a fragile future, which will blossom only if its protected
without smothering it. We might say that:
</p>
<p style="font-weight: 600; margin-top: 15px">
If a location does not offer significant revelations about the worlds
past or the traditions of its inhabitants, nor hides a potential that
might bring joy or ruination, depending on how those same people
cultivate it, then you need to put a bit more work into it.
</p>
</div>
<div class="advice-box">
<p>To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if its protected without smothering it. We might say that:</p>
<p style="font-weight: 600; margin-top: 15px;">If a location does not offer significant revelations about the worlds past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.</p>
</div>
<p>However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it this is the kind of contribution that <strong>Players</strong> should provide often during the course of the game.</p>
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<p>
However, remember that it is not just the Game Master who has the right
and responsibility to create, describe, and enrich locations and areas in
interesting ways. For instance, you can spend a Fabula Point to describe
how your character hears a feeble voice coming from the nearby spring,
despite the local elders believing its guardian spirit has long abandoned
it this is the kind of contribution that
<strong>Players</strong> should provide often during the course of the
game.
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<h1>PROTAGONISTS CHAPTER</h1>
<h1>PROTAGONISTS CHAPTER</h1>
<section id="strength-of-five">
<h2>Strength of Five Wellsprings</h2>
<section id="strength-of-five">
<h2>Strength of Five Wellsprings</h2>
<div class="requirement">
<strong>Requirements:</strong> You must have mastered the Invoker Class.
</div>
<p>After you perform an invocation during a conflict, you and up to one ally you can see increase one of your <strong>Attributes</strong> die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:</p>
<ul>
<li><strong>Air:</strong> Insight</li>
<li><strong>Earth:</strong> One Attribute of your choice</li>
<li><strong>Fire:</strong> Dexterity</li>
<li><strong>Lightning:</strong> Might</li>
<li><strong>Water:</strong> Willpower</li>
</ul>
</section>
<section id="wise-counsel">
<h2>Wise Counsel</h2>
<div class="requirement">
<strong>Requirements:</strong> You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator.
</div>
<h3>Support Check Modification</h3>
<p>When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use <em>(INS + INS)</em>, <em>(INS + WLP)</em>, or <em>(WLP + WLP)</em> instead of the normal Attributes required by the Support Check.</p>
<p style="font-style: italic;">Describe how you offer your advice!</p>
<h3>Teamwork Boost</h3>
<p>Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Characters Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:</p>
<ul class="skill-benefit-list">
<li>That character recovers 20 Mind Points.</li>
<li>That character recovers from dazed, enraged and shaken.</li>
<li>At the end of that characters turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20.</li>
<li>If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.</li>
</ul>
</section>
<div style="margin-top: 50px; padding-top: 20px; border-top: 1px solid #eee;">
<strong>[Unrelated Metadata/Fluff]</strong>
<p><em>"Silver Fork Style, Secret Technique: Spaghetti Spinner!"</em></p>
<div class="requirement">
<strong>Requirements:</strong> You must have mastered the Invoker Class.
</div>
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<p>
After you perform an invocation during a conflict, you and up to one ally
you can see increase one of your <strong>Attributes</strong> die sizes by
one (up to a maximum of d12). This increase lasts until the end of the
scene or until you use this Skill again, and the Attribute is based on the
wellspring you invoked:
</p>
<ul>
<li><strong>Air:</strong> Insight</li>
<li><strong>Earth:</strong> One Attribute of your choice</li>
<li><strong>Fire:</strong> Dexterity</li>
<li><strong>Lightning:</strong> Might</li>
<li><strong>Water:</strong> Willpower</li>
</ul>
</section>
<section id="wise-counsel">
<h2>Wise Counsel</h2>
<div class="requirement">
<strong>Requirements:</strong> You must have mastered one or more Classes
among Commander (see High Fantasy Atlas, page 140), Loremaster, and
Orator.
</div>
<h3>Support Check Modification</h3>
<p>
When you perform a Support Check, if the leader of the Group Check can
hear and understand you, you may use <em>(INS + INS)</em>,
<em>(INS + WLP)</em>, or <em>(WLP + WLP)</em> instead of the normal
Attributes required by the Support Check.
</p>
<p style="font-style: italic">Describe how you offer your advice!</p>
<h3>Teamwork Boost</h3>
<p>
Additionally, when you use the teamwork option (see Core Rulebook, page
76) to support another Player Characters Check during their turn in a
conflict scene, you may spend 10 Mind Points. If you do, choose up to two
of the following benefits:
</p>
<ul class="skill-benefit-list">
<li>That character recovers 20 Mind Points.</li>
<li>That character recovers from dazed, enraged and shaken.</li>
<li>
At the end of that characters turn, choose one option: perform a free
attack with a weapon you have equipped; or perform the Spell action for
free, casting a spell whose total MP cost is equal to or lower than 20.
</li>
<li>
If that character succeeds on their Check and the Check allows them to
fill or erase one or more sections of a Clock, they may fill or erase 1
additional section of it.
</li>
</ul>
</section>
<div style="margin-top: 50px; padding-top: 20px; border-top: 1px solid #eee">
<strong>[Unrelated Metadata/Fluff]</strong>
<p><em>"Silver Fork Style, Secret Technique: Spaghetti Spinner!"</em></p>
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<div class="page-number">170</div>
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<h2>W W</h2>
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<div class="page-number">170</div>
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<title>Antagonists Chapter</title>
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<h1>ANTAGONISTS</h1>
<h1>ANTAGONISTS</h1>
<p>
This books fourth and final chapter delves into the creation of natural
fantasy enemy NPCs especially Villains. Game Masters can combine it with
similar advice from the Core Rulebook (mostly from page 292 onwards) to plan
riveting conflict scenes for all game levels. As usual, you can use the
material as is or adapt it to your liking by following the advice below.
</p>
<p>This books fourth and final chapter delves into the creation of natural fantasy enemy NPCs especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.</p>
<h2 id="natural-fantasy-villains">NATURAL FANTASY VILLAINS</h2>
<p>
An introductory section containing tips and advice for creating and playing
pivotal antagonists in the natural fantasy style.
</p>
<h2 id="natural-fantasy-villains">NATURAL FANTASY VILLAINS</h2>
<p>An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.</p>
<h2 id="villain-examples">VILLAIN EXAMPLES</h2>
<p>
Five different enemy NPCs one each for levels 5, 10, 20, 30, and 40 that
make ideal natural fantasy Villains. For each, youll find this information:
</p>
<h2 id="villain-examples">VILLAIN EXAMPLES</h2>
<p>Five different enemy NPCs one each for levels 5, 10, 20, 30, and 40 that make ideal natural fantasy Villains. For each, youll find this information:</p>
<ul>
<li>
<strong>History.</strong> The Villains base concept and possible
backstory.
</li>
<li>
<strong>Profile.</strong> The Villains statistics, as described on page
320 of the Core Rulebook.
</li>
<li><strong>Tactics.</strong> The Villains preferred combat tactics.</li>
<li>
<strong>Extra content.</strong> One or more additional ideas, including
tips for modifying the Villains profile, possible supporting enemies, and
even additional phases (see Core Rulebook, page 301) that you can use
during conflicts.
</li>
</ul>
<ul>
<li><strong>History.</strong> The Villains base concept and possible backstory.</li>
<li><strong>Profile.</strong> The Villains statistics, as described on page 320 of the Core Rulebook.</li>
<li><strong>Tactics.</strong> The Villains preferred combat tactics.</li>
<li><strong>Extra content.</strong> One or more additional ideas, including tips for modifying the Villains profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.</li>
</ul>
<p>
These Villains were designed to spark the Game Masters imagination and
assume a group of 4 well-rounded PCs. Remember that some of their abilities
might not conform to the standard cost for NPC Skills (see Core Rulebook,
page 303) and that youll likely need to tweak these Villains before adding
them to your campaign. To balance things out, consider your Player
Characters capacities and then modify any opposing Affinities, immunities
to status effects, damage types, or other parameters that could be
frustrating to deal with or unsuitable for your groups campaign.
</p>
<p>These Villains were designed to spark the Game Masters imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that youll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your groups campaign.</p>
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<h1>Natural Fantasy Villains</h1>
<p>When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.</p>
<h1>Natural Fantasy Villains</h1>
<h2>Basic Principles</h2>
<p>The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:</p>
<p>
When you create a natural fantasy antagonist, the information on page 254 of
the Core Rulebook is an excellent starting point, but there are a few extra
things to remember, just as there are for Player Characters.
</p>
<ul>
<li><strong>A link to the past.</strong> These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past.</li>
<li><strong>Familiar concepts.</strong> A natural fantasy antagonists motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent.</li>
<li><strong>Catastrophic results.</strong> When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villains victory will tear open a wound in this world.</li>
</ul>
<h2>Basic Principles</h2>
<p>
The natural fantasy genre presents a significant variety of archetypal
Villains, but we can still infer some common key traits:
</p>
<p>The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:</p>
<ul>
<li>
<strong>A link to the past.</strong> These antagonists have one or more
elements that link them to the past of the setting: some are obsessed by
ancient legends; others crave power and authority lent by millennia-old
magics and technologies, or want to wipe out every last trace of them;
finally, some are entities who survived an ancient calamity or were
created in the distant past.
</li>
<li>
<strong>Familiar concepts.</strong> A natural fantasy antagonists
motivations and origin are often linked to needs, feelings, doubts, or
emergencies that you might have had a brush with at least once in your
personal life. As much as this might unsettle you, a part of you should be
able to understand, perhaps at an instinctual level, what these Villains
represent.
</li>
<li>
<strong>Catastrophic results.</strong> When a natural fantasy Villain
reaches their goals, the consequences are devastating: be it the awakening
of a truly ancient danger, a permanent alteration to the ecosystem, or the
extermination of entire communities, the Villains victory will tear open
a wound in this world.
</li>
</ul>
<ul>
<li><strong>Stories, relics and traditions.</strong> If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory fertile ground for studies and speculations.</li>
<li><strong>Game Master scenes.</strong> Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding.</li>
<li><strong>Conflicts.</strong> During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective.</li>
</ul>
</div>
<p>
The Game Master is given three main tools for introducing these Villains
into the narrative and diving deep into their origins and objectives:
</p>
<ul>
<li>
<strong>Stories, relics and traditions.</strong> If a Villain is the
incarnation of an ancient danger, references to their existence should
gradually appear during the campaign: these sources are often vague or
partly contradictory fertile ground for studies and speculations.
</li>
<li>
<strong>Game Master scenes.</strong> Above all else, these scenes are
useful to add depth to the antagonists, revealing their doubts and
hesitations. When dealing with Villains that are closer in nature to a
cataclysm or a supernatural presence, these scenes can show omens of their
arrival and a growing sense of foreboding.
</li>
<li>
<strong>Conflicts.</strong> During conflicts, natural fantasy Villains
tend to fully embrace one of two extremes: some speak openly with the
protagonists, explaining their reasons, while others march forward,
undeterred and silent, toward their objective.
</li>
</ul>
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<h1>ANTAGONISTS</h1>
<h2>CHAPTER: THE FOUR ARCHETYPES</h2>
<p>
In natural fantasy, Villains often fit into one of four recurring types,
with some very distinctive characteristics.
</p>
</header>
<header>
<h1>ANTAGONISTS</h1>
<h2>CHAPTER: THE FOUR ARCHETYPES</h2>
<p>In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.</p>
</header>
<section class="archetype-list">
<div class="archetype-detail">
<h3>THE ARROGANT</h3>
<p>
This Villain is driven by ego: craving power, money and/or knowledge, they
never stop to consider the destructive consequences of their actions and
see the world as something to examine, dissect, exploit, and optimize.
</p>
<strong>Examples:</strong>
<ul>
<li>
an adventurer willing to commit any kind of atrocity to collect valuable
trophies;
</li>
<li>
a pioneer ready to destroy the ecosystem to build roads and railways.
</li>
</ul>
</div>
<section class="archetype-list">
<div class="archetype-detail">
<h3>THE ARROGANT</h3>
<p>This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.</p>
<strong>Examples:</strong>
<ul>
<li>an adventurer willing to commit any kind of atrocity to collect valuable trophies;</li>
<li>a pioneer ready to destroy the ecosystem to build roads and railways.</li>
</ul>
</div>
<div class="archetype-detail">
<h3>THE PROTECTOR</h3>
<p>
This Villain wants to protect one community at the detriment of another.
They believe they are doing what is necessary and, if defeated, might even
become an ally.
</p>
<strong>Examples:</strong>
<ul>
<li>
a warrior looking for an ancient weapon that will let him impose a truce
between clans;
</li>
<li>
a huntress who wants to exterminate every predator in the continent.
</li>
</ul>
</div>
<div class="archetype-detail">
<h3>THE PROTECTOR</h3>
<p>This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.</p>
<strong>Examples:</strong>
<ul>
<li>a warrior looking for an ancient weapon that will let him impose a truce between clans;</li>
<li>a huntress who wants to exterminate every predator in the continent.</li>
</ul>
</div>
<div class="archetype-detail">
<h3>THE OUTSIDER</h3>
<p>
Either supernatural or artificial, this antagonist follows a personal and
unfathomable logic. They rarely speak, and when they do it muddies the
waters even more, or they quote events, rules or information completely
unknown to the characters.
</p>
<strong>Examples:</strong>
<ul>
<li>
a demon or ghost coming to reclaim a tribute in accordance with a
forgotten tradition;
</li>
<li>an artificial intelligence reawakened in the wrong age.</li>
</ul>
</div>
<div class="archetype-detail">
<h3>THE OUTSIDER</h3>
<p>Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.</p>
<strong>Examples:</strong>
<ul>
<li>a demon or ghost coming to reclaim a tribute in accordance with a forgotten tradition;</li>
<li>an artificial intelligence reawakened in the wrong age.</li>
</ul>
</div>
<div class="archetype-detail">
<h3>THE CATASTROPHE</h3>
<p>
This Villain could be a monster, a beast, an elemental phenomenon, a
disease, or even an expanding ecosystem (see next page). They are the
incarnation of a looming disaster and there is no chance for parlay.
</p>
<strong>Examples:</strong>
<ul>
<li>a scourge created by a cyclical curse;</li>
<li>
an infection that corrupts animals and plants, turning them into
abominations;
</li>
<li>a wandering volcano close to erupting.</li>
</ul>
</div>
</section>
<div class="archetype-detail">
<h3>THE CATASTROPHE</h3>
<p>This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.</p>
<strong>Examples:</strong>
<ul>
<li>a scourge created by a cyclical curse;</li>
<li>an infection that corrupts animals and plants, turning them into abominations;</li>
<li>a wandering volcano close to erupting.</li>
</ul>
</div>
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<h1>Environmental Antagonists</h1>
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<h1>Environmental Antagonists</h1>
<p>Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it this is often the result of actions by the worlds ancients inhabitants.</p>
<p>
Sometimes, natural fantasy Villains manifest in the form of miasmas, curses
and afflictions that change any ecosystem their influence spreads to. It
should be noted that the antagonist is not the environment itself, but
rather whatever force is corrupting it this is often the result of actions
by the worlds ancients inhabitants.
</p>
<p>This isnt a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesnt repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.</p>
<p>
This isnt a struggle between people and nature, but a war where both, side
by side, face the consequences of a tragic, faded past, in an attempt to
understand it so that it doesnt repeat itself. Among the most common
environmental antagonists are magical phenomena, curses, elemental
imbalances, and diseases born of ancient experiments.
</p>
<h2>Game Rules Mechanics</h2>
<p>When it comes to game rules, these Villains offer some interesting possibilities:</p>
<h2>Game Rules Mechanics</h2>
<p>
When it comes to game rules, these Villains offer some interesting
possibilities:
</p>
<ul>
<li>
<strong>Environmental Effects.</strong> The environment itself might add special effects during conflicts: a corrupting miasma that damages any creature suffering from a specific status effect at the end of each round, a magical desertification that halves any healing received by living creatures, or an elemental aura that empowers or weakens a specific type of damage. These effects can be very powerful and should be considered an additional enemy for the sake of conflict building.
</li>
<li>
<strong>Shared Ultima Points.</strong> The most dangerous creatures among those affected by the corruption might be able to spend Ultima Points from the Villains pool to invoke Traits and Recover (see Core Rulebook, page 101). They shouldnt be able to Escape, but they are considered Villains for the purpose of Skills and game effects.
</li>
<li>
<strong>Fabula Points and Atmosphere.</strong> If a Villain manifests through environmental corruption, the Player Characters should receive a Fabula Point every time their influence become especially noticeable, for example in the guise of a terrible omen or when a creature is shown to be a thrall to the Villains will (see Shared Ultima Points above). Game Master scenes are particularly useful for this purpose.
</li>
<li>
<strong>Final Battle.</strong> Usually, an environmental antagonist cannot be confronted directly until the protagonists reach their core or incarnation and free the region from their influence a liberation that is sometimes only temporary.
</li>
<li>
<strong>Altered Wellsprings.</strong> This is a very specific option, but if your group includes a character that can use invocations (see page 156), the Villains influence might create new wellsprings outside of the standard list or, perhaps, alter the existing wellsprings over the course of a conflict.
</li>
</ul>
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<ul>
<li>
<strong>Environmental Effects.</strong> The environment itself might add
special effects during conflicts: a corrupting miasma that damages any
creature suffering from a specific status effect at the end of each round,
a magical desertification that halves any healing received by living
creatures, or an elemental aura that empowers or weakens a specific type
of damage. These effects can be very powerful and should be considered an
additional enemy for the sake of conflict building.
</li>
<li>
<strong>Shared Ultima Points.</strong> The most dangerous creatures among
those affected by the corruption might be able to spend Ultima Points from
the Villains pool to invoke Traits and Recover (see Core Rulebook, page
101). They shouldnt be able to Escape, but they are considered Villains
for the purpose of Skills and game effects.
</li>
<li>
<strong>Fabula Points and Atmosphere.</strong> If a Villain manifests
through environmental corruption, the Player Characters should receive a
Fabula Point every time their influence become especially noticeable, for
example in the guise of a terrible omen or when a creature is shown to be
a thrall to the Villains will (see Shared Ultima Points above). Game
Master scenes are particularly useful for this purpose.
</li>
<li>
<strong>Final Battle.</strong> Usually, an environmental antagonist cannot
be confronted directly until the protagonists reach their core or
incarnation and free the region from their influence a liberation that
is sometimes only temporary.
</li>
<li>
<strong>Altered Wellsprings.</strong> This is a very specific option, but
if your group includes a character that can use invocations (see page
156), the Villains influence might create new wellsprings outside of the
standard list or, perhaps, alter the existing wellsprings over the course
of a conflict.
</li>
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<h1>ANTAGONISTS</h1>
<h1>ANTAGONISTS</h1>
<h2>Chapter: On a Smaller Scale</h2>
<h2>Chapter: On a Smaller Scale</h2>
<p>
One recurring element of natural fantasy campaigns is that they limit
themselves to a rather small space and time frame: pretty often, a natural
fantasy Villain might renounce their goal or be permanently defeated after
just one or two confrontations.
</p>
<p>
From this point of view, the number of
<strong>Ultima Points</strong> available to these Villains might become a
problem: a Villain might have 5 or 6 Ultima Points left when their story has
reached a satisfying conclusion in terms of narrative. This problem might
present itself in any short campaign, but the usual pace of natural fantasy
games makes it more noticeable.
</p>
<p>Here is some advice to offset it:</p>
<p>One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.</p>
<p>From this point of view, the number of <strong>Ultima Points</strong> available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.</p>
<p>Here is some advice to offset it:</p>
<ul>
<li>
<strong>Avoid supreme Villains.</strong> If you foresee a short and
focused campaign set in a small region, you can easily limit yourself to a
few minor Villains and a single major Villain, without resorting to
supreme Villains. If you change your mind, you can always call for an
escalation (see Core Rulebook, page 102).
</li>
<li>
<strong>Make Villains fearsome.</strong> Spend Ultima Points every time a
Villain fails a Check, misses a target, or is afflicted by two or more
status effects; every now and then, do it even when they succeed, just to
improve the Result or the High Roll!
</li>
<li>
<strong>Fiction first.</strong> If the Player Characters actions create a
situation where the Villain no longer has a reason to act (a rather common
occurrence in natural fantasy, where many antagonists are driven by very
simple needs), its not wrong to discard all the remaining Ultima Points
and stop considering this character a Villain.
</li>
</ul>
<ul>
<li><strong>Avoid supreme Villains.</strong> If you foresee a short and focused campaign set in a small region, you can easily limit yourself to a few minor Villains and a single major Villain, without resorting to supreme Villains. If you change your mind, you can always call for an escalation (see Core Rulebook, page 102).</li>
<li><strong>Make Villains fearsome.</strong> Spend Ultima Points every time a Villain fails a Check, misses a target, or is afflicted by two or more status effects; every now and then, do it even when they succeed, just to improve the Result or the High Roll!</li>
<li><strong>Fiction first.</strong> If the Player Characters actions create a situation where the Villain no longer has a reason to act (a rather common occurrence in natural fantasy, where many antagonists are driven by very simple needs), its not wrong to discard all the remaining Ultima Points and stop considering this character a Villain.</li>
</ul>
<hr style="border: none; border-top: 1px dashed #ccc; margin: 40px 0" />
<hr style="border: none; border-top: 1px dashed #ccc; margin: 40px 0;">
<h2>Subverting The Premises</h2>
<h2>Subverting The Premises</h2>
<p>
Natural fantasy campaigns offer excellent chances to subvert many
conventions of the JRPG genre and design Villains who are essentially
invincible if battle against them is approached as usual (for example, the
Heart of Eldgren on page 205).
</p>
<p>Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).</p>
<h3>Examples of Subversion:</h3>
<ul>
<li>A ghost that, if defeated, comes back to haunt the village at night, unless someone returns a specific item to them.</li>
<li>A monster under a curse who, if brought to 0 Hit Points without purifying them first via a Ritual or Project, completely loses their conscience and becomes an abomination.</li>
<li>A truly ancient android who, when in Crisis, automatically Surrenders if convinced to trust humanity via a Clock.</li>
</ul>
<h3>Examples of Subversion:</h3>
<ul>
<li>
A ghost that, if defeated, comes back to haunt the village at night,
unless someone returns a specific item to them.
</li>
<li>
A monster under a curse who, if brought to 0 Hit Points without purifying
them first via a Ritual or Project, completely loses their conscience and
becomes an abomination.
</li>
<li>
A truly ancient android who, when in Crisis, automatically Surrenders if
convinced to trust humanity via a Clock.
</li>
</ul>
<blockquote>
“You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.”
</blockquote>
<blockquote>
“You humans have a habit of considering cruel what is merely equitable. For
years you stole my children, and now I shall steal yours.”
</blockquote>
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<h1>The Mystery of the Mountains of Edessa</h1>
<h1>The Mystery of the Mountains of Edessa</h1>
<h2>Geological and Biological Overview</h2>
<p>
The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate.
</p>
<h2>Geological and Biological Overview</h2>
<p>
The Mountains of Edessa are famous for their electrore formations, which
create a rather unique biome. However, recent lowering of temperatures
across the region—caused by mysterious turbulence from the west—has
significantly reduced the charge stored within this mineral. This
deterioration has negatively impacted the flora native to the area and
forced many local species to migrate.
</p>
<p>
Among these migrating species are the exceedingly rare <strong>Thunder Spiders</strong>. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive.
</p>
<p>
Among these migrating species are the exceedingly rare
<strong>Thunder Spiders</strong>. Usually peaceful, once outside their
natural habitat, these huge arthropods become extremely ravenous. They eat
constantly and grow beyond measure. This accelerated growth is not only
painful but also makes them even more aggressive.
</p>
<h2>The Threat of Tonitranea Rex</h2>
<p>
A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the <strong>Tonitranea Rex</strong>, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the regions entire ecosystem.
</p>
<h2>The Threat of Tonitranea Rex</h2>
<p>
A truly gigantic specimen was recently spotted in the valley—one so
ferocious that it forced the population of nearby villages to flee their
homes. The residents speak with a mix of fear and respect about the
<strong>Tonitranea Rex</strong>, known as the Lord of Thunder. Its hunting
ground grows by the day, threatening not just the people of the valley but
the balance of the regions entire ecosystem.
</p>
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<h1>TONITRANEA REXS TACTICS</h1>
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<h1>TONITRANEA REXS TACTICS</h1>
<p>During conflicts, the <strong>Tonitranea Rex</strong> uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.</p>
<p>
During conflicts, the <strong>Tonitranea Rex</strong> uses its heightened
mobility to disorient enemies and take them down. This gigantic arthropod is
made up of three parts, each with its own profile: the Head, the Thorax with
its long legs, and the massive Abdomen covered with electrostatic spines. In
order to defeat the creature, all three must be reduced to 0 Hit Points.
</p>
<h2>Turn Order Abilities</h2>
<p>The attack sequence follows a strict schedule across four turns:</p>
<ul>
<li><strong>On the first enemy turn of each round:</strong> If at least two enemies arent suffering from slow, the Abdomen uses <strong>Paralyzing Silk</strong> against all enemies. Otherwise, if it doesnt have enough Mind Points or if its electrified, the Abdomen uses <strong>Trampling Slam</strong> against as many random targets as possible (this causes the Thorax to stop dangling and the Abdomen to stop being electrified).</li>
<li><strong>On the second enemy turn:</strong> The Thorax uses <strong>Predator Ascent</strong> to start dangling if its an odd-numbered round, or <strong>Electrostatic Charge</strong> if its an even-numbered round. If it doesnt have enough Mind Points, it uses <strong>Lightning Claw</strong> against as many random targets as possible.</li>
<li><strong>On the third enemy turn of each round:</strong> The Head uses <strong>Toxic Spit</strong> against a random target.</li>
<li><strong>On the fourth enemy turn of each round:</strong> The Thorax acts again, using <strong>Lightning Claw</strong> against as many random targets as possible.</li>
</ul>
<h2>Turn Order Abilities</h2>
<p>The attack sequence follows a strict schedule across four turns:</p>
<ul>
<li>
<strong>On the first enemy turn of each round:</strong> If at least two
enemies arent suffering from slow, the Abdomen uses
<strong>Paralyzing Silk</strong> against all enemies. Otherwise, if it
doesnt have enough Mind Points or if its electrified, the Abdomen uses
<strong>Trampling Slam</strong> against as many random targets as possible
(this causes the Thorax to stop dangling and the Abdomen to stop being
electrified).
</li>
<li>
<strong>On the second enemy turn:</strong> The Thorax uses
<strong>Predator Ascent</strong> to start dangling if its an odd-numbered
round, or <strong>Electrostatic Charge</strong> if its an even-numbered
round. If it doesnt have enough Mind Points, it uses
<strong>Lightning Claw</strong> against as many random targets as
possible.
</li>
<li>
<strong>On the third enemy turn of each round:</strong> The Head uses
<strong>Toxic Spit</strong> against a random target.
</li>
<li>
<strong>On the fourth enemy turn of each round:</strong> The Thorax acts
again, using <strong>Lightning Claw</strong> against as many random
targets as possible.
</li>
</ul>
<div class="section-break"></div>
<h2>Ultima Point Usage and Synergy</h2>
<p>Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villains Ultima Points pool, with two critical caveats:</p>
<ul>
<li>If one part spends 1 Ultima Point to recover from all status effects and recover 50 Mind Points, all parts gain these benefits.</li>
<li>If one part spends 1 Ultima Point to Escape from the scene, all parts escape immediately together.</li>
</ul>
<div class="section-break"></div>
<h2>Ultima Point Usage and Synergy</h2>
<p>
Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them
has access to the Villains Ultima Points pool, with two critical caveats:
</p>
<ul>
<li>
If one part spends 1 Ultima Point to recover from all status effects and
recover 50 Mind Points, all parts gain these benefits.
</li>
<li>
If one part spends 1 Ultima Point to Escape from the scene, all parts
escape immediately together.
</li>
</ul>
<div class="section-break"></div>
<h2>Engagement Rules</h2>
<ul>
<li><strong>On the Hunt:</strong> If engaged while on the hunt, the T onitranea Rex uses Ultima Points to <strong>Invoke a Trait</strong> every time it misses one or more targets in Crisis, but always keeps 1 Ultima Point to Escape to its lair.</li>
<li><strong>In the Lair:</strong> If engaged within the lair, however, the creature spends Ultima Points more liberally and uses them to activate the <strong>Survival Instinct</strong> special rule (see Thorax).</li>
</ul>
<div class="section-break"></div>
<h2>Engagement Rules</h2>
<ul>
<li>
<strong>On the Hunt:</strong> If engaged while on the hunt, the T
onitranea Rex uses Ultima Points to <strong>Invoke a Trait</strong> every
time it misses one or more targets in Crisis, but always keeps 1 Ultima
Point to Escape to its lair.
</li>
<li>
<strong>In the Lair:</strong> If engaged within the lair, however, the
creature spends Ultima Points more liberally and uses them to activate the
<strong>Survival Instinct</strong> special rule (see Thorax).
</li>
</ul>
<div class="section-break"></div>
<div class="section-break"></div>
<h2>Additional Details</h2>
<ul>
<li>Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)</li>
</ul>
</body>
</html>
<h2>Additional Details</h2>
<ul>
<li>Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)</li>
</ul>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Monster Stat Blocks</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<!-- ABDOMEN STAT BLOCK -->
<div class="stat-block">
<h2>ABDOMEN Lv 5 • MONSTER</h2>
<!-- ABDOMEN STAT BLOCK -->
<div class="stat-block">
<h2>ABDOMEN Lv 5 • MONSTER</h2>
<h3>Core Stats</h3>
<p class="stats-line">
<span class="stat-item">DEX d8</span>
<span class="stat-item">INS d6</span>
<span class="stat-item">MIG d10</span>
<span class="stat-item">WLP d8</span>
</p>
<h3>Core Stats</h3>
<p class="stats-line">
<span class="stat-item">DEX d8</span>
<span class="stat-item">INS d6</span>
<span class="stat-item">MIG d10</span>
<span class="stat-item">WLP d8</span>
</p>
<h3>Vitals & Attributes</h3>
<div class="stats-line" style="font-size: 0.95em;">
<span class="stat-item">HP: <strong>60</strong></span>
<span class="stat-item">MP: <strong>30</strong></span>
<span class="stat-item">DEF: +0</span>
<span class="stat-item">M. DEF: +0</span>
<span class="stat-item">P A R S B IM: d E V U F VU i l T RS</span>
</div>
<h3>Basic Attacks</h3>
<p><strong>Trampling Slam</strong> (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals <strong style="color: red;">10 extra damage</strong> and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.</p>
<h3>Spells</h3>
<ul>
<li><strong>Paralyzing Silk</strong> <em style="font-size: 0.9em;">(Cost: 20 MP | Type: Special | Instantaneous)</em><br>Every enemy the Abdomen can see suffers slow.</li>
</ul>
<h3>Special Rules</h3>
<ul class="trait-list">
<li><strong>Electrostatic Spines</strong> After a creature hits the Abdomen with a melee attack, if the Abdomen is electrified, it deals 5 bolt damage to that creature (after the attack has been resolved).</li>
<li><strong>Grounding</strong> If the Abdomen suffers earth damage when electrified, it stops being electrified.</li>
<li><strong>Limb</strong> The Abdomen is immune to dazed, enraged and shaken.</li>
</ul>
<h3>Vitals & Attributes</h3>
<div class="stats-line" style="font-size: 0.95em">
<span class="stat-item">HP: <strong>60</strong></span>
<span class="stat-item">MP: <strong>30</strong></span>
<span class="stat-item">DEF: +0</span>
<span class="stat-item">M. DEF: +0</span>
<span class="stat-item">P A R S B IM: d E V U F VU i l T RS</span>
</div>
<!-- HEAD STAT BLOCK -->
<div class="stat-block">
<h2>HEAD Lv 5 • MONSTER</h2>
<p style="font-style: italic; color: #777;">Traits: frail, lucifuge, poisonous, protected.</p>
<h3>Basic Attacks</h3>
<p>
<strong>Trampling Slam</strong> (DEX + MIG) (HR + 5) physical damage. If
the Abdomen is electrified this attack deals
<strong style="color: red">10 extra damage</strong> and all its damage
becomes bolt; if the Thorax is dangling, this attack gains multi (2).
After this attack is resolved, the Thorax stops dangling and the Abdomen
is no longer electrified.
</p>
<h3>Core Stats</h3>
<p class="stats-line">
<span class="stat-item">DEX d8</span>
<span class="stat-item">INS d10</span>
<span class="stat-item">MIG d6</span>
<span class="stat-item">WLP d8</span>
</p>
<h3>Spells</h3>
<ul>
<li>
<strong>Paralyzing Silk</strong>
<em style="font-size: 0.9em"
>(Cost: 20 MP | Type: Special | Instantaneous)</em
><br />Every enemy the Abdomen can see suffers slow.
</li>
</ul>
<h3>Vitals & Attributes</h3>
<div class="stats-line" style="font-size: 0.95em;">
<span class="stat-item">HP: <strong>40</strong></span>
<span class="stat-item">MP: <strong>20</strong></span>
<span class="stat-item">DEF: +0</span>
<span class="stat-item">M. DEF: +0</span>
<span class="stat-item">P V U A R S B RS d e f i L T IM</span>
</div>
<h3>Special Rules</h3>
<ul class="trait-list">
<li>
<strong>Electrostatic Spines</strong> After a creature hits the Abdomen
with a melee attack, if the Abdomen is electrified, it deals 5 bolt
damage to that creature (after the attack has been resolved).
</li>
<li>
<strong>Grounding</strong> If the Abdomen suffers earth damage when
electrified, it stops being electrified.
</li>
<li>
<strong>Limb</strong> The Abdomen is immune to dazed, enraged and
shaken.
</li>
</ul>
</div>
<h3>Basic Attacks</h3>
<p><strong>Toxic Spit</strong> (DEX + MIG) +3 (HR + 10) poison damage.</p>
<!-- HEAD STAT BLOCK -->
<div class="stat-block">
<h2>HEAD Lv 5 • MONSTER</h2>
<p style="font-style: italic; color: #777">
Traits: frail, lucifuge, poisonous, protected.
</p>
<h3>Special Rules</h3>
<ul class="trait-list">
<li><strong>Wall of Legs</strong> During a conflict, as long as the Thorax isnt dangling, the Head is invisible to enemies.</li>
</ul>
<h3>Core Stats</h3>
<p class="stats-line">
<span class="stat-item">DEX d8</span>
<span class="stat-item">INS d10</span>
<span class="stat-item">MIG d6</span>
<span class="stat-item">WLP d8</span>
</p>
<h3>Vitals & Attributes</h3>
<div class="stats-line" style="font-size: 0.95em">
<span class="stat-item">HP: <strong>40</strong></span>
<span class="stat-item">MP: <strong>20</strong></span>
<span class="stat-item">DEF: +0</span>
<span class="stat-item">M. DEF: +0</span>
<span class="stat-item">P V U A R S B RS d e f i L T IM</span>
</div>
<!-- METADATA / UNRELATED TEXT -->
<div class="metadata">
W ()
</div>
<h3>Basic Attacks</h3>
<p><strong>Toxic Spit</strong> (DEX + MIG) +3 (HR + 10) poison damage.</p>
</body>
</html>
<h3>Special Rules</h3>
<ul class="trait-list">
<li>
<strong>Wall of Legs</strong> During a conflict, as long as the Thorax
isnt dangling, the Head is invisible to enemies.
</li>
</ul>
</div>
<!-- METADATA / UNRELATED TEXT -->
<div class="metadata">W ()</div>
</html>

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<link rel="stylesheet" href="book-page.css">
<h1>THE WORLD</h1>
<div class="document">
<h2>COMPLEX CULTURES AND COMMUNITIES</h2>
<h1>THE WORLD</h1>
<p>
Natural fantasy settings often cover a much smaller area compared to others,
usually a single region or no more than two or three settlements. You might
think that this limits the variety of situations and cultural contexts during
the campaign, but in reality its an excellent opportunity to flesh them out
and make them more complex, human, and multidimensional.
</p>
<h2>COMPLEX CULTURES AND COMMUNITIES</h2>
<ul>
<li>
<strong>Recurring characters.</strong> When playing in a limited setting,
its very likely that the same character will appear over and over again,
even after many sessions. Give each one a name and a face, learn to love
them, showcase their merits and flaws, and do your best to make them grow
and evolve as much as the protagonists.
</li>
<li>
<strong>Humanity.</strong> No matter if they live in an elven village in the
heart of the forest, are part of an ancient people in possession of
extraordinary technologies, or inhabit an underwater city of fishpeople,
each and every individual has feelings, an interest in unique forms of art
and beauty, doubts, and curiosity, and behaves according to their own
personal morality. No community should be a monolithic stereotype where
everybody thinks in the same way.
</li>
</ul>
<p>Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality its an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.</p>
<p>
We might say that natural fantasy replaces vastness with density: this style
of narrative likes to take time to showcase, for better or worse, all the
facets of each character and asks you, in a gentle but firm voice, not to draw
hasty conclusions, but rather to love the world in all its complicated,
ephemeral, and magnificent vibrancy.
</p>
<p><ul>
<li><strong>Recurring characters.</strong> When playing in a limited setting, its very likely that the same character will appear over and over again, even after many sessions. Give each one a name and a face, learn to love them, showcase their merits and flaws, and do your best to make them grow and evolve as much as the protagonists.</li>
<li><strong>Humanity.</strong> No matter if they live in an elven village in the heart of the forest, are part of an ancient people in possession of extraordinary technologies, or inhabit an underwater city of fishpeople, each and every individual has feelings, an interest in unique forms of art and beauty, doubts, and curiosity, and behaves according to their own personal morality. No community should be a monolithic stereotype where everybody thinks in the same way.</li>
</ul></p>
<h2>THE RECONSTRUCTION</h2>
<p>
Natural fantasy worlds have weathered many catastrophes the ability to get
back up after a disaster, to reinvent and rebuild a world together with those
who surround us is a recurring theme, but it might take two opposite forms.
This dualism is often mirrored in the locations and their inhabitants:
</p>
<p>We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.</p>
<h2>THE RECONSTRUCTION</h2>
<p>Natural fantasy worlds have weathered many catastrophes the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:</p>
<ul>
<li><strong>Hope and adaptability.</strong> Some people dont just survive in this new world, but find ways to gain strength and enthusiasm from it. They find new passion and emotion in an environment that tests them but they still respect the needs of nature.</li>
<li><strong>Reactionary nostalgia.</strong> At the same time, there are those who see reconstruction as a way to go back to the past, to dominate nature without taking into consideration how the world has changed, and how the past they idolize has brought them close to ruin once already. They chase an illusion that will cause untold damage.</li>
</ul>
</div>
<ul>
<li>
<strong>Hope and adaptability.</strong> Some people dont just survive in
this new world, but find ways to gain strength and enthusiasm from it. They
find new passion and emotion in an environment that tests them but they
still respect the needs of nature.
</li>
<li>
<strong>Reactionary nostalgia.</strong> At the same time, there are those
who see reconstruction as a way to go back to the past, to dominate nature
without taking into consideration how the world has changed, and how the
past they idolize has brought them close to ruin once already. They chase an
illusion that will cause untold damage.
</li>
</ul>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>T onitranea Rex - Character Profile</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>ANTAGONISTS</h1>
<h1>ANTAGONISTS</h1>
<section id="character-profile">
<h2>THORAX <small>(Champion 2) Lv 5 • MONSTER</small></h2>
<section id="character-profile">
<h2>THORAX <small>(Champion 2) Lv 5 • MONSTER</small></h2>
<div class="stats-block">
<div>
<span class="stat-key">Traits:</span> armored, coordinated, electrostatic, ravenous.
</div>
<p>
<strong>DEX</strong> d8 |
<strong>INS</strong> d8 |
<strong>MIG</strong> d8 |
<strong>WLP</strong> d8 |
<strong>HP</strong> 100 •
<strong>MP</strong> 50 |
<strong style="color: #cc6600;">Init.</strong> 10
</p>
<div style="width: 45%;">
<p><strong>DEF</strong> +2 | <strong>M. DEF</strong> +1 | <strong>p A</strong> RS B IM d E VU f ii VU l T RS</p>
</div>
</div>
<!-- BASIC ATTACKS -->
<section class="attacks">
<h2>BASIC ATTACKS</h2>
<ul style="list-style: disc;">
<li>
<span class="ability-title">Lightning Leg</span>
(DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, damage dealt by this attack ignores Resistances. This attack has multi (2), but it can only target two enemies provided they are both suffering from slow.
</li>
</ul>
</section>
<!-- OTHER ACTIONS -->
<section class="actions">
<h2>OTHER ACTIONS</h2>
<ul>
<li>
<span class="ability-title">Electrostatic Charge</span>
The Thorax can use an action and spend 10 Mind Points to rub its back legs along the Abdomen, creating an electrostatic cloud. If it does, the Abdomen (see page 178) becomes electrified.
</li>
<li>
<span class="ability-title">Predator Ascent</span>
The Thorax can use an action and spend 10 Mind Points to climb up the webs and become dangling until it suffers fire damage, ice damage, or damage of a type it is Vulnerable to; the Thorax also stops dangling after the Abdomen (see page 178) uses Trampling Slam. As long as the Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and Thorax) can be targeted with melee attacks unless the attacker is flying or able to target flying creatures.
</li>
</ul>
</section>
<!-- SPECIAL RULES -->
<section class="special-rules">
<h2>SPECIAL RULES</h2>
<ul>
<li>
<strong>Limb</strong>
The Thorax is immune to dazed, enraged and shaken.
</li>
<li>
<strong>Survival Instinct</strong>
At the end of each round, if the T onitranea Rex is within its lair and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must spend 1 Ultima Point to gather its strength and bring both parts back into the scene, each with a number of Hit Points equal to their Crisis value, but suffering from no status effects and at full Mind Points.
</li>
</ul>
</section>
<!-- NARRATIVE SUMMARY -->
<div class="narrative-note">
<strong>HANDLING THE PARTS OF THE TONITRANEA REX</strong><br>
Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally).
</div>
<!-- QUOTE/DIALOGUE -->
<blockquote style="margin: 20px 0; padding: 15px; background-color: #e3f2fd; border-left: 6px solid #2196f3;">
“Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.”
</blockquote>
<!-- Footnotes/Metadata -->
<p style="text-align: right; font-size: 0.85em; color: #999;">
<div class="stats-block">
<div>
<span class="stat-key">Traits:</span> armored, coordinated,
electrostatic, ravenous.
</div>
<p>
<strong>DEX</strong> d8 | <strong>INS</strong> d8 |
<strong>MIG</strong> d8 | <strong>WLP</strong> d8 |
<strong>HP</strong> 100 • <strong>MP</strong> 50 |
<strong style="color: #cc6600">Init.</strong> 10
</p>
<div style="width: 45%">
<p>
<strong>DEF</strong> +2 | <strong>M. DEF</strong> +1 |
<strong>p A</strong> RS B IM d E VU f ii VU l T RS
</p>
</div>
</div>
<!-- BASIC ATTACKS -->
<section class="attacks">
<h2>BASIC ATTACKS</h2>
<ul style="list-style: disc">
<li>
<span class="ability-title">Lightning Leg</span>
(DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling,
damage dealt by this attack ignores Resistances. This attack has multi
(2), but it can only target two enemies provided they are both
suffering from slow.
</li>
</ul>
</section>
</body>
</html>
<!-- OTHER ACTIONS -->
<section class="actions">
<h2>OTHER ACTIONS</h2>
<ul>
<li>
<span class="ability-title">Electrostatic Charge</span>
The Thorax can use an action and spend 10 Mind Points to rub its back
legs along the Abdomen, creating an electrostatic cloud. If it does,
the Abdomen (see page 178) becomes electrified.
</li>
<li>
<span class="ability-title">Predator Ascent</span>
The Thorax can use an action and spend 10 Mind Points to climb up the
webs and become dangling until it suffers fire damage, ice damage, or
damage of a type it is Vulnerable to; the Thorax also stops dangling
after the Abdomen (see page 178) uses Trampling Slam. As long as the
Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and
Thorax) can be targeted with melee attacks unless the attacker is
flying or able to target flying creatures.
</li>
</ul>
</section>
<!-- SPECIAL RULES -->
<section class="special-rules">
<h2>SPECIAL RULES</h2>
<ul>
<li>
<strong>Limb</strong>
The Thorax is immune to dazed, enraged and shaken.
</li>
<li>
<strong>Survival Instinct</strong>
At the end of each round, if the T onitranea Rex is within its lair
and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must
spend 1 Ultima Point to gather its strength and bring both parts back
into the scene, each with a number of Hit Points equal to their Crisis
value, but suffering from no status effects and at full Mind Points.
</li>
</ul>
</section>
<!-- NARRATIVE SUMMARY -->
<div class="narrative-note">
<strong>HANDLING THE PARTS OF THE TONITRANEA REX</strong><br />
Although the various parts of this Villain have individual profiles, in
narrative terms they are actually a single entity: for this reason, when
one is reduced to 0 Hit Points and/or leaves the conflict, they should be
described as grievously wounded or exhausted, not dead. At the same time,
their senses are based on the T onitranea Rex as a whole (for example,
defeating the Head does not impair the “sight” of the other parts, which
can target their enemies normally).
</div>
<!-- QUOTE/DIALOGUE -->
<blockquote
style="
margin: 20px 0;
padding: 15px;
background-color: #e3f2fd;
border-left: 6px solid #2196f3;
"
>
“Listen to me, lass, stay away from that creature: lightning will reach
you long before you hear the Lord of Thunder.”
</blockquote>
<!-- Footnotes/Metadata -->
<p style="text-align: right; font-size: 0.85em; color: #999"></p>
</section>
</html>

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<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Multi-Part Enemies Guide</title>
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</head>
<body>
<h1>Multi-Part Enemies</h1>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Multi-Part Enemies</h1>
<p>The concept of multi-part enemies is built according to an idea common to both JRPGs and beat em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.</p>
<p>
The concept of multi-part enemies is built according to an idea common to
both JRPGs and beat em up games: a boss that appears as a single body, but
with a variety of minor parts that can be targeted and damaged individually,
to destroy, stun, or immobilize them for a certain amount of time.
</p>
<p>This method offers a number of advantages:</p>
<ul>
<li><strong>It safeguards the value of multi-target abilities;</strong> those same abilities would otherwise be wasted against a solitary champion-rank enemy.</li>
<li><strong>It prevents the battle from becoming too long,</strong> since the number of enemies goes down bit by bit when the various parts are reduced to 0 Hit Points.</li>
<li><strong>It provides a lot more personality to enemies with a monstrous anatomy,</strong> making each section of their bodies a mini-enemy that supports or synergizes with the others, and these interactions show the nature, instincts, and habits of said creature.</li>
<li><strong>It allows the Game Master to add regeneration rules</strong> that set the pace of the conflict and push the Players to make significant tactical decisions: do they want to eliminate the more aggressive secondary parts first, knowing that they might come back later? Or do they focus on the main body?</li>
</ul>
<p>This method offers a number of advantages:</p>
<ul>
<li>
<strong>It safeguards the value of multi-target abilities;</strong>
those same abilities would otherwise be wasted against a solitary
champion-rank enemy.
</li>
<li>
<strong>It prevents the battle from becoming too long,</strong> since the
number of enemies goes down bit by bit when the various parts are reduced
to 0 Hit Points.
</li>
<li>
<strong
>It provides a lot more personality to enemies with a monstrous
anatomy,</strong
>
making each section of their bodies a mini-enemy that supports or
synergizes with the others, and these interactions show the nature,
instincts, and habits of said creature.
</li>
<li>
<strong>It allows the Game Master to add regeneration rules</strong>
that set the pace of the conflict and push the Players to make significant
tactical decisions: do they want to eliminate the more aggressive
secondary parts first, knowing that they might come back later? Or do they
focus on the main body?
</li>
</ul>
<h2>Enemy Composition Rules</h2>
<p>As a rule of thumb, an enemy built according to this logic includes:</p>
<strong>Main Body.</strong> An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict.
<h2>Enemy Composition Rules</h2>
<p>As a rule of thumb, an enemy built according to this logic includes:</p>
<strong>Parts.</strong> Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robots ventral turret, or a manticores spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).
<strong>Main Body.</strong>
An elite or champion rank NPC that, usually, has support abilities and an
action or special rule that allows it to bring the other parts back into the
scene (usually when the main body enters Crisis for the first time or at a set
point each round). Sometimes (but not always!), defeating the main body causes
the remaining parts to immediately leave the conflict.
<p>In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldnt be afraid to experiment. The following page presents some ideas to play with!</p>
<strong>Parts.</strong>
Each section of the creature that plays a pivotal role in their tactics has a
separate profile, usually of soldier rank. Some parts are built for offense
(such as the head of a dragon, a robots ventral turret, or a manticores
spiked tail) and others for defense (such as an energy barrier generator, a
claw shielding the body, or a floating ring).
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<p>
In most instances, the ideal composition is a champion rank main body which
replaces a number of soldiers equal to the PCs on the scene minus 1,
accompanied by two soldier rank parts. However, as usual, you shouldnt be
afraid to experiment. The following page presents some ideas to play with!
</p>
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<h1>Chapter 9: Antagonists Dossier</h1>
<p style="font-weight: bold">Adversary Index (44)</p>
<h1>Chapter 9: Antagonists Dossier</h1>
<p style="font-weight: bold;">Adversary Index (44)</p>
<!-- ANCIENT ROBOT Section -->
<div class="adversary-section">
<h3>Ancient Robot</h3>
<p>
The outer shell of this complex adversary is the
<strong>Armor</strong> (<span style="font-style: italic">soldier</span>)
with high Defenses and Hit Points, flanked by two
<strong>Armaments</strong> (<span style="font-style: italic">soldier</span
>). These Armaments are more fragile but capable of unleashing attacks and
spells.
</p>
<p>
Inside resides a <strong>Core</strong> (<span style="font-style: italic"
>elite</span
>), which is completely invulnerable as long as the Armor remains on the
scene. This Core creates a new Armament at the end of each round if fewer
than two exist. Both the initial and subsequent Armaments are chosen at
random from a six-option list, each possessing different Affinities and
offensive capabilities.
</p>
<p>
If the Core is reduced to 0 Hit Points, the entire robot deactivates
immediately.
</p>
</div>
<!-- ANCIENT ROBOT Section -->
<div class="adversary-section">
<h3>Ancient Robot</h3>
<p>The outer shell of this complex adversary is the <strong>Armor</strong> (<span style="font-style: italic;">soldier</span>) with high Defenses and Hit Points, flanked by two <strong>Armaments</strong> (<span style="font-style: italic;">soldier</span>). These Armaments are more fragile but capable of unleashing attacks and spells.</p>
<p>Inside resides a <strong>Core</strong> (<span style="font-style: italic;">elite</span>), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.</p>
<p>If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.</p>
</div>
<!-- MAGMASAUR Section -->
<div class="adversary-section">
<h3>Magmasaur</h3>
<p>
This adversary consists of three primary components: a
<strong>Body</strong> (<span style="font-style: italic">elite</span>), a
<strong>Head</strong> (<span style="font-style: italic">elite</span>), and
a powerful <strong>Tail</strong> (<span style="font-style: italic"
>soldier</span
>).
</p>
<ul>
<li>
The <strong>Tail</strong> attacks with large swipes and can even inflict
a status effect, but it cannot be regenerated if defeated.
</li>
<li>
The <strong>Head</strong> can cause grievous injuries with its bite and
flaming breath.
</li>
<li>
The <strong>Body</strong> strikes with sharp claws or, if in Crisis, a
powerful body slam.
</li>
</ul>
<p>
Furthermore, at the end of each round, complex regeneration occurs: If the
Head is defeated but not the Body, the Head returns to the scene with Hit
Points equal to its Crisis value. The same revival mechanic applies to the
Body if it is defeated while the Head remains active.
</p>
</div>
<!-- MAGMASAUR Section -->
<div class="adversary-section">
<h3>Magmasaur</h3>
<p>This adversary consists of three primary components: a <strong>Body</strong> (<span style="font-style: italic;">elite</span>), a <strong>Head</strong> (<span style="font-style: italic;">elite</span>), and a powerful <strong>Tail</strong> (<span style="font-style: italic;">soldier</span>).</p>
<ul>
<li>The <strong>Tail</strong> attacks with large swipes and can even inflict a status effect, but it cannot be regenerated if defeated.</li>
<li>The <strong>Head</strong> can cause grievous injuries with its bite and flaming breath.</li>
<li>The <strong>Body</strong> strikes with sharp claws or, if in Crisis, a powerful body slam.</li>
</ul>
<p>Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.</p>
</div>
<!-- STORM SPIRIT Section -->
<div class="adversary-section">
<h3>Storm Spirit</h3>
<p>
In contrast to previous examples, this adversary comprises three parts of
the same rank: the <strong>Essence of Lightning</strong> (<span
style="font-style: italic"
>soldier</span
>), which uses electric attacks and spells; the
<strong>Essence of Air</strong> (<span style="font-style: italic"
>soldier</span
>), which inflicts status effects like slow or weak; and the
<strong>Essence of Water</strong> (<span style="font-style: italic"
>soldier</span
>), which heals the other parts' Hit Points and Mind Points.
</p>
<p>
These three Essences maintain a delicate balance. However, if one Essence
is defeated, the remaining Essences become significantly more powerful,
doubling both their maximum and current Hit Points, not to mention
increasing their number of turns starting from the next round!
</p>
</div>
<!-- STORM SPIRIT Section -->
<div class="adversary-section">
<h3>Storm Spirit</h3>
<p>In contrast to previous examples, this adversary comprises three parts of the same rank: the <strong>Essence of Lightning</strong> (<span style="font-style: italic;">soldier</span>), which uses electric attacks and spells; the <strong>Essence of Air</strong> (<span style="font-style: italic;">soldier</span>), which inflicts status effects like slow or weak; and the <strong>Essence of Water</strong> (<span style="font-style: italic;">soldier</span>), which heals the other parts' Hit Points and Mind Points.</p>
<p>These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!</p>
</div>
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<span>182</span>
<span>W</span>
</header>
<header class="header-meta">
<span>182</span>
<span>W</span>
</header>
<h1>Node and Dylon</h1>
<h1>Node and Dylon</h1>
<p>
Born and raised in the lake village of Turva, <strong>Node</strong> and
<strong>Dylon</strong> have been inseparable since birth: together, the
young human and the sea tiger learned how to sail the narrow canals, swim
against the current, and survive among the waters. Side by side, they became
the most respected pair of hunters in the village, protecting it from
dangers, delivering letters and messages to nearby settlements, and
obtaining food, medicines, and other resources.
</p>
<p>Born and raised in the lake village of Turva, <strong>Node</strong> and <strong>Dylon</strong> have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.</p>
<p>
Everything changed during a particularly long hunting trip, when a ravenous
and overgrown eelfang attacked their group: miraculously escaping the
carnage, the two hunters developed a grudge against the beast, despite the
warning of their old mentor, <strong>Stelarcte</strong>, and her stern
exhortation to remember the souls of the fallen without bringing further
torment to them. The duo left Turva for many months, trained hard, and
finally faced and killed the beast, exacting their revenge.
</p>
<p>Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, <strong>Stelarcte</strong>, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.</p>
<p>
Alas, awaiting their return was a gruesome silence: the village had been
reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came
to a grim realization: a world populated by monsters of such power would
never be safe for humanity, and the only way to save as many lives as
possible was to preemptively hunt down and kill these creatures. None but
them can bear such a burden, but, as always, having each other to rely upon
will be enough.
</p>
<p>Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.</p>
<div class="section-divider">
<h2> Details</h2>
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<h1>44 ANTAGONISTS</h1>
<h2>Node and Dylons Tactics</h2>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
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<strong>Minor Villain</strong> | (5 Ultima Points) | Both Elite<br />
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<section id="character-sheet">
<h1>Node (Elite Character Profile)</h1>
<h2>Basic Attributes</h2>
<div class="stats-grid">
<div class="stat-block">
<h3>Core Stats</h3>
<ul style="list-style: none; padding: 0;">
<li><strong>DEX</strong> d10</li>
<li><strong>INS</strong> d6</li>
<li><strong>MIG</strong> d8</li>
<li><strong>WLP</strong> d8</li>
<li><strong>HP</strong> 120</li>
<li><strong>MP</strong> 60</li>
<li><strong>Init.</strong> 10</li>
</ul>
</div>
<div class="stat-block">
<h3>Defense & Equipment</h3>
<ul style="list-style: none; padding: 0;">
<li><strong>DEF</strong> +1, <strong>M. DEF</strong> +1</li>
<li><strong>Equipment:</strong> Short bow, travel garb.</li>
<li><strong>Skills:</strong> RS d E VU F / RS I VU l t</li>
</ul>
</div>
<div class="stat-block">
<h3>Core Stats</h3>
<ul style="list-style: none; padding: 0">
<li><strong>DEX</strong> d10</li>
<li><strong>INS</strong> d6</li>
<li><strong>MIG</strong> d8</li>
<li><strong>WLP</strong> d8</li>
<li><strong>HP</strong> 120</li>
<li><strong>MP</strong> 60</li>
<li><strong>Init.</strong> 10</li>
</ul>
</div>
<div class="stat-block">
<h3>Defense & Equipment</h3>
<ul style="list-style: none; padding: 0">
<li><strong>DEF</strong> +1, <strong>M. DEF</strong> +1</li>
<li><strong>Equipment:</strong> Short bow, travel garb.</li>
<li><strong>Skills:</strong> RS d E VU F / RS I VU l t</li>
</ul>
</div>
</div>
<h2>Attacks and Abilities</h2>
<h3>Basic Attacks</h3>
<ul>
<li>
<strong>Net Throw</strong><br>
<em>(DEX + MIG) +4</em><em>(HR + 5) physical damage.</em> (Multi: 2)
</li>
<li>
<strong>Hunters Bow</strong><br>
<em>(DEX + DEX) +4</em><em>(HR + 8) physical damage.</em>
<ul>
<li>*Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.</li>
<li>*Effect:* If the tide is low, the target suffers slow.</li>
</ul>
</li>
<li>
<strong>Net Throw</strong><br />
<em>(DEX + MIG) +4</em><em>(HR + 5) physical damage.</em> (Multi: 2)
</li>
<li>
<strong>Hunters Bow</strong><br />
<em>(DEX + DEX) +4</em><em>(HR + 8) physical damage.</em>
<ul>
<li>
*Effect:* If the tide is high and the target is suffering from weak,
this attack deals 5 extra damage.
</li>
<li>*Effect:* If the tide is low, the target suffers slow.</li>
</ul>
</li>
</ul>
<h3>Spells</h3>
<ul>
<li>
<strong>Hunting Horn</strong><br>
<em>10 × T MP</em> • Up to three creatures • Scene.<br>
*Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.
</li>
<li>
<strong>Hunting Horn</strong><br />
<em>10 × T MP</em> • Up to three creatures • Scene.<br />
*Effect:* Until this spell ends, each target gains a +1 bonus to
Accuracy Checks.
</li>
</ul>
<h3>Special Rules & Mechanics</h3>
<div class="special-rules">
<ul>
<li><strong>High Tide Style:</strong> When the tide is high, Nodes attacks always treat the targets Defense as being equal to their current Might die size.</li>
<li><strong>Ill Avenge You!:</strong> When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.</li>
<li><strong>Low Tide Speed:</strong> When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).</li>
</ul>
<ul>
<li>
<strong>High Tide Style:</strong> When the tide is high, Nodes
attacks always treat the targets Defense as being equal to their
current Might die size.
</li>
<li>
<strong>Ill Avenge You!:</strong> When Dylon (see next page) is
reduced to 0 Hit Points, Node recovers from all status effects and
loses all his Vulnerabilities. After that, the tide becomes high
again.
</li>
<li>
<strong>Low Tide Speed:</strong> When the tide is low, all damage
dealt to Node by creatures suffering from slow is reduced by 5 (before
applying Affinities).
</li>
</ul>
</div>
</section>
</section>
<section id="mechanic-explanation">
<section id="mechanic-explanation">
<h2>The Tide and Flow of the Battle</h2>
<p>Node and Dylons special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. Its also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies personality, and to ensure they cant benefit from all their skills at the same time, which could make them too overwhelming or frustrating.</p>
<p>The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).</p>
</section>
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<p>
Node and Dylons special mechanic revolves around the tide: this kind of
additional rule is excellent to add “phases” to a conflict without tying
them to a specific adversary. Its also an interesting way to add a
back-and-forth pace to the scene, to reveal something about the enemies
personality, and to ensure they cant benefit from all their skills at the
same time, which could make them too overwhelming or frustrating.
</p>
<p>
The best way to keep track of these effects is a physical reminder, like a
coin to flip or a card to rotate (this last prop can easily represent a
cycle of four phases, for example).
</p>
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<title>Character Dossier & Reflection</title>
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<div class="chapter-header">ANTAGONISTS (Chapter)</div>
<div class="chapter-header">
ANTAGONISTS (Chapter)
<h2>DYLON PROFILE</h2>
<p style="font-style: italic; color: #6a6a6a">
“We dont expect gratitude. Nonetheless, we know what must be done.”
</p>
<div class="stats-container">
<div class="stats-header">DYLON (Elite)</div>
<div><strong>Level:</strong> 10 • <strong>Race:</strong> BEAST</div>
<p style="margin: 5px 0">
<strong>Traits:</strong> imposing, protective, seaborn, staunch.
</p>
<hr />
<h4>Combat Stats</h4>
<div class="stat-line">
<strong>DEX / INS / MIG / WLP / HP:</strong> d6 / d8 / d10 / d8 / 140
</div>
<div class="stat-line"><strong>MP / Init.:</strong> 70 MP / 60 Init. 9</div>
<div class="stat-line"><strong>DEF / M. DEF:</strong> +2 / +1 p a B</div>
<p style="margin: 5px 0">VU d E RS F VU I RS l t</p>
</div>
<h2>DYLON PROFILE</h2>
<p style="font-style: italic; color: #6a6a6a;">“We dont expect gratitude. Nonetheless, we know what must be done.”</p>
<h2>Abilities</h2>
<div class="stats-container">
<div class="stats-header">DYLON (Elite)</div>
<div><strong>Level:</strong> 10 • <strong>Race:</strong> BEAST</div>
<p style="margin: 5px 0;"><strong>Traits:</strong> imposing, protective, seaborn, staunch.</p>
<hr>
<h4>Combat Stats</h4>
<div class="stat-line"><strong>DEX / INS / MIG / WLP / HP:</strong> d6 / d8 / d10 / d8 / 140</div>
<div class="stat-line"><strong>MP / Init.:</strong> 70 MP / 60 Init. 9</div>
<div class="stat-line"><strong>DEF / M. DEF:</strong> +2 / +1 p a B</div>
<p style="margin: 5px 0;">VU d E RS F VU I RS l t</p>
</div>
<h3>Basic Attacks</h3>
<div class="ability-section">
<strong>Sea Fin</strong>
<ul>
<li>(INS + MIG) +1 attack.</li>
<li>(HR + 5) ice damage.</li>
<li><em>Condition:</em> If the tide is high, the target suffers weak.</li>
<li>
*Note:* If the tide is low, the target wont be able to see Node (see
previous page) until Dylon uses Sea Fin again.
</li>
</ul>
</div>
<h2>Abilities</h2>
<h3>Spells</h3>
<div class="ability-section">
<strong>Rock Toss</strong> <em>(OO)</em>
<ul>
<li>
(MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.
</li>
<li>Dylon deals (HR + 10) earth damage to the target.</li>
</ul>
</div>
<h3>Basic Attacks</h3>
<div class="ability-section">
<strong>Sea Fin</strong>
<ul>
<li>(INS + MIG) +1 attack.</li>
<li>(HR + 5) ice damage.</li>
<li><em>Condition:</em> If the tide is high, the target suffers weak.</li>
<li>*Note:* If the tide is low, the target wont be able to see Node (see previous page) until Dylon uses Sea Fin again.</li>
</ul>
</div>
<h3>Other Actions</h3>
<div class="ability-section">
<strong>Coordinated Action</strong> <em>(SS)</em>
<p>
Dylon can use an action and spend 10 Mind Points to perform a free attack
with Sea Fin, treating the High Roll as 0 when calculating damage. After
this attack is resolved:
</p>
<ul>
<li>
If the tide is high: Node (see previous page) performs a free attack
with Hunters Bow, treating the High Roll as 0.
</li>
<li>If the tide is low: Node recovers 10 Hit Points instead.</li>
</ul>
</div>
<h3>Spells</h3>
<div class="ability-section">
<strong>Rock Toss</strong> <em>(OO)</em>
<ul>
<li>(MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.</li>
<li>Dylon deals (HR + 10) earth damage to the target.</li>
</ul>
</div>
<h2>Special Rules</h2>
<div class="special-rule-list">
<ul>
<li>
<strong>High Tide Strength:</strong> When the tide is high, all damage
dealt by Dylon ignores Resistances.
</li>
<li>
<strong>Ill Avenge You!:</strong> When Node (see previous page) is
reduced to 0 Hit Points, Dylon recovers from all status effects and
loses all his Vulnerabilities. After that, the tide becomes high again.
</li>
<li>
<strong>Low Tide Tenacity:</strong> When the tide is low, Dylon becomes
Resistant to physical damage.
</li>
</ul>
</div>
<h3>Other Actions</h3>
<div class="ability-section">
<strong>Coordinated Action</strong> <em>(SS)</em>
<p>Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:</p>
<ul>
<li>If the tide is high: Node (see previous page) performs a free attack with Hunters Bow, treating the High Roll as 0.</li>
<li>If the tide is low: Node recovers 10 Hit Points instead.</li>
</ul>
</div>
<div class="reflection-text">
<h3>A Reflection In Two Parts</h3>
<p>
While the T onitranea Rex (see page 176) is a terrible predator that
upsets the ecosystem, Node and Dylon showcase how pain and tragedy might
warp protective instincts into extremism a preemptive and short-sighted
hunt, fueled by fear rather than understanding. However, the village of
Turva and their mentor cultivated a diametrically opposite philosophy, one
that still endures in the powerful bond between Node and Dylon: its not
too late, and the Player Characters might be able to bring those feelings
back to surface before they drown in a sea of bitterness.
</p>
</div>
<h2>Special Rules</h2>
<div class="special-rule-list">
<ul>
<li><strong>High Tide Strength:</strong> When the tide is high, all damage dealt by Dylon ignores Resistances.</li>
<li><strong>Ill Avenge You!:</strong> When Node (see previous page) is reduced to 0 Hit Points, Dylon recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.</li>
<li><strong>Low Tide Tenacity:</strong> When the tide is low, Dylon becomes Resistant to physical damage.</li>
</ul>
</div>
<div class="reflection-text">
<h3>A Reflection In Two Parts</h3>
<p>While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: its not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.</p>
</div>
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<title>Brightvale Chronicle</title>
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<h1>The Legend of Brightvale</h1>
<h1>The Legend of Brightvale</h1>
<p>
Legends say that once upon a time, at the foot of a mountain in the
Northlands, there was a village called Brightvale, because of its verdant
territory and favorable climate. The people of the village were united,
kind, welcoming, and loved life above all else in fact, they were healthy
and very long-lived.
</p>
<p>Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else in fact, they were healthy and very long-lived.</p>
<h2>The Shadow of Immortality</h2>
<p>
However, this longevity made every bereavement excruciating: the villagers
would cry and try to comfort each other as the faint light of the
<strong>Funerary Lantern</strong> guided the procession. Both the living and
the dead only wished to be able to remain with their loved ones forever, and
this is how some souls managed to find a way back, guided by the Lantern
itself. The people thought it was a miracle, unaware of the looming danger:
in order to remain among the living against the natural order of things,
those spirits were consuming the life of their loved ones.
</p>
<h2>The Shadow of Immortality</h2>
<p>However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the <strong>Funerary Lantern</strong> guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.</p>
<p>
As more and more people died, just as many spirits joined the village. And
year after year, those souls gradually forgot who they were, until they
became faint presences, attracted like moths to the light of the Lantern. In
the end, they turned into pale flames thirsting for life.
</p>
<p>As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.</p>
<h2>The Transformation</h2>
<p>
Eventually, the spirits overtook the village, and Brightvale itself now
the epicentre of this warping of the natural order was reborn as a
terrible serpentine monstrosity that withers everything it touches,
constantly chasing the Lantern that the naive villagers put all their faith
into.
</p>
<h2>The Transformation</h2>
<p>Eventually, the spirits overtook the village, and Brightvale itself now the epicentre of this warping of the natural order was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.</p>
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<title>Antagonists Tactics</title>
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<h1>ANTAGONISTS</h1>
<h1>ANTAGONISTS</h1>
<div class="info-box">
<strong>Major Villain</strong> (10 Ultima Points);
<strong>Champion 3</strong> (worth 3 soldiers)
</div>
<div class="info-box">
<strong>Major Villain</strong> (10 Ultima Points);
<strong>Champion 3</strong> (worth 3 soldiers)
</div>
<h2>BRIGHTVALES TACTICS: PHASE 1</h2>
<h2>BRIGHTVALES TACTICS: PHASE 1</h2>
<p>
The battle with Brightvale is divided in two parts. During the first, the
heroes have to climb the lengthy Back of Brightvale, trying to reach the
head, while harassed by Will-o-Wisps attracted by their life energy (at the
start of the conflict there are two Will-o-Wisps).
</p>
<p>The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).</p>
<div class="section-title">Actions per Round:</div>
<ul>
<li>
<strong>On the first enemy turn</strong> of each round, the Back of
Brightvale uses <strong>Compact Terrain</strong> (if it is not in Crisis
or already under its effect). Otherwise, if it has 40 or more Mind Points,
it uses <strong>Silent Recall</strong>, targeting as many Will-o-Wisps as
possible, making them shoot Pale Flame against random targets. If neither
of these conditions is true, the Back performs the
<strong>Guard</strong> action instead (be aware that its effect lasts only
until the start of the Backs next turn in this round).
</li>
<li>
<strong>On the second enemy turn</strong>, the Back of Brightvale uses
<strong>Unstable Ground</strong> against two random targets.
</li>
<li>
Then, all Will-o-Wisps present on the scene perform their turns, using
<strong>Grave Whispers</strong> against a random target, prioritizing
those with the highest current Hit Points. If they lack the Mind Points,
they use Pale Flame against a random target instead.
</li>
<li>
<strong>On the last enemy turn of the round</strong>, if it has enough
Mind Points, the Back of Brightvale uses <strong>Sandy Dive</strong>,
otherwise it uses <strong>Stolen Strength</strong>.
</li>
<li>
At the end of each round, if there are less than two Will-o-Wisps present
on the scene, a new Will-o-Wisp joins the conflict.
</li>
</ul>
<div class="section-title">Actions per Round:</div>
<ul>
<li><strong>On the first enemy turn</strong> of each round, the Back of Brightvale uses <strong>Compact Terrain</strong> (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses <strong>Silent Recall</strong>, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the <strong>Guard</strong> action instead (be aware that its effect lasts only until the start of the Backs next turn in this round).</li>
<li><strong>On the second enemy turn</strong>, the Back of Brightvale uses <strong>Unstable Ground</strong> against two random targets.</li>
<li>Then, all Will-o-Wisps present on the scene perform their turns, using <strong>Grave Whispers</strong> against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.</li>
<li><strong>On the last enemy turn of the round</strong>, if it has enough Mind Points, the Back of Brightvale uses <strong>Sandy Dive</strong>, otherwise it uses <strong>Stolen Strength</strong>.</li>
<li>At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.</li>
</ul>
<div class="info-box">
<p>
<strong>Note:</strong> In this phase, the Back of Brightvale doesnt use
Ultima Points from a certain point of view, it hasnt even noticed the
characters yet.
</p>
</div>
<div class="info-box">
<p><strong>Note:</strong> In this phase, the Back of Brightvale doesnt use Ultima Points from a certain point of view, it hasnt even noticed the characters yet.</p>
</div>
<p>
When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and
the gargantuan creature plummets to the ground. Now the heroes can move to
the second half of this battle, against the Head of Brightvale and the
Funerary Lantern hanging in front of it (<a href="#page-190">see page 190</a
>).
</p>
<p>When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (<a href="#page-190">see page 190</a>).</p>
<p class="section-title" style="margin-top: 35px">Post-Phase Actions:</p>
<ul>
<li>
We encourage you to give the Player Characters one round of free actions
to catch their breath and get ready for the next part of the battle.
</li>
<li>
The conflict scene does not end and its not necessary to roll initiative
again, but all remaining Will-o-Wisps fade away, leaving the scene.
</li>
</ul>
<p class="section-title" style="margin-top: 35px;">Post-Phase Actions:</p>
<ul>
<li>We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.</li>
<li>The conflict scene does not end and its not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.</li>
</ul>
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&mdash; () &mdash;
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