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