chore: More formatting

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2026-06-07 00:30:21 +00:00
parent b4ee0eb212
commit 54d560980b
328 changed files with 39026 additions and 9988 deletions

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mine: she seeks an audience with the serpent herself, and will reward them
with goods or information for it!
</p>

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once it is completely filled, that threat will become active in full, and the
heroes will be forced to deal with it one way or another.
</p>

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(30 MP, DL 10). On the failure, the mechanism and some of the nearby objects
might rapidly age before your eyes and crumble to dust.
</p>

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</li>
</ol>
</div>

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</tr>
</tbody>
</table>

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selected.
</p>
<p>You are building the foundations of your campaign... take your time!</p>

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<strong>Remember:</strong> you win roleplaying games by creating a memorable
story and having a great time together!
</p>

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protagonists are complex and sometimes tragic figures, and their journey will
change them forever.
</p>

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<li><strong>7.</strong> Tribes</li>
<li><strong>8.</strong> Protectorate</li>
</ul>

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<p>This is a world that teeters on the verge of tragedy.</p>
<p>Its hope must be rekindled.</p>

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Once a fearsome pirate, Lady Morgan is now the respected protector of
Tidebreak Cove.
</p>

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</p>
<hr />

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</li>
<li>What is the most important rule in your personal code?</li>
</ul>

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</p>
</div>
<footer>
</footer>
<footer></footer>

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In the eyes of a Wayfarer, the wilderness is neither foe nor an ally, but
rather a stern teacher who can reveal many forgotten truths.
</p>

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</ul>
<hr />
<div role="signature-info">
</div>
<div role="signature-info"></div>

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them online). You can also download mobile apps that roll dice for you!
</p>
<footer>
</footer>
<footer></footer>

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</li>
<li><strong>Hope Spiritist</strong> Learn the Hope spell.</li>
</ul>

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<p><strong>Volcano Elementalist</strong> Learn the Volcano spell.</p>
</section>
<div class="signature-info">
</div>
<div class="signature-info"></div>

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<h2>EXTRA IP</h2>
<p>Permanently increase your maximum Inventory Points by 4.</p>

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Many things will be clearer once you have experienced how the game works in
play.
</p>

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way, you will be able to help Players create their characters!
</li>
</ul>

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important.
</p>
<p><em>Character evolution lies at the core of adventure: embrace it!</em></p>

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</li>
</ul>
</section>

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ally or an unexpected antagonist, can add depth to the character.
</li>
</ul>

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<li>A portal to another world.</li>
</ul>
</section>

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accessories, shields, armors, and valuables; avoid spending all of it on a
single powerful item or handing the heroes a huge pile of coins.
</p>

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</p>
</section>
<aside role="info">
</aside>
<aside role="info"></aside>

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</ul>
</article>
<div class="order-info">
</div>
<div class="order-info"></div>

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</article>
</section>
<footer>
</footer>
<footer></footer>

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</ul>
<hr />

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ranged) weapons deal 5 extra damage.
</li>
</ul>

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</section>
</div>
<hr />
<footer>
</footer>
<footer></footer>

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</li>
</ul>
<footer>
</footer>
<footer></footer>

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tear at reality. This artifact opens a path to the cosmos, which will close at
daybreak.
</p>

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but surely reduce the enemy's effectiveness by destroying or blocking
different limbs.
</p>

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approximately twenty to fifty game sessions. If you want to speed things up,
there are rules for faster advancement on page 230!
</p>

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motivations); if the NPC changes profile, perhaps through a transformation or
a change of phase, they can be studied again.
</p>

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Skill.
</li>
</ul>

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</ul>
</article>
<div class="signature">
</div>
<div class="signature"></div>

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<h2>Special Rules</h2>
<p><strong>Elemental</strong> w The spikeflake is immune to poisoned.</p>
</article>
<footer>
</footer>
<footer></footer>

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<strong>Charged Attack:</strong> The mercenary's next attack gains multi (2)
and ignores Resistances.
</p>
</section>

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<h3>SPECIAL RULES</h3>
<p>Flying w See page 307 for the detailed effects of this Skill.</p>

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the end of every other session. The details of this system can be found on
page 226.
</p>

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</li>
<li><strong>loyalty</strong>: Bond of, <span class="tag">56</span></li>
</ul>
</section>

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above: characters could accomplish that by striking the pillars, pulverizing
them with magic, or even throwing an enemy against them!
</p>

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and slowing down the progress of the ritual, a ten-sections Clock that would
end the scene in an automatic defeat.
</p>

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</p>
</section>
<footer>
</footer>
<footer></footer>

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participant to act during each round will be one of their foes.
</li>
</ul>

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there when it fills up).
</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">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<div class="container">
<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>
<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>
<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">
@@ -32,7 +61,5 @@
<p>A game by Emanuele Galletto | fabulaultima.com</p>
<small>Fabula Ultima © 2021-2026 Need Games and Rooster Games.</small>
</div>
</div>
</body>
</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">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<main>
<header>
<h1>The Natural Fantasy Atlas</h1>
@@ -16,7 +14,15 @@
<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>
<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">
@@ -24,27 +30,48 @@
<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>
<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>
<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>
<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>
<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>
<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>
<p>
Featuring manga and chibi-style illustrations from international
artists.
</p>
</li>
</ul>
</section>
@@ -55,8 +82,5 @@
<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>

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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">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<header>
<h1>Introduction to Natural Fantasy Campaigns</h1>
</header>
@@ -15,11 +13,29 @@
<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>
<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>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>
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>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>
<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>
<div class="section-break"></div>
@@ -27,14 +43,34 @@
<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>
<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>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>
<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>
<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>
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>
<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>
</body>
</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">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<header class="meta-data">
<span>[Page 99]</span> | <span style="float: right;">W33 PROTAGONISTS</span>
<span>[Page 99]</span> |
<span style="float: right">W33 PROTAGONISTS</span>
</header>
<h1>APSU</h1>
@@ -30,7 +29,7 @@
<div class="profile-attribute">
<strong>Quirk:</strong> <span>Cursed</span>
</div>
<div class="profile-attribute" style="grid-column: span 2;">
<div class="profile-attribute" style="grid-column: span 2">
<strong>Signature Weapons:</strong> <span>Short swords</span>
</div>
</div>
@@ -40,25 +39,45 @@
<section class="section-break">
<h2>APSU IN DETAIL</h2>
<div class="profile-grid">
<p style="grid-column: span 2;"><strong>Background & Skills</strong></p>
<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>
<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 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>
</body>
<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">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<div class="container">
<h1>DONNA MAXWELL</h1>
@@ -17,7 +16,9 @@
<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>
<span class="info-label">Signature weapons:</span> Seismic revolver
</div>
</div>
<!-- Detailed Profile Section -->
@@ -25,16 +26,39 @@
<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>
<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>
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<meta charset="UTF-8" />
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<title>Character Profile: Lady Undersson</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<h1>LADY UNDERSSON</h1>
<h2>Basic Information</h2>
@@ -35,17 +33,37 @@
<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>
<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>
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<title>Character Dossier: Laurence</title>
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</head>
<body>
<div class="container">
<!-- Assuming '102' is a page number, it's less structural -->
<h1>W LAURENCE</h1>
@@ -28,18 +26,39 @@
<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 -->
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<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;">
<header
style="
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 20px;
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>
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style="
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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>
@@ -20,11 +36,17 @@
<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>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;">
<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>
@@ -34,16 +56,39 @@
<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>
<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>
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<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Mylo Ulve Character Profile</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<h1>Mylo Ulve</h1>
<p style="font-size: 0.9em; color: #666;">(Page/Document Reference 104)</p>
<p style="font-size: 0.9em; color: #666">(Page/Document Reference 104)</p>
<div class="profile-header">
<h2>Basic Information</h2>
@@ -21,16 +19,40 @@
<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 class="info-item">
<strong>Signature Weapons:</strong> Elemental Rings
</div>
</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>
<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>
@@ -38,12 +60,11 @@
<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>
<li>
Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
</li>
</ul>
</div>
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<title>Octavia - Protagonist Profile</title>
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<body>
<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>
<!-- 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>
<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;">
<div style="grid-column: 1 / -1">
<strong>Signature Weapons:</strong>
<ul>
<li>Reinforced Pipe</li>
@@ -34,24 +34,44 @@
<!-- 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>
<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>
<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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<title>Ruairi Character Profile</title>
<link rel="stylesheet" href="book-page.css">
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</head>
<body>
<h1>Ruairi Character Profile</h1>
<div class="info-block">
@@ -23,23 +21,45 @@
<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>
<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>
<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>
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<title>Tsukihime Character Profile</title>
<link rel="stylesheet" href="book-page.css">
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<!-- Meta/Contextual Information (Visually minimal) -->
<div style="text-align: center; margin-bottom: 30px; color: #aaa;">
<div style="text-align: center; margin-bottom: 30px; color: #aaa">
<span>107</span> | <span>W</span> | <span>33 PROTAGONISTS</span>
</div>
@@ -32,7 +30,7 @@
<dd>The Long Dream</dd>
<dt>Signature weapons:</dt>
<dd><strong style="color: #a0c4ff;">Bows</strong></dd>
<dd><strong style="color: #a0c4ff">Bows</strong></dd>
</dl>
</section>
@@ -41,16 +39,37 @@
<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>
<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>
<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>
<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>
<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>
<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>NEW OPTIONS</h2>
<p class="section-header">W</p>
<p><em>(Placeholder for content/detail regarding option.)</em></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>
<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>
<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>
<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>
<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>
<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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<div class="metadata">109 | W 33 PROTAGONISTS</div>
<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).
<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>
<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>
<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>
<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>
<blockquote>
“Ive never seen a flower like this.<br>I wonder what its properties are!”<br>
“Ive never seen a flower like this.<br />I wonder what its properties
are!”<br />
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<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>
<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>
<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>
@@ -17,9 +15,32 @@
<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>
@@ -27,18 +48,39 @@
<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>
<!-- QUOTE / FOOTER BLOCK -->
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<p style="font-size: 1.3em;">“You must be strong, yes! But also humble, and kind.</p>
<p style="font-size: 1.3em">
“You must be strong, yes! But also humble, and kind.
</p>
<p>There is no other way for a better world.”</p>
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<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.
<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>
<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>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>
<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>
<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>
<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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<h1>WEAPON CUSTOMIZATIONS</h1>
<!-- The raw text had '113' and 'W' which suggest context/page numbering -->
<span style="float: right; font-size: 0.9em; color: #7f8c8d;">Page 113</span>
<span style="float: right; font-size: 0.9em; color: #7f8c8d"
>Page 113</span
>
</header>
<section class="customization-list">
@@ -20,51 +20,90 @@
<dl>
<dt>Accuracy Boost</dt>
<dd>Adds a <strong style="color: green;">+2 bonus</strong> to the weapons Accuracy Check formula.</dd>
<dd>
Adds a <strong style="color: green">+2 bonus</strong> to the weapons
Accuracy Check formula.
</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>
<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>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>
<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>Magic Defense Boost W</dt>
<dd>You gain a <strong style="color: green;">+2 bonus to Magic Defense</strong>.</dd>
<dd>
You gain a
<strong style="color: green">+2 bonus to Magic Defense</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>
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>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>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>
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 -->
<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>
<!-- Empty definition for the specific order text -->
</dl>
</section>
</div>
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<html lang="en">
<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Custom Weapon Compatibility Guide</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<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>
<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>
<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>
<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">
<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>
<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>
<div style="margin-top: 40px; padding: 15px; border-left: 3px solid #ccc;">
<div style="margin-top: 40px; padding: 15px; border-left: 3px solid #ccc">
<strong>Document Footer/Reference:</strong> ()
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists Chapter 9</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<div class="chapter-info">
<span>Chapter 9</span>
<h1>AUTODRIVERS</h1>
@@ -16,11 +14,19 @@
<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>
<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>
<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>
@@ -37,13 +43,17 @@
<li>Melee</li>
<li>No Quality.</li>
</ul>
<p>This weapon has the accurate, defense boost and powerful customizations.</p>
<p>
This weapon has the accurate, defense boost and powerful customizations.
</p>
</div>
</div>
<!-- AUTOSCRAPPER Section -->
<div class="weapon-section">
<h3 style="margin-top: 0; border-bottom: none;">AUTOSCRAPPER <span class="rarity">W</span></h3>
<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>
@@ -58,24 +68,29 @@
<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>
<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>
<p>
This weapon has the accurate, defense boost and powerful customizations.
</p>
</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>
“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>
<!-- Credits/Footer -->
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<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
<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>
<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>
@@ -13,13 +16,16 @@
<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;">
<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>
<p class="description">
This weapon has the accurate, defense boost and elemental
customizations.
</p>
</article>
<!-- OXIDIZED KEY -->
@@ -30,20 +36,31 @@
<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;">
<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>
<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>
<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>
@@ -53,17 +70,18 @@
<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;">
<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>
<p class="description">
This weapon has the accurate, magic defense boost and powerful
customizations.
</p>
</article>
</div>
<div class="metadata">
W ()
</div>
<div class="metadata">W ()</div>
</main>

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<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>
@@ -18,25 +18,35 @@
</ul>
<div class="description">
This weapon has the accurate, magic defense boost and powerful customizations.
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;">
<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>
<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 -->
@@ -46,13 +56,16 @@
<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;">
<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>
<p>
<strong>Features:</strong> This weapon has the defense boost, magic
defense boost and transforming customizations.
</p>
</div>
<!-- Form II -->
@@ -62,13 +75,16 @@
<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;">
<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>
<p>
<strong>Features:</strong> This weapon has the accurate, powerful and
transforming customizations.
</p>
</div>
</div>
@@ -84,13 +100,20 @@
<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;">
<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>
<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>
<p>
<strong>Features:</strong> This weapon has the defense boost, magic
defense boost and transforming customizations.
</p>
</div>
<!-- Form II -->
@@ -100,17 +123,34 @@
<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;">
<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>
<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>
<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
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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<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>
@@ -6,7 +6,10 @@
<!-- 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>
<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">
@@ -18,7 +21,12 @@
<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>
<p>
<em
>This weapon has the accurate, defense boost and powerful
customizations.</em
>
</p>
</div>
<!-- HELEPOLIS -->
@@ -31,14 +39,23 @@
<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>
<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>
<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">
@@ -47,7 +64,9 @@
<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>
<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>
@@ -55,17 +74,33 @@
<!-- 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>
<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>
<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>
<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
style="
clear: both;
margin-top: 40px;
padding-top: 15px;
border-top: 1px solid #eee;
"
>
<strong>W</strong> <br />
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<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>
<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>
<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>
<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>
“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>
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<div style="text-align: right; font-size: 0.9em; color: #888;">Page 119</div>
<div style="text-align: right; font-size: 0.9em; color: #888">Page 119</div>
<h1>PROTAGONISTS</h1>
<!------------------- Water Toll Section --------------------->
<section class="weapon-entry water-toll">
<h2 class="weapon-title">WATER TOLL</h2>
@@ -28,7 +26,11 @@
<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>
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>
@@ -43,21 +45,29 @@
<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>
<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>
<p>
The crystal-seekers from Rockvale learn how to handle these massive
shovels from birth.
</p>
<!-- Shovelpick -->
<div style="margin-top: 20px;">
<div style="margin-top: 20px">
<h4>SHOVELPICK</h4>
<p><em>(Basic Form)</em>, worth 300 zenit.</p>
@@ -70,13 +80,16 @@
<strong>Attributes:</strong> Heavy • Two-handed • Melee
<ul>
<li>No Quality.</li>
<li>This weapon has the accurate, defense boost and powerful customizations.</li>
<li>
This weapon has the accurate, defense boost and powerful
customizations.
</li>
</ul>
</div>
</div>
<!-- Vanguard Spade -->
<div style="margin-top: 30px;">
<div style="margin-top: 30px">
<h4>VANGUARD SPADE</h4>
<p>A possible rare evolution, worth 1300 zenit.</p>
@@ -88,8 +101,14 @@
<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>
<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>
@@ -99,8 +118,5 @@
<div class="disclaimer">
<em>cc Weapon customizations are not part of its Qualities!</em>
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<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>
<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>
<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>
<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 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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<h1>Protagonists</h1>
<p style="font-size: 0.9em; color: #666;">Chapter 9: Ancient Weapon / Chapter</p>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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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<h1>PROTAGONISTS</h1>
<h2>Chapter 9: Character Quirks</h2>
@@ -17,44 +15,82 @@
<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>
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>
<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 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>
<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>
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<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>
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>
<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>
<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>
<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>
“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>
“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>
<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>
<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>
<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>
<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>
<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>
<h1>PROTAGONISTS</h1>
@@ -16,20 +15,58 @@
<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>
<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>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>
<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>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>
<p>
You also possess a unique weakness typical of fairies: decide it together
with your group.
</p>
<div
style="
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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>
@@ -38,19 +75,38 @@
<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>
<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>
<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>
<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>
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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>
</div>
<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>
</div>
<div class="footer-section">
<h3>SENSITIVE TOPICS</h3>
</div>
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<span>Page 127 | Chapter Navigation</span>
</header>
@@ -19,18 +17,35 @@
<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>
<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>
<li>
Permanently increase your maximum <strong>Hit Points</strong> and
maximum <strong>Mind Points</strong> by 5.
</li>
</ul>
<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>
<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>
@@ -40,23 +55,41 @@
<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>
<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>
<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>
<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>
<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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<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>
<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>
<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>
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>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>
<li>
Into a uniquely shaped rock, or into the brightest star in the sky.
</li>
</ul>
<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>
<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>
<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>
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>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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<p><em>(Note: The following text appeared in the raw source but was separated from the main document flow.)</em></p>
<p>
<em
>(Note: The following text appeared in the raw source but was separated
from the main document flow.)</em
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<title>Character Quirk Detail</title>
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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>
<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>
@@ -22,21 +33,39 @@
<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:
<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 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>
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>
<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>
<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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<title>Camp Activities Rule</title>
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<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.
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.
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.
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>
<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.
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.
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).
<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>
<h2>Camp Activities</h2>
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<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>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>
<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>
<h2>Camp Activity Target</h2>
@@ -25,21 +36,30 @@
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>
<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>
</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.
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.
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>
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<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>
<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>
<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>
<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>
<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>
@@ -38,28 +56,46 @@
<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>
<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>
<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>
<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>
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<h3>W</h3>
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<h1>PROTAGONISTS</h1>
<h2>Chapter Activity Targets</h2>
@@ -17,53 +15,76 @@
<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>
<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>
<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>
<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>
<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>
<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>
<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!
<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>
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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>
<!-- ELEMENTAL ACROBAT -->
<h2>ELEMENTAL ACROBAT</h2>
<p class="class-header-info"><strong>Stats:</strong> Dexterity d10, Insight d6, Might d8, Willpower d8</p>
<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.
<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>
<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>
<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.
<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>
<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>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.
<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>
<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>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.
<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>
<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>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.
<strong>Equipment:</strong> Staff, travel garb.
<strong>Zenit Cost:</strong> 370 zenit.
</div>
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<head>
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<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<h1>Protagonists Dossier</h1>
<div class="character-info">
@@ -24,7 +22,13 @@
<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>
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>
@@ -56,7 +60,14 @@
<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>
<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">
@@ -67,7 +78,6 @@
</div>
</div>
<div class="character-info">
<h2>TROUBLEMAKER ROGUE</h2>
<strong>(DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)</strong>
@@ -82,7 +92,14 @@
<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>
<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>
@@ -94,7 +111,10 @@
<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>
<li>
Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony),
Verdant Sway
</li>
</ul>
<div class="equipment">
@@ -105,8 +125,8 @@
</div>
</div>
<div class="character-info" style="background-color: #e6f7ff; border: 1px solid #b3d4ff;">
</div>
</body>
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class="character-info"
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<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<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>
<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>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.
<span class="subheading">Equipment:</span> Shortbow, sage robe, 170
zenit.
</div>
</ul>
</div>
@@ -31,15 +48,27 @@
<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>
<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>
<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.
<span class="subheading">Equipment:</span> Waraxe (described as a
pickaxe!), bronze plate, 120 zenit.
</div>
</ul>
</div>
@@ -47,14 +76,24 @@
<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>
<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>
<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.
<span class="subheading">Equipment:</span> Bronze sword, travel garb,
runic shield, 120 zenit.
</div>
</ul>
</div>
@@ -62,11 +101,20 @@
<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>
<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>
<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.
@@ -74,8 +122,5 @@
</ul>
</div>
<div class="guest-customer">
</div>
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists Index</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<div class="chapter-metadata">
Chapter 137 | Protagonists Index
</div>
<div class="chapter-metadata">Chapter 137 | Protagonists Index</div>
<h1>THE KITCHEN BRIGADE</h1>
<p>“Despite the same world awaiting them, each would learn a different lesson from it.”</p>
<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>
<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
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d10,
Willpower d6
</div>
<h4>Proficiencies & Skills</h4>
@@ -35,7 +39,10 @@
<div class="equipment-details">
<strong>Weapon:</strong> Wok shield (custom weapon)
<p>(DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost</p>
<p>
(DEX + MIG), brawling, melee, defense boost, elemental (fire), magic
defense boost
</p>
<strong>Gear:</strong> Bronze plate, silk shirt
</div>
</div>
@@ -45,19 +52,24 @@
<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
<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>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>
<p>
(DEX + INS), firearm, ranged, accurate, magic defense boost, powerful
</p>
<strong>Gear:</strong> Silk shirt
</div>
</div>
@@ -67,19 +79,24 @@
<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
<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>
<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>
<p>
(DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)
</p>
<strong>Gear:</strong> Sage robe
</div>
</div>
@@ -89,13 +106,16 @@
<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
<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>Orator (2 levels):</strong> My Trust in You, Unexpected Ally
</li>
<li><strong>Wayfarer (1 level):</strong> Tavern Talk</li>
</ul>
@@ -105,8 +125,5 @@
</div>
</div>
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<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Floralist Role Profile</title>
<link rel="stylesheet" href="book-page.css">
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</head>
<body>
<header>
<h1>FLORALIST</h1>
</header>
@@ -22,22 +20,26 @@
</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.
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.
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>
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</head>
<body>
<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>
<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>
<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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<meta charset="UTF-8" />
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<title>Prologue Character Sheet</title>
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<header>
<h1>CHAPTER 139</h1>
<h2>W / PROTAGONISTS</h2>
<p style="font-size: 0.9em;">FLORALIST FREE BENEFITS</p>
<p style="font-size: 0.9em">FLORALIST FREE BENEFITS</p>
</header>
<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 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>
<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">
<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>
<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">
<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>
<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">
<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>
<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">
<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>
<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>
@@ -56,8 +87,8 @@
</ul>
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<meta charset="UTF-8" />
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<title>Magiseed Lore Document</title>
<link rel="stylesheet" href="book-page.css">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<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>
<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>
<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>
<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:
<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>
<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>
<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>
<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>
<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>
<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>
@@ -65,8 +113,5 @@
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<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">
<link rel="stylesheet" href="book-page.css" />
</head>
<body>
<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>
@@ -22,8 +29,13 @@
<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>
<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>
@@ -35,26 +47,34 @@
<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>
<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>
<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>
<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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