feat: Add core rules

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Chapter Expansion Rules</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<h1>CHAPTER FOR A BETTER FUTURE</h1>
<div class="requirement-box">
<strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Merchant Class</strong>, and must have acquired the <strong class="skill-name">Real Treasure</strong> and <strong class="skill-name">Winds of Trade Skills</strong>.
</div>
<section>
<h2>Trading and Point Mechanics</h2>
<p>When you need to spend one or more <strong>Fabula Points</strong>, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many <strong>Trade Points</strong> instead. Describe which memories of your trades and journeys give you strength!</p>
<p>Additionally, when you gain two or more <strong>Trade Points</strong> through the <em>Real Treasure</em> or <em>Winds of Trade Skills</em>, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:</p>
<ul>
<li>Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in <strong>Winds of Trade</strong> + your Skill Level in <strong>Real Treasure</strong>).</li>
<li>A settlements prosperity starts at 0 and has no upper limit.</li>
</ul>
</section>
<section>
<h2>Prosperity Effects</h2>
<p>The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.</p>
<table>
<thead>
<tr>
<th>Minimum Prosperity</th>
<th>Effect within 1 Travel Day</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>10 or more</strong></td>
<td>When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.</td>
</tr>
<tr>
<td><strong>15 or more</strong></td>
<td>People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.</td>
</tr>
<tr>
<td><strong>20 or more</strong></td>
<td>When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.</td>
</tr>
</tbody>
</table>
</section>
<section>
<h2>GREATER CHLOROMANCY</h2>
<div class="requirement-box">
<strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Floralist Class</strong>.
</div>
<p>Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend <strong>20 Mind Points</strong>. If you do, reproduce one of those effects (you may also choose an effect that doesnt match the current sections of your Growth Clock).</p>
<p class="additional-effect">
Additionally, if you have acquired the <strong>Verdant Sway Skill</strong>, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).
</p>
</section>
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</footer>
</body>
</html>