fix: Format weapons, armor, shields tables

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2026-06-27 19:10:09 -04:00
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Group Check (<a href="/books/core/#page-50">page 50</a>), and the character who
performs the Ritual will act as Group Check (<a href="/books/core/#page-50"
>page 50</a
>), and the character who performs the Ritual will act as
<div>
<h2>RITUALS AS GROUP CHECKS</h2>
<p>
When a character attempts a Ritual, other characters can help (even if they
have no ability to perform Rituals themselves). The Magic Check will become
a Group Check (<a href="/books/core/#page-50">page 50</a>), and the
character who performs the Ritual will act as the leader.
</p>
</div>
<div>
<h2>REDUCING THE COST OF A RITUAL</h2>
<p>
It is easy to notice that the MP cost of Rituals can be rather high. In
order to reduce this cost, the spellcaster may provide an especially rare or
powerful ingredient; doing so will cut the MP cost in half.
</p>
<ul>
<li>
This can only be done once per Ritual, and the Game Master should
determine the nature of the ingredient — finding it should be its own
adventure.
</li>
<li>
If there is no time to prepare and the Ritual is urgent, an item or
ingredient the GM deems suitable can be sacrificed to allow the Ritual to
take place.
</li>
</ul>
</div>
<div>
<h2>SAMPLE RITUALS</h2>
<p>Use these examples as guidelines when adjudicating Rituals.</p>
<p class="example">
Summoning a great globe made of fire and using it to destroy the engine of
an airship is an Elementalism Ritual of major potency targeting a small area
(80 MP, DL 13). If this Ritual fails, you might trigger a devastating
firestorm.
</p>
<p class="example">
Sensing whether a person is hostile is a Spiritism Ritual of minor potency
affecting an individual area (20 MP, DL 7). On a failure, you might
accidentally instill strong negative emotions inside them, with
unpredictable consequences.
</p>
<p class="example">
Erecting a barrier of energy to shield a castle from an avalanche is a
Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16).
If the Ritual fails, you might cause a burst of uncontrolled magical force
and trigger a supernatural cataclysm.
</p>
<p class="example">
Altering the flow of time to briefly restore the functions of a damaged
device is an Entropism Ritual of medium potency affecting an individual area
(30 MP, DL 10). On a failure, the mechanism and some of the nearby objects
might rapidly age before your eyes and crumble to dust.
</p>
</div>

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<p>
Regardless of which fantastic world your adventures take place in, your heroes
will likely find themselves purchasing and selling items. This section covers
the basics of the economy and provides you with useful lists of items and
prices.
</p>
<h2>ZENIT</h2>
<p>
The common currency of all Fabula Ultima worlds is zenit, a gold coin whose
shape and size may vary from region to region. While prices may rise and fall
depending on where you are, zenit is universally accepted.
</p>
<p>
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for
the night in town, and 100 z can fetch you a bronze shield.
</p>
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
<p>
As shown on the character sheet, a Player Character can equip a limited number
of items on their body:
</p>
<ul>
<li>You have one equipment slot for your armor.</li>
<li>
You have a main hand equipment slot, where you can equip a one-handed weapon
or a two-handed weapon. While you have a two-handed weapon equipped here,
that weapon will also take up your off-hand slot (see below).
</li>
<li>
You have an off-hand equipment slot, where you can equip a one-handed weapon
or a shield.
</li>
<li>You have one equipment slot for your accessory.</li>
</ul>
<p>
Any item you have that is not equipped goes in your backpack. There is no set
limit to how many items you can carry this way, as long as it makes sense. The
Game Master has final say on what you can and cannot carry this way.
</p>
<p>
If you ever find yourself in need of transporting large and heavy items over
long distances, consider purchasing a transport (see
<a href="/books/core/#page-125">page 125</a>).
</p>
<p>
It takes a few moments to find items stored inside a backpack: during a
conflict, for example, you will need to spend an action searching for them. On
the other hand, items you have equipped are readily accessible, but also more
exposed to the risk of being damaged or stolen.
</p>
<p>
An item stored in your backpack does not grant you any of its properties. If
you want it to “work”, you must equip it!
</p>
<h2>ECONOMY AND ITEMS</h2>
<div>
<h1>ECONOMY AND ITEMS</h1>
<p>
Regardless of which fantastic world your adventures take place in, your
heroes will likely find themselves purchasing and selling items. This
section covers the basics of the economy and provides you with useful lists
of items and prices.
</p>
<div>
<h2>ZENIT</h2>
<p>
The common currency of all Fabula Ultima worlds is zenit, a gold coin
whose shape and size may vary from region to region. While prices may rise
and fall depending on where you are, zenit is universally accepted.
</p>
<p>
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room
for the night in town, and 100 z can fetch you a bronze shield.
</p>
</div>
<div>
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
<p>
As shown on the character sheet, a Player Character can equip a limited
number of items on their body:
</p>
<ul>
<li>You have one equipment slot for your armor.</li>
<li>
You have a main hand equipment slot, where you can equip a one-handed
weapon or a two-handed weapon. While you have a two-handed weapon
equipped here, that weapon will also take up your off-hand slot (see
below).
</li>
<li>
You have an off-hand equipment slot, where you can equip a one-handed
weapon or a shield.
</li>
<li>You have one equipment slot for your accessory.</li>
</ul>
<p>
Any item you have that is not equipped goes in your backpack. There is no
set limit to how many items you can carry this way, as long as it makes
sense. The Game Master has final say on what you can and cannot carry this
way.
</p>
<p>
If you ever find yourself in need of transporting large and heavy items
over long distances, consider purchasing a transport (see
<a href="/books/core/#page-125">page 125</a>).
</p>
<p>
It takes a few moments to find items stored inside a backpack: during a
conflict, for example, you will need to spend an action searching for
them. On the other hand, items you have equipped are readily accessible,
but also more exposed to the risk of being damaged or stolen.
</p>
<p>
An item stored in your backpack does not grant you any of its properties.
If you want it to “work”, you must equip it!
</p>
</div>
</div>

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<h1>22GAME RULES</h1>
<h2>HOW TO GET NEW ITEMS</h2>
<p>
There are plenty of occasions for characters to acquire gear and equipment:
villages and towns will always have one or more stores dedicated to weapons,
armor, and useful accessories. This doesnt mean a character can simply walk
into a shop in the middle of nowhere and expect to purchase a magical
crossbow, however: while basic weapons, armor, and shields should be available
in most settlements, rare items should only be found in unique stores, hidden
within the most dangerous of ruins, guarded by powerful monsters or offered as
a reward for heroic deeds.
</p>
<p>
If you are the Game Master, see
<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
to create rare items, as well as several lists of premade items. A list of
basic items can be found starting on
<a href="/books/core/#page-130">page 130</a>.
</p>
<p>
There are three main ways treasure and magical items can be handled during a
Fabula Ultima campaign.
</p>
<p>
When you start playing, you should discuss which of the methods below you want
to adopt; you can always change your decision later on after a few sessions.
</p>
<h3>Methods for Handling Treasure</h3>
<ul>
<li>
<strong>Classic.</strong> The GM hands out rewards as they see fit. This is
probably the most common solution, but it puts a lot of responsibility on
the GM's shoulders.
</li>
<li>
<strong>Survey.</strong> The Game Master asks everyone about the kind of
items they'd like their characters to find or use — perhaps the ninja would
like to wear an intimidating han'nya mask (<a href="/books/core/#page-286"
>page 286</a
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
has a useful list of items they can pick from when handing out rewards.
</li>
<li>
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
interesting. Each Player writes a list of items they would like their
character to find over the course of their career — these can be chosen from
the lists of rare items in the Game Master chapter, or designed from scratch
following the guidelines presented there. Then, whenever the group finds
some kind of treasure or receives a reward, the Players themselves can pick
from those lists and narrate what the item is — as well as why it was there.
</li>
</ul>
<h2>REWARDS</h2>
<div>
<h2>HOW TO GET NEW ITEMS</h2>
<p>
There are plenty of occasions for characters to acquire gear and equipment:
villages and towns will always have one or more stores dedicated to weapons,
armor, and useful accessories. This doesnt mean a character can simply walk
into a shop in the middle of nowhere and expect to purchase a magical
crossbow, however: while basic weapons, armor, and shields should be
available in most settlements, rare items should only be found in unique
stores, hidden within the most dangerous of ruins, guarded by powerful
monsters or offered as a reward for heroic deeds.
</p>
<p>
If you are the Game Master, see
<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
to create rare items, as well as several lists of premade items. A list of
basic items can be found starting on
<a href="/books/core/#page-130">page 130</a>.
</p>
</div>
<div>
<h2>REWARDS</h2>
<p>
There are three main ways treasure and magical items can be handled during a
Fabula Ultima campaign.
</p>
<p>
When you start playing, you should discuss which of the methods below you
want to adopt; you can always change your decision later on after a few
sessions.
</p>
<h3>Methods for Handling Treasure</h3>
<ul>
<li>
<strong>Classic.</strong> The GM hands out rewards as they see fit. This
is probably the most common solution, but it puts a lot of responsibility
on the GM's shoulders.
</li>
<li>
<strong>Survey.</strong> The Game Master asks everyone about the kind of
items they'd like their characters to find or use — perhaps the ninja
would like to wear an intimidating han'nya mask (<a
href="/books/core/#page-286"
>page 286</a
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
has a useful list of items they can pick from when handing out rewards.
</li>
<li>
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
interesting. Each Player writes a list of items they would like their
character to find over the course of their career — these can be chosen
from the lists of rare items in the Game Master chapter, or designed from
scratch following the guidelines presented there. Then, whenever the group
finds some kind of treasure or receives a reward, the Players themselves
can pick from those lists and narrate what the item is — as well as why it
was there.
</li>
</ul>
</div>

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<h2>Selling Items</h2>
<p>
Provided you can find someone willing to buy it, an item will sell for roughly
half its original price. This amount may be modified by the items quality and
condition: none will want the rusted, mud-caked axes picked up in the old
tunnels.
</p>
<p>
The Game Master always has final say on whether you are able to sell a given
item and how many zenit you can make from it; sometimes it will also be
possible to barter or carry out duties in exchange for goods.
</p>
<h2>Artifacts</h2>
<p>
Player Characters will sometimes come into possession of incredibly powerful
magic items, known as artifacts (see
<a href="/books/core/#page-288">page 288</a>). Given their nature, artifacts
should never be purchased or sold: no amount of riches can do them justice.
Entire kingdoms could go to war for a chance to obtain them.
</p>
<h2>Services and Transports</h2>
<p>
Prices and availability for animals, vehicles, lodging, and such may vary
depending on your game world. The following lists are meant to be a guideline
for the Game Master when establishing prices.
</p>
<p>
When it comes to transports, the list includes generic entries for mounts,
cars, vessels, airships and such. Each transport can carry a certain number of
passengers and increases the distance you can cover within a single travel
day.
</p>
<h3>Transport Rules</h3>
<ul>
<li>Terrestrial transports can only travel on land.</li>
<li>Aquatic transports can travel on water surfaces.</li>
<li>Submarine transports can travel above and underwater.</li>
<li>Flying transports can travel in the skies.</li>
</ul>
<p><strong>Vehicle Costs:</strong></p>
<ul>
<li>
If you purchase a vehicle hauled by animals, their cost is included in its
price.
</li>
<li>There is no need to keep track of animal fodder or fuel.</li>
<li>
Mounts acquired this way have no stats and will not fight. If you want to
ride a creature into battle, take a look at the Wayfarer's Skill Faithful
Companion (<a href="/books/core/#page-217">page 217</a>).
</li>
</ul>
<div>
<h2>Selling Items</h2>
<p>
Provided you can find someone willing to buy it, an item will sell for
roughly half its original price. This amount may be modified by the items
quality and condition: none will want the rusted, mud-caked axes picked up
in the old tunnels.
</p>
<p>
The Game Master always has final say on whether you are able to sell a given
item and how many zenit you can make from it; sometimes it will also be
possible to barter or carry out duties in exchange for goods.
</p>
</div>
<div>
<h2>Artifacts</h2>
<p>
Player Characters will sometimes come into possession of incredibly powerful
magic items, known as artifacts (see
<a href="/books/core/#page-288">page 288</a>). Given their nature, artifacts
should never be purchased or sold: no amount of riches can do them justice.
Entire kingdoms could go to war for a chance to obtain them.
</p>
</div>
<div>
<h2>Services and Transports</h2>
<p>
Prices and availability for animals, vehicles, lodging, and such may vary
depending on your game world. The following lists are meant to be a
guideline for the Game Master when establishing prices.
</p>
<p>
When it comes to transports, the list includes generic entries for mounts,
cars, vessels, airships and such. Each transport can carry a certain number
of passengers and increases the distance you can cover within a single
travel day.
</p>
<ul>
<li>Terrestrial transports can only travel on land.</li>
<li>Aquatic transports can travel on water surfaces.</li>
<li>Submarine transports can travel above and underwater.</li>
<li>Flying transports can travel in the skies.</li>
<li>
If you purchase a vehicle hauled by animals, their cost is included in its
price.
</li>
<li>There is no need to keep track of animal fodder or fuel.</li>
<li>
Mounts acquired this way have no stats and will not fight. If you want to
ride a creature into battle, take a look at the Wayfarer's Skill Faithful
Companion (<a href="/books/core/#page-217">page 217</a>).
</li>
</ul>
</div>

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<h2>SERVICE COST DESCRIPTION</h2>
<h3>Town Services</h3>
<p>
<strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory
Points by one.
</p>
<p>
<strong>Full Rest (village)</strong> 5 z: Allows one person to rest for one
night.
</p>
<p>
<strong>Full Rest (town)</strong> 10 z: Allows one person to rest for one
night.
</p>
<p>
<strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one
night.
</p>
<h3>Travel Services</h3>
<p>
<strong>Land Transportation</strong> 10 z: Allows one person to travel for one
day.
</p>
<p>
<strong>Water Transportation</strong> 20 z: Allows one person to travel for
one day.
</p>
<p>
<strong>Air Transportation</strong> 40 z: Allows one person to travel for one
day.
</p>
<h2>TRANSPORT COST PASSENGERS DISTANCE</h2>
<h3>Mounts</h3>
<ul>
<li><strong>Terrestrial</strong> 200 z: One or two ×2</li>
<li><strong>Aquatic</strong> 500 z: Approximately six ×2</li>
<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li>
<li><strong>Flying</strong> 2000 z: Approximately six ×3</li>
</ul>
<h3>Vehicles</h3>
<ul>
<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li>
<li><strong>Aquatic</strong> 2000 z: Approximately ten ×2</li>
<li><strong>Submarine</strong> 4000 z: Approximately ten ×2</li>
<li><strong>Flying</strong> 8000 z: Approximately twenty ×3</li>
</ul>
<div>
<table>
<thead>
<tr>
<th>Service</th>
<th>Cost</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="3">Town Services</th>
</tr>
<tr>
<td>Recharge Inventory</td>
<td>10 z</td>
<td>Recharges a character's Inventory Points by one.</td>
</tr>
<tr>
<td>Full Rest (village)</td>
<td>5 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<td>Full Rest (town)</td>
<td>10 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<td>Full Rest (city)</td>
<td>20 z</td>
<td>Allows one person to rest for one night.</td>
</tr>
<tr>
<th colspan="3">Travel Services</th>
</tr>
<tr>
<td>Land Transportation</td>
<td>10 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
<tr>
<td>Water Transportation</td>
<td>20 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
<tr>
<td>Air Transportation</td>
<td>40 z</td>
<td>Allows one person to travel for one day.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th>Service</th>
<th>Cost</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="3">Mounts</th>
</tr>
<tr>
<td>Terrestrial</td>
<td>200 z</td>
<td>One or two ×2</td>
</tr>
<tr>
<td>Aquatic</td>
<td>500 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Submarine</td>
<td>1000 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Flying</td>
<td>2000 z</td>
<td>Approximately six ×3</td>
</tr>
<tr>
<th colspan="3">Vehicles</th>
</tr>
<tr>
<td>Terrestrial</td>
<td>600 z</td>
<td>Approximately six ×2</td>
</tr>
<tr>
<td>Aquatic</td>
<td>2000 z</td>
<td>Approximately ten ×2</td>
</tr>
<tr>
<td>Submarine</td>
<td>4000 z</td>
<td>Approximately ten ×2</td>
</tr>
<tr>
<td>Flying</td>
<td>8000 z</td>
<td>Approximately twenty ×3</td>
</tr>
</tbody>
</table>
</div>

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<h1>EQUIPMENT</h1>
<p>
There are four categories of items that can be equipped: accessories, armors,
shields and weapons. Each item can be basic or rare (with the exception of
accessories, which are always rare).
</p>
<h2>MARTIAL ITEMS (E)</h2>
<p>
Items marked with the (E) symbol can only be equipped by characters who have
acquired certain specific Classes.
</p>
<ul>
<li>
<strong>Darkblade</strong> allows you to equip martial melee weapons and
martial armor.
</li>
<li>
<strong>Fury</strong> allows you to equip martial melee weapons and martial
armor.
</li>
<li>
<strong>Guardian</strong> allows you to equip martial armor and martial
shields.
</li>
<li>
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons and
martial shields.
</li>
<li>
<strong>Weaponmaster</strong> allows you to equip martial melee weapons and
martial shields.
</li>
</ul>
<p>
Characters who do not have the appropriate Classes can still carry a martial
item, but they are unable to equip it and enjoy its benefits.
</p>
<h2>ACCESSORIES</h2>
<p>
Accessories are useful magical items that bestow special abilities upon those
who wear them. Accessories are always considered rare items.
</p>
<p>
Each accessory entry uses the format below and contains a variety of
information:
</p>
<h3>ACCESSORY COST</h3>
<strong>Crested Helm</strong> 1000 z
<p>You gain a +1 bonus to your Accuracy Checks.</p>
<p>The general structure includes:</p>
<ul>
<li>The accessory's name.</li>
<li>The accessory's cost in zenit.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>
The Game Master can find a list of sample accessories starting on
<a href="/books/core/#page-285">page 285</a>.
</p>
<div>
<h2>MARTIAL ITEMS (E)</h2>
<p>
Items marked with the (E) symbol can only be equipped by characters who have
acquired certain specific Classes.
</p>
<ul>
<li>
<strong>Darkblade</strong> allows you to equip martial melee weapons and
martial armor.
</li>
<li>
<strong>Fury</strong> allows you to equip martial melee weapons and
martial armor.
</li>
<li>
<strong>Guardian</strong> allows you to equip martial armor and martial
shields.
</li>
<li>
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons
and martial shields.
</li>
<li>
<strong>Weaponmaster</strong> allows you to equip martial melee weapons
and martial shields.
</li>
</ul>
<p>
Characters who do not have the appropriate Classes can still carry a martial
item, but they are unable to equip it and enjoy its benefits.
</p>
</div>
<div>
<h2>ACCESSORIES</h2>
<p>
Accessories are useful magical items that bestow special abilities upon
those who wear them. Accessories are always considered rare items.
</p>
<p>
Each accessory entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Accessory</th>
<th>Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Crested Helm</strong></td>
<td>1000 z</td>
</tr>
<tr>
<td colspan="2">You gain a +1 bonus to your Accuracy Checks.</td>
</tr>
</tbody>
</table>
<ul>
<li>The accessory's name.</li>
<li>The accessory's cost in zenit.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>
The Game Master can find a list of sample accessories starting on
<a href="/books/core/#page-285">page 285</a>.
</p>
</div>

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<h1>ARMORS</h1>
<p>Armor offers improved protection to its wearer.</p>
<h2>Armor Entry Format</h2>
<p>
Each armor entry uses the format below and contains a variety of information:
</p>
<p><strong>Example Structure:</strong></p>
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p>
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p>
<h2>Field Descriptions</h2>
<ul>
<li>
<strong>The Name and Type:</strong> The armor's name, and whether it is a
martial armor (E).
</li>
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
<li>
<strong>Defense/Magic Defense Calculation:</strong> The formula used to
calculate the wearer's Defense and Magic Defense. This will either be a
fixed number, such as 10 for the Brigandine above, or a bonus that must be
added to your current Dexterity die size (for Defense) or Insight die size
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
Insight of d10, wearing a sage robe will give you a Defense score of 9 and a
Magic Defense score of 12.
</li>
<li>
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
your Defense will simply be equal to your Dexterity die size and your Magic
Defense will simply be equal to your Insight die size.
</li>
<li>
<strong>Initiative Penalty:</strong> The penalty to Initiative Group Checks
caused by the armor. Martial armors usually impose heavier penalties. If you
are not wearing any armor at all, your Initiative will suffer no penalty.
</li>
<li>
<strong>Special Abilities:</strong> Any special abilities the item bestows
while equipped.
</li>
</ul>
<h3>Examples</h3>
<p>
For a list of all the basic armors available in the game, see
<a href="/books/core/#page-132">page 132</a>.
</p>
<div>
<h2>ARMORS</h2>
<p>Armor offers improved protection to its wearer.</p>
<p>
Each armor entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Armor</th>
<th>Cost</th>
<th>Defense</th>
<th>M. Defense</th>
<th>Initiative</th>
</tr>
</thead>
<tbody>
<tr>
<td>Sage Robe</td>
<td>200 z</td>
<td>DEX die + 1</td>
<td>INS die + 2</td>
<td>-2</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
<tr>
<td>Brigandine (E)</td>
<td>150 z</td>
<td>10</td>
<td>INS die</td>
<td>-2</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
</tbody>
</table>
<ul>
<li>
<strong>The Name and Type:</strong> The armor's name, and whether it is a
martial armor (E).
</li>
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
<li>
<strong>Defense/Magic Defense Calculation:</strong> The formula used to
calculate the wearer's Defense and Magic Defense. This will either be a
fixed number, such as 10 for the Brigandine above, or a bonus that must be
added to your current Dexterity die size (for Defense) or Insight die size
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
Insight of d10, wearing a sage robe will give you a Defense score of 9 and
a Magic Defense score of 12.
</li>
<li>
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
your Defense will simply be equal to your Dexterity die size and your
Magic Defense will simply be equal to your Insight die size.
</li>
<li>
<strong>Initiative Penalty:</strong> The penalty to Initiative Group
Checks caused by the armor. Martial armors usually impose heavier
penalties. If you are not wearing any armor at all, your Initiative will
suffer no penalty.
</li>
<li>
<strong>Special Abilities:</strong> Any special abilities the item bestows
while equipped.
</li>
</ul>
<p>
For a list of all the basic armors available in the game, see
<a href="/books/core/#page-132">page 132</a>.
</p>
</div>

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@@ -1,49 +1,70 @@
<h2>W SHIELDS</h2>
<p>
Shields must be equipped in a character's off-hand slot and further enhance
defenses.
</p>
<p>
Each shield entry uses the format below and contains a variety of information:
</p>
<ul>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
<li>Runic Shield E 150 z +2 +2 -</li>
</ul>
<p>No Quality.</p>
<h3>Understanding Shield Information</h3>
<ul>
<li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li>
<li>
The increase to Defense and Magic Defense granted by the shield. This is in
addition to any benefits granted by the armor you may have equipped.
</li>
</ul>
<p>
For a list of all the basic shields available in the game, see
<a href="/books/core/#page-133">page 133</a>.
</p>
<h2>Armor Concepts</h2>
<p>
Martial and non-martial armors influence a character's Defense and Magic
Defense scores in different ways.
</p>
<p>
Remember that regardless of which armor you are wearing, shields always add to
it — if you have a free slot, it's never a bad idea to equip a shield.
</p>
<ul>
<li>
<strong>Lighter armors</strong> give you Defenses based on your current
Dexterity and Insight die sizes plus a small bonus. They are great if your
Attributes are already high, but can become less effective if you suffer
status effects.
</li>
<li>
<strong>Martial armors</strong> set your Defense score to a fixed value,
regardless of your current Dexterity die size. They offer reliable
protection, but also take a heavy toll on your Initiative.
</li>
</ul>
<h2>ARMOR AND DEFENSES</h2>
<div>
<h2>SHIELDS</h2>
<p>
Shields must be equipped in a character's off-hand slot and further enhance
defenses.
</p>
<p>
Each shield entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Shield</th>
<th>Cost</th>
<th>Defense</th>
<th>M. Defense</th>
<th>Initiative</th>
</tr>
</thead>
<tbody>
<tr>
<td>Runic Shield (E)</td>
<td>150 z</td>
<td>+2</td>
<td>+2</td>
<td>-</td>
</tr>
<tr>
<td colspan="5">No Quality.</td>
</tr>
</tbody>
</table>
<ul>
<li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li>
<li>
The increase to Defense and Magic Defense granted by the shield. This is
in addition to any benefits granted by the armor you may have equipped.
</li>
</ul>
<p>
For a list of all the basic shields available in the game, see
<a href="/books/core/#page-133">page 133</a>.
</p>
</div>
<div>
<h2>ARMOR AND DEFENSES</h2>
<p>
Martial and non-martial armors influence a character's Defense and Magic
Defense scores in different ways.
</p>
<p>
Remember that regardless of which armor you are wearing, shields always add
to it — if you have a free slot, it's never a bad idea to equip a shield.
</p>
<ul>
<li>
<strong>Lighter armors</strong> give you Defenses based on your current
Dexterity and Insight die sizes plus a small bonus. They are great if your
Attributes are already high, but can become less effective if you suffer
status effects.
</li>
<li>
<strong>Martial armors</strong> set your Defense score to a fixed value,
regardless of your current Dexterity die size. They offer reliable
protection, but also take a heavy toll on your Initiative.
</li>
</ul>
</div>

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@@ -1,53 +1,78 @@
<header><h1>WEAPONS</h1></header>
<p>
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
firearm, flail, heavy, spear, sword, and thrown.
</p>
<h2>Weapon Entry Format</h2>
<p>
Each weapon entry uses the format below and contains a variety of information:
</p>
<div role="description"><strong>WEAPON COST ACCURACY DAMAGE</strong></div>
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
<h3>Components Explained</h3>
<ul>
<li>The weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li>
<li>
The Attributes and formula used for Accuracy Checks when performing attacks
with the weapon.
</li>
<li>
The formula used to calculate damage dealt by the weapon, and the type of
damage it deals — generally physical, but rare weapons might deal special
types of damage such as fire or dark. Remember that HR stands for High Roll
— the highest of the two dice you rolled during the Accuracy Check.
</li>
<li>
Whether the weapon requires one hand or two hands; if you can equip the
weapon in one hand slot, you can use your other hand slot to equip another
one-handed weapon or a shield.
</li>
<li>Whether it is a melee weapon or a ranged weapon.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>
You do not have to keep track of ammunition for ranged weapons: once you
purchase the item, you're simply assumed to have enough on your person to
fight with.
</p>
<p>
For a list of all the basic weapons available in the game, see the next page.
</p>
<h2>A NOTE ON UNARMED STRIKES</h2>
<p>
Among the various weapons available in the game, one is the unarmed strike
(see next page). These are the character's empty hands, and while they do
count as one-handed weapons, they are automatically "equipped" whenever a hand
slot is empty. Basically, an empty hand slot also counts as an unarmed strike.
</p>
<p>
Legends tell of a sword capable of striking fear in the hearts of Dragons and
Wyrms.
</p>
<div>
<blockquote>
Legends tell of a sword capable of striking fear in the hearts of Dragons
and Wyrms.
</blockquote>
</div>
<div>
<h2>WEAPONS</h2>
<p>
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
firearm, flail, heavy, spear, sword, and thrown.
</p>
<p>
Each weapon entry uses the format below and contains a variety of
information:
</p>
<table>
<thead>
<tr>
<th>Weapon</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td>Rapier (E)</td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed - Melee - No Quality.</td>
</tr>
</tbody>
</table>
<ul>
<li>The weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li>
<li>
The Attributes and formula used for Accuracy Checks when performing
attacks with the weapon.
</li>
<li>
The formula used to calculate damage dealt by the weapon, and the type of
damage it deals — generally physical, but rare weapons might deal special
types of damage such as fire or dark. Remember that HR stands for High
Roll — the highest of the two dice you rolled during the Accuracy Check.
</li>
<li>
Whether the weapon requires one hand or two hands; if you can equip the
weapon in one hand slot, you can use your other hand slot to equip another
one-handed weapon or a shield.
</li>
<li>Whether it is a melee weapon or a ranged weapon.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>
You do not have to keep track of ammunition for ranged weapons: once you
purchase the item, you're simply assumed to have enough on your person to
fight with.
</p>
<p>
For a list of all the basic weapons available in the game, see the next
page.
</p>
<h3>A NOTE ON UNARMED STRIKES</h3>
<p>
Among the various weapons available in the game, one is the unarmed strike
(see next page). These are the character's empty hands, and while they do
count as one-handed weapons, they are automatically "equipped" whenever a
hand slot is empty. Basically, an empty hand slot also counts as an unarmed
strike.
</p>
</div>

View File

@@ -1,87 +1,151 @@
<section aria-labelledby="weapon-listings">
<h1>WEAPON LISTINGS</h1>
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>
<div class="category-section">
<h2>Staff Category</h2>
<ul>
<li>
<strong>Staff</strong> <span>100 z</span>
<span aria-label="Stats details">[WLP + WLP] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
<li>
<strong>Tome</strong> <span>100 z</span>
<span aria-label="Stats details">[INS + INS] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Bow Category</h2>
<ul>
<li>
<strong>Crossbow</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
<li>
<strong>Shortbow</strong> <span>200 z</span>
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Brawling Category</h2>
<ul>
<li>
<strong>Unarmed Strike</strong>
<span>[DEX + MIG] [HR + 0] physical</span>
<p>
<div>
<h1>Basic Weapons</h1>
<table>
<thead>
<tr>
<th>Name</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="4">Arcane Category</th>
</tr>
<tr>
<td><strong>Staff</strong></td>
<td>100 z</td>
<td>【WLP + WLP】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Tome</strong></td>
<td>100 z</td>
<td>【INS + INS】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Bow Category</th>
</tr>
<tr>
<td><strong>Crossbow</strong></td>
<td>150 z</td>
<td>【DEX + INS】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Ranged w No Quality.</td>
</tr>
<tr>
<td><strong>Shortbow</strong></td>
<td>200 z</td>
<td>【DEX + DEX】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Ranged w No Quality.</td>
</tr>
<tr>
<th colspan="4">Brawling Category</th>
</tr>
<tr>
<td><strong>Unarmed Strike</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 0】 physical</td>
</tr>
<tr>
<td colspan="4">
One-handed w Melee w Automatically equipped in each empty hand slot.
</p>
</li>
<li>
<strong>Improvised (Melee)</strong>
<span>[DEX + MIG] [HR + 2] physical</span>
<p>One-handed w Melee w Breaks after the attack.</p>
</li>
<li>
<strong>Iron Knuckle</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + MIG] [HR + 6] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Dagger Category</h2>
<ul>
<li>
<strong>Steel Dagger</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + INS] +1 [HR + 4] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Firearm Category</h2>
<ul>
<li>
<strong>Pistol E</strong> <span>250 z</span>
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>One-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Flail Category</h2>
<ul>
<li>
<strong>Chain Whip</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<h2>BASIC WEAPONS</h2>
</section>
</td>
</tr>
<tr>
<td><strong>Improvised (Melee)</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 2】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w Breaks after the attack.</td>
</tr>
<tr>
<td><strong>Iron Knuckle</strong></td>
<td>150 z</td>
<td>【DEX + MIG】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Dagger Category</th>
</tr>
<tr>
<td><strong>Steel Dagger</strong></td>
<td>150 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 4】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Firearm Category</th>
</tr>
<tr>
<td><strong>Pistol (E)</strong></td>
<td>250 z</td>
<td>【DEX + INS】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w No Quality.</td>
</tr>
<tr>
<th colspan="4">Flail Category</th>
</tr>
<tr>
<td><strong>Chain Whip</strong></td>
<td>150 z</td>
<td>【DEX + DEX】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
</tbody>
</table>
</div>

View File

@@ -1,60 +1,136 @@
<h1>22GAME RULES</h1>
<h2>Heavy Category</h2>
<section>
<h3>Iron Hammer</h3>
<p><strong>Stats:</strong> 200 z 【MIG + MIG】 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Broadaxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 10】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Waraxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 14】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Spear Category</h2>
<section>
<h3>Light Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 8】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Heavy Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 12】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Sword Category</h2>
<section>
<h3>Bronze Sword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Greatsword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Katana E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Rapier E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<h2>Thrown Category</h2>
<section>
<h3>Improvised (Ranged)</h3>
<p><strong>Stats:</strong> 【DEX + MIG】 【HR + 2】 physical</p>
<p>One-handed w Ranged w Breaks after the attack.</p>
</section>
<section>
<h3>Shuriken</h3>
<p><strong>Stats:</strong> 150 z 【DEX + INS】 【HR + 4】 physical</p>
<p>One-handed w Ranged w No Quality.</p>
</section>
<table>
<thead>
<tr>
<th>Name</th>
<th>Cost</th>
<th>Accuracy</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<th colspan="4">Heavy Category</th>
</tr>
<tr>
<td><strong>Iron Hammer</strong></td>
<td>200 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Broadaxe (E)</strong></td>
<td>250 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Waraxe (E)</strong></td>
<td>250 z</td>
<td>【MIG + MIG】</td>
<td>【HR + 14】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Spear Category</th>
</tr>
<tr>
<td><strong>Light Spear (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】</td>
<td>【HR + 8】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Heavy Spear (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 【HR + 12】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Sword Category</th>
</tr>
<tr>
<td><strong>Bronze Sword (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Greatsword (E)</strong></td>
<td>200 z</td>
<td>【DEX + MIG】 +1</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Katana (E)</strong></td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 10】 physical</td>
</tr>
<tr>
<td colspan="4">Two-handed w Melee w No Quality.</td>
</tr>
<tr>
<td><strong>Rapier (E)</strong></td>
<td>200 z</td>
<td>【DEX + INS】 +1</td>
<td>【HR + 6】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Melee w No Quality.</td>
</tr>
<tr>
<th colspan="4">Thrown Category</th>
</tr>
<tr>
<td><strong>Improvised (Ranged)</strong></td>
<td>-</td>
<td>【DEX + MIG】</td>
<td>【HR + 2】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w Breaks after the attack.</td>
</tr>
<tr>
<td><strong>Shuriken</strong></td>
<td>150 z</td>
<td>【DEX + INS】</td>
<td>【HR + 4】 physical</td>
</tr>
<tr>
<td colspan="4">One-handed w Ranged w No Quality.</td>
</tr>
</tbody>
</table>