fix: Format weapons, armor, shields tables

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2026-06-27 19:10:09 -04:00
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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>