fix: Format weapons, armor, shields tables

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*.swp *.swp
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Group Check (<a href="/books/core/#page-50">page 50</a>), and the character who <div>
performs the Ritual will act as Group Check (<a href="/books/core/#page-50" <h2>RITUALS AS GROUP CHECKS</h2>
>page 50</a <p>
>), and the character who performs the Ritual will act as 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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@@ -1,55 +1,63 @@
<div>
<h1>ECONOMY AND ITEMS</h1>
<p> <p>
Regardless of which fantastic world your adventures take place in, your heroes Regardless of which fantastic world your adventures take place in, your
will likely find themselves purchasing and selling items. This section covers heroes will likely find themselves purchasing and selling items. This
the basics of the economy and provides you with useful lists of items and section covers the basics of the economy and provides you with useful lists
prices. of items and prices.
</p> </p>
<div>
<h2>ZENIT</h2> <h2>ZENIT</h2>
<p> <p>
The common currency of all Fabula Ultima worlds is zenit, a gold coin whose The common currency of all Fabula Ultima worlds is zenit, a gold coin
shape and size may vary from region to region. While prices may rise and fall whose shape and size may vary from region to region. While prices may rise
depending on where you are, zenit is universally accepted. and fall depending on where you are, zenit is universally accepted.
</p> </p>
<p> <p>
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for On average, 5 z pays for a decent meal, 10 z will be enough to rent a room
the night in town, and 100 z can fetch you a bronze shield. for the night in town, and 100 z can fetch you a bronze shield.
</p> </p>
</div>
<div>
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2> <h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
<p> <p>
As shown on the character sheet, a Player Character can equip a limited number As shown on the character sheet, a Player Character can equip a limited
of items on their body: number of items on their body:
</p> </p>
<ul> <ul>
<li>You have one equipment slot for your armor.</li> <li>You have one equipment slot for your armor.</li>
<li> <li>
You have a main hand equipment slot, where you can equip a one-handed weapon You have a main hand equipment slot, where you can equip a one-handed
or a two-handed weapon. While you have a two-handed weapon equipped here, weapon or a two-handed weapon. While you have a two-handed weapon
that weapon will also take up your off-hand slot (see below). equipped here, that weapon will also take up your off-hand slot (see
below).
</li> </li>
<li> <li>
You have an off-hand equipment slot, where you can equip a one-handed weapon You have an off-hand equipment slot, where you can equip a one-handed
or a shield. weapon or a shield.
</li> </li>
<li>You have one equipment slot for your accessory.</li> <li>You have one equipment slot for your accessory.</li>
</ul> </ul>
<p> <p>
Any item you have that is not equipped goes in your backpack. There is no set Any item you have that is not equipped goes in your backpack. There is no
limit to how many items you can carry this way, as long as it makes sense. The set limit to how many items you can carry this way, as long as it makes
Game Master has final say on what you can and cannot carry this way. sense. The Game Master has final say on what you can and cannot carry this
way.
</p> </p>
<p> <p>
If you ever find yourself in need of transporting large and heavy items over If you ever find yourself in need of transporting large and heavy items
long distances, consider purchasing a transport (see over long distances, consider purchasing a transport (see
<a href="/books/core/#page-125">page 125</a>). <a href="/books/core/#page-125">page 125</a>).
</p> </p>
<p> <p>
It takes a few moments to find items stored inside a backpack: during a 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 conflict, for example, you will need to spend an action searching for
the other hand, items you have equipped are readily accessible, but also more them. On the other hand, items you have equipped are readily accessible,
exposed to the risk of being damaged or stolen. but also more exposed to the risk of being damaged or stolen.
</p> </p>
<p> <p>
An item stored in your backpack does not grant you any of its properties. If An item stored in your backpack does not grant you any of its properties.
you want it to “work”, you must equip it! If you want it to “work”, you must equip it!
</p> </p>
<h2>ECONOMY AND ITEMS</h2> </div>
</div>

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@@ -1,14 +1,14 @@
<h1>22GAME RULES</h1> <div>
<h2>HOW TO GET NEW ITEMS</h2> <h2>HOW TO GET NEW ITEMS</h2>
<p> <p>
There are plenty of occasions for characters to acquire gear and equipment: 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, 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 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 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 crossbow, however: while basic weapons, armor, and shields should be
in most settlements, rare items should only be found in unique stores, hidden available in most settlements, rare items should only be found in unique
within the most dangerous of ruins, guarded by powerful monsters or offered as stores, hidden within the most dangerous of ruins, guarded by powerful
a reward for heroic deeds. monsters or offered as a reward for heroic deeds.
</p> </p>
<p> <p>
If you are the Game Master, see If you are the Game Master, see
@@ -17,25 +17,30 @@
basic items can be found starting on basic items can be found starting on
<a href="/books/core/#page-130">page 130</a>. <a href="/books/core/#page-130">page 130</a>.
</p> </p>
</div>
<div>
<h2>REWARDS</h2>
<p> <p>
There are three main ways treasure and magical items can be handled during a There are three main ways treasure and magical items can be handled during a
Fabula Ultima campaign. Fabula Ultima campaign.
</p> </p>
<p> <p>
When you start playing, you should discuss which of the methods below you want When you start playing, you should discuss which of the methods below you
to adopt; you can always change your decision later on after a few sessions. want to adopt; you can always change your decision later on after a few
sessions.
</p> </p>
<h3>Methods for Handling Treasure</h3> <h3>Methods for Handling Treasure</h3>
<ul> <ul>
<li> <li>
<strong>Classic.</strong> The GM hands out rewards as they see fit. This is <strong>Classic.</strong> The GM hands out rewards as they see fit. This
probably the most common solution, but it puts a lot of responsibility on is probably the most common solution, but it puts a lot of responsibility
the GM's shoulders. on the GM's shoulders.
</li> </li>
<li> <li>
<strong>Survey.</strong> The Game Master asks everyone about the kind of <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 items they'd like their characters to find or use — perhaps the ninja
like to wear an intimidating han'nya mask (<a href="/books/core/#page-286" would like to wear an intimidating han'nya mask (<a
href="/books/core/#page-286"
>page 286</a >page 286</a
>), or the brawler can't wait to get her hands on a pair of fuel knuckles >), 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 (<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
@@ -44,11 +49,12 @@
<li> <li>
<strong>Wishlist.</strong> This is an uncommon approach, but it can be <strong>Wishlist.</strong> This is an uncommon approach, but it can be
interesting. Each Player writes a list of items they would like their 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 character to find over the course of their career — these can be chosen
the lists of rare items in the Game Master chapter, or designed from scratch from the lists of rare items in the Game Master chapter, or designed from
following the guidelines presented there. Then, whenever the group finds scratch following the guidelines presented there. Then, whenever the group
some kind of treasure or receives a reward, the Players themselves can pick finds some kind of treasure or receives a reward, the Players themselves
from those lists and narrate what the item is — as well as why it was there. can pick from those lists and narrate what the item is — as well as why it
was there.
</li> </li>
</ul> </ul>
<h2>REWARDS</h2> </div>

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@@ -1,15 +1,18 @@
<div>
<h2>Selling Items</h2> <h2>Selling Items</h2>
<p> <p>
Provided you can find someone willing to buy it, an item will sell for roughly Provided you can find someone willing to buy it, an item will sell for
half its original price. This amount may be modified by the items quality and roughly half its original price. This amount may be modified by the items
condition: none will want the rusted, mud-caked axes picked up in the old quality and condition: none will want the rusted, mud-caked axes picked up
tunnels. in the old tunnels.
</p> </p>
<p> <p>
The Game Master always has final say on whether you are able to sell a given 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 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. possible to barter or carry out duties in exchange for goods.
</p> </p>
</div>
<div>
<h2>Artifacts</h2> <h2>Artifacts</h2>
<p> <p>
Player Characters will sometimes come into possession of incredibly powerful Player Characters will sometimes come into possession of incredibly powerful
@@ -18,27 +21,25 @@
should never be purchased or sold: no amount of riches can do them justice. 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. Entire kingdoms could go to war for a chance to obtain them.
</p> </p>
</div>
<div>
<h2>Services and Transports</h2> <h2>Services and Transports</h2>
<p> <p>
Prices and availability for animals, vehicles, lodging, and such may vary 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 depending on your game world. The following lists are meant to be a
for the Game Master when establishing prices. guideline for the Game Master when establishing prices.
</p> </p>
<p> <p>
When it comes to transports, the list includes generic entries for mounts, 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 cars, vessels, airships and such. Each transport can carry a certain number
passengers and increases the distance you can cover within a single travel of passengers and increases the distance you can cover within a single
day. travel day.
</p> </p>
<h3>Transport Rules</h3>
<ul> <ul>
<li>Terrestrial transports can only travel on land.</li> <li>Terrestrial transports can only travel on land.</li>
<li>Aquatic transports can travel on water surfaces.</li> <li>Aquatic transports can travel on water surfaces.</li>
<li>Submarine transports can travel above and underwater.</li> <li>Submarine transports can travel above and underwater.</li>
<li>Flying transports can travel in the skies.</li> <li>Flying transports can travel in the skies.</li>
</ul>
<p><strong>Vehicle Costs:</strong></p>
<ul>
<li> <li>
If you purchase a vehicle hauled by animals, their cost is included in its If you purchase a vehicle hauled by animals, their cost is included in its
price. price.
@@ -50,3 +51,4 @@
Companion (<a href="/books/core/#page-217">page 217</a>). Companion (<a href="/books/core/#page-217">page 217</a>).
</li> </li>
</ul> </ul>
</div>

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@@ -1,46 +1,111 @@
<h2>SERVICE COST DESCRIPTION</h2> <div>
<h3>Town Services</h3> <table>
<p> <thead>
<strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory <tr>
Points by one. <th>Service</th>
</p> <th>Cost</th>
<p> <th>Description</th>
<strong>Full Rest (village)</strong> 5 z: Allows one person to rest for one </tr>
night. </thead>
</p> <tbody>
<p> <tr>
<strong>Full Rest (town)</strong> 10 z: Allows one person to rest for one <th colspan="3">Town Services</th>
night. </tr>
</p> <tr>
<p> <td>Recharge Inventory</td>
<strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one <td>10 z</td>
night. <td>Recharges a character's Inventory Points by one.</td>
</p> </tr>
<h3>Travel Services</h3> <tr>
<p> <td>Full Rest (village)</td>
<strong>Land Transportation</strong> 10 z: Allows one person to travel for one <td>5 z</td>
day. <td>Allows one person to rest for one night.</td>
</p> </tr>
<p> <tr>
<strong>Water Transportation</strong> 20 z: Allows one person to travel for <td>Full Rest (town)</td>
one day. <td>10 z</td>
</p> <td>Allows one person to rest for one night.</td>
<p> </tr>
<strong>Air Transportation</strong> 40 z: Allows one person to travel for one <tr>
day. <td>Full Rest (city)</td>
</p> <td>20 z</td>
<h2>TRANSPORT COST PASSENGERS DISTANCE</h2> <td>Allows one person to rest for one night.</td>
<h3>Mounts</h3> </tr>
<ul> <tr>
<li><strong>Terrestrial</strong> 200 z: One or two ×2</li> <th colspan="3">Travel Services</th>
<li><strong>Aquatic</strong> 500 z: Approximately six ×2</li> </tr>
<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li> <tr>
<li><strong>Flying</strong> 2000 z: Approximately six ×3</li> <td>Land Transportation</td>
</ul> <td>10 z</td>
<h3>Vehicles</h3> <td>Allows one person to travel for one day.</td>
<ul> </tr>
<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li> <tr>
<li><strong>Aquatic</strong> 2000 z: Approximately ten ×2</li> <td>Water Transportation</td>
<li><strong>Submarine</strong> 4000 z: Approximately ten ×2</li> <td>20 z</td>
<li><strong>Flying</strong> 8000 z: Approximately twenty ×3</li> <td>Allows one person to travel for one day.</td>
</ul> </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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@@ -1,8 +1,11 @@
<h1>EQUIPMENT</h1>
<p> <p>
There are four categories of items that can be equipped: accessories, armors, 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 shields and weapons. Each item can be basic or rare (with the exception of
accessories, which are always rare). accessories, which are always rare).
</p> </p>
<div>
<h2>MARTIAL ITEMS (E)</h2> <h2>MARTIAL ITEMS (E)</h2>
<p> <p>
Items marked with the (E) symbol can only be equipped by characters who have Items marked with the (E) symbol can only be equipped by characters who have
@@ -14,39 +17,54 @@
martial armor. martial armor.
</li> </li>
<li> <li>
<strong>Fury</strong> allows you to equip martial melee weapons and martial <strong>Fury</strong> allows you to equip martial melee weapons and
armor. martial armor.
</li> </li>
<li> <li>
<strong>Guardian</strong> allows you to equip martial armor and martial <strong>Guardian</strong> allows you to equip martial armor and martial
shields. shields.
</li> </li>
<li> <li>
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons and <strong>Sharpshooter</strong> allows you to equip martial ranged weapons
martial shields. and martial shields.
</li> </li>
<li> <li>
<strong>Weaponmaster</strong> allows you to equip martial melee weapons and <strong>Weaponmaster</strong> allows you to equip martial melee weapons
martial shields. and martial shields.
</li> </li>
</ul> </ul>
<p> <p>
Characters who do not have the appropriate Classes can still carry a martial 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. item, but they are unable to equip it and enjoy its benefits.
</p> </p>
</div>
<div>
<h2>ACCESSORIES</h2> <h2>ACCESSORIES</h2>
<p> <p>
Accessories are useful magical items that bestow special abilities upon those Accessories are useful magical items that bestow special abilities upon
who wear them. Accessories are always considered rare items. those who wear them. Accessories are always considered rare items.
</p> </p>
<p> <p>
Each accessory entry uses the format below and contains a variety of Each accessory entry uses the format below and contains a variety of
information: information:
</p> </p>
<h3>ACCESSORY COST</h3> <table>
<strong>Crested Helm</strong> 1000 z <thead>
<p>You gain a +1 bonus to your Accuracy Checks.</p> <tr>
<p>The general structure includes:</p> <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> <ul>
<li>The accessory's name.</li> <li>The accessory's name.</li>
<li>The accessory's cost in zenit.</li> <li>The accessory's cost in zenit.</li>
@@ -56,3 +74,4 @@
The Game Master can find a list of sample accessories starting on The Game Master can find a list of sample accessories starting on
<a href="/books/core/#page-285">page 285</a>. <a href="/books/core/#page-285">page 285</a>.
</p> </p>
</div>

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@@ -1,13 +1,43 @@
<h1>ARMORS</h1> <div>
<h2>ARMORS</h2>
<p>Armor offers improved protection to its wearer.</p> <p>Armor offers improved protection to its wearer.</p>
<h2>Armor Entry Format</h2>
<p> <p>
Each armor entry uses the format below and contains a variety of information: Each armor entry uses the format below and contains a variety of
information:
</p> </p>
<p><strong>Example Structure:</strong></p> <table>
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p> <thead>
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p> <tr>
<h2>Field Descriptions</h2> <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> <ul>
<li> <li>
<strong>The Name and Type:</strong> The armor's name, and whether it is a <strong>The Name and Type:</strong> The armor's name, and whether it is a
@@ -20,26 +50,27 @@
fixed number, such as 10 for the Brigandine above, or a bonus that must be 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 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 (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 Insight of d10, wearing a sage robe will give you a Defense score of 9 and
Magic Defense score of 12. a Magic Defense score of 12.
</li> </li>
<li> <li>
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all, <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 your Defense will simply be equal to your Dexterity die size and your
Defense will simply be equal to your Insight die size. Magic Defense will simply be equal to your Insight die size.
</li> </li>
<li> <li>
<strong>Initiative Penalty:</strong> The penalty to Initiative Group Checks <strong>Initiative Penalty:</strong> The penalty to Initiative Group
caused by the armor. Martial armors usually impose heavier penalties. If you Checks caused by the armor. Martial armors usually impose heavier
are not wearing any armor at all, your Initiative will suffer no penalty. penalties. If you are not wearing any armor at all, your Initiative will
suffer no penalty.
</li> </li>
<li> <li>
<strong>Special Abilities:</strong> Any special abilities the item bestows <strong>Special Abilities:</strong> Any special abilities the item bestows
while equipped. while equipped.
</li> </li>
</ul> </ul>
<h3>Examples</h3>
<p> <p>
For a list of all the basic armors available in the game, see For a list of all the basic armors available in the game, see
<a href="/books/core/#page-132">page 132</a>. <a href="/books/core/#page-132">page 132</a>.
</p> </p>
</div>

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@@ -1,37 +1,58 @@
<h2>W SHIELDS</h2> <div>
<h2>SHIELDS</h2>
<p> <p>
Shields must be equipped in a character's off-hand slot and further enhance Shields must be equipped in a character's off-hand slot and further enhance
defenses. defenses.
</p> </p>
<p> <p>
Each shield entry uses the format below and contains a variety of information: Each shield entry uses the format below and contains a variety of
information:
</p> </p>
<ul> <table>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li> <thead>
<li>Runic Shield E 150 z +2 +2 -</li> <tr>
</ul> <th>Shield</th>
<p>No Quality.</p> <th>Cost</th>
<h3>Understanding Shield Information</h3> <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> <ul>
<li>The shield's name, and whether it is a martial shield (E).</li> <li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li> <li>The shield's cost in zenit.</li>
<li> <li>
The increase to Defense and Magic Defense granted by the shield. This is in The increase to Defense and Magic Defense granted by the shield. This is
addition to any benefits granted by the armor you may have equipped. in addition to any benefits granted by the armor you may have equipped.
</li> </li>
</ul> </ul>
<p> <p>
For a list of all the basic shields available in the game, see For a list of all the basic shields available in the game, see
<a href="/books/core/#page-133">page 133</a>. <a href="/books/core/#page-133">page 133</a>.
</p> </p>
<h2>Armor Concepts</h2> </div>
<div>
<h2>ARMOR AND DEFENSES</h2>
<p> <p>
Martial and non-martial armors influence a character's Defense and Magic Martial and non-martial armors influence a character's Defense and Magic
Defense scores in different ways. Defense scores in different ways.
</p> </p>
<p> <p>
Remember that regardless of which armor you are wearing, shields always add to Remember that regardless of which armor you are wearing, shields always add
it — if you have a free slot, it's never a bad idea to equip a shield. to it — if you have a free slot, it's never a bad idea to equip a shield.
</p> </p>
<ul> <ul>
<li> <li>
@@ -46,4 +67,4 @@
protection, but also take a heavy toll on your Initiative. protection, but also take a heavy toll on your Initiative.
</li> </li>
</ul> </ul>
<h2>ARMOR AND DEFENSES</h2> </div>

View File

@@ -1,28 +1,54 @@
<header><h1>WEAPONS</h1></header> <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> <p>
Weapons are divided into ten Categories: arcane, bow, brawling, dagger, Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
firearm, flail, heavy, spear, sword, and thrown. firearm, flail, heavy, spear, sword, and thrown.
</p> </p>
<h2>Weapon Entry Format</h2>
<p> <p>
Each weapon entry uses the format below and contains a variety of information: Each weapon entry uses the format below and contains a variety of
information:
</p> </p>
<div role="description"><strong>WEAPON COST ACCURACY DAMAGE</strong></div>
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p> <table>
<p>One-handed w Melee w No Quality.</p> <thead>
<h3>Components Explained</h3> <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> <ul>
<li>The weapons name, and whether it is a martial weapon (E).</li> <li>The weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li> <li>The weapons cost in zenit.</li>
<li> <li>
The Attributes and formula used for Accuracy Checks when performing attacks The Attributes and formula used for Accuracy Checks when performing
with the weapon. attacks with the weapon.
</li> </li>
<li> <li>
The formula used to calculate damage dealt by the weapon, and the type of 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 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 types of damage such as fire or dark. Remember that HR stands for High
— the highest of the two dice you rolled during the Accuracy Check. Roll — the highest of the two dice you rolled during the Accuracy Check.
</li> </li>
<li> <li>
Whether the weapon requires one hand or two hands; if you can equip the Whether the weapon requires one hand or two hands; if you can equip the
@@ -38,16 +64,15 @@
fight with. fight with.
</p> </p>
<p> <p>
For a list of all the basic weapons available in the game, see the next page. For a list of all the basic weapons available in the game, see the next
page.
</p> </p>
<h2>A NOTE ON UNARMED STRIKES</h2> <h3>A NOTE ON UNARMED STRIKES</h3>
<p> <p>
Among the various weapons available in the game, one is the unarmed strike 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 (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 count as one-handed weapons, they are automatically "equipped" whenever a
slot is empty. Basically, an empty hand slot also counts as an unarmed strike. hand slot is empty. Basically, an empty hand slot also counts as an unarmed
</p> strike.
<p>
Legends tell of a sword capable of striking fear in the hearts of Dragons and
Wyrms.
</p> </p>
</div>

View File

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

View File

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