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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css" />
<link rel="stylesheet" href="/css/book-page.css" />
<h1>22 GAME RULES</h1>
<h2>RECHARGING INVENTORY POINTS</h2>
<p>Characters can recharge their Inventory Points when they are in a town, village, or other locations that allow them to purchase useful gear: the cost is 10 zenit for every Inventory Point they want to recharge.</p>
<p>At the Game Masters discretion, characters may also recharge some of their Inventory Points in particular circumstances, such as stumbling upon an adventurers backpack or being rewarded by a village for their help with local troubles.</p>
<p>A characters current Inventory Points can never go above their maximum Inventory Points — there is always a limit to how much can be carried comfortably.</p>
<p>
Characters can recharge their Inventory Points when they are in a town,
village, or other locations that allow them to purchase useful gear: the cost
is 10 zenit for every Inventory Point they want to recharge.
</p>
<p>
At the Game Masters discretion, characters may also recharge some of their
Inventory Points in particular circumstances, such as stumbling upon an
adventurers backpack or being rewarded by a village for their help with local
troubles.
</p>
<p>
A characters current Inventory Points can never go above their maximum
Inventory Points — there is always a limit to how much can be carried
comfortably.
</p>
<h2>SHARING INVENTORY POINTS</h2>
<p>Characters are not allowed to redistribute Inventory Points among themselves.</p>
<p>
Characters are not allowed to redistribute Inventory Points among themselves.
</p>
<h2>GEAR AND TOOLS</h2>
<p>All Player Characters are assumed to be carrying any gear and tools appropriate to their Identity or befitting their role as adventurers: theres no need to keep track of torches, ropes, blankets and so on.</p>
<p>
All Player Characters are assumed to be carrying any gear and tools
appropriate to their Identity or befitting their role as adventurers: theres
no need to keep track of torches, ropes, blankets and so on.
</p>
<p>If a character needs a basic adventuring item, they will have it.</p>
<p>However, sometimes a character will need an item that is a bit uncommon or doesn't really fit their Identity. When this happens, the Game Master may allow the character to spend some Inventory Points (generally 2 to 4) in order to "miraculously" pull the item in question out of their backpack.</p>
<p><strong>Example:</strong> A character whose Identity is “Princess of Thieves” will surely carry some quality lockpicks in her bag; on the contrary, a noble knight will probably have to spend a couple Inventory Points to pull them out of his backpack.</p>
<p>Items created this way are not immediately destroyed, but characters should not be allowed to sell them for a price higher than five times their IP cost. For instance, an item that costs 2 IP to create should sell for 10 zenit at most.</p>
<p><strong>Note:</strong> While tools and similar gear might allow you to perform an otherwise impossible operation, they never grant any mechanical benefit.</p>
<p>
However, sometimes a character will need an item that is a bit uncommon or
doesn't really fit their Identity. When this happens, the Game Master may
allow the character to spend some Inventory Points (generally 2 to 4) in order
to "miraculously" pull the item in question out of their backpack.
</p>
<p>
<strong>Example:</strong> A character whose Identity is “Princess of Thieves”
will surely carry some quality lockpicks in her bag; on the contrary, a noble
knight will probably have to spend a couple Inventory Points to pull them out
of his backpack.
</p>
<p>
Items created this way are not immediately destroyed, but characters should
not be allowed to sell them for a price higher than five times their IP cost.
For instance, an item that costs 2 IP to create should sell for 10 zenit at
most.
</p>
<p>
<strong>Note:</strong> While tools and similar gear might allow you to perform
an otherwise impossible operation, they never grant any mechanical benefit.
</p>
<p class="attribution">Philip Forlenza (Order #)</p>
<p class="attribution">Philip Forlenza (Order #)</p>