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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" />
<h2>ACTIONS</h2>
<p>The chart on the right summarizes the various actions available during a conflict; these are explained in detail over the course of this section.</p>
<p>There's something important that should always be kept in mind when performing an action: that action isn't just a simple gesture, it's the main focus of your turn and a precise tactical choice. When you Attack, you perform a full offensive maneuver; when you Study, you focus your attention and try to obtain critical information, and so on.</p>
<p>
The chart on the right summarizes the various actions available during a
conflict; these are explained in detail over the course of this section.
</p>
<p>
There's something important that should always be kept in mind when performing
an action: that action isn't just a simple gesture, it's the main focus of
your turn and a precise tactical choice. When you Attack, you perform a full
offensive maneuver; when you Study, you focus your attention and try to obtain
critical information, and so on.
</p>
<h3>MINOR ACTIVITIES</h3>
<p>There are a lot of minor gestures and operations that can be performed on your turn, alongside your main action; the Game Master has final say on what you can accomplish, but you'll generally be able to squeeze in at least one of the following:</p>
<p>
There are a lot of minor gestures and operations that can be performed on your
turn, alongside your main action; the Game Master has final say on what you
can accomplish, but you'll generally be able to squeeze in at least one of the
following:
</p>
<ul>
<li>Pick up an item from the ground and/or drop something you are holding.</li>
<li>
Pick up an item from the ground and/or drop something you are holding.
</li>
</ul>
<p>When you pick up an accessory, a shield, or a weapon, you may immediately equip it — provided you have a free slot and are able to equip the item in question (for more information on this, see page 122).</p>
<p>
When you pick up an accessory, a shield, or a weapon, you may immediately
equip it — provided you have a free slot and are able to equip the item in
question (for more information on this, see page 122).
</p>
<ul>
<li>If you drop an equipped item, you will no longer have it equipped.</li>
<li>If you want to properly rearrange your gear, you must perform the Equipment action.</li>
<li>If you drop an equipped item, you will no longer have it equipped.</li>
<li>
If you want to properly rearrange your gear, you must perform the Equipment
action.
</li>
</ul>
<p>Minor Activities also include:</p>
<ul>
<li>Quickly throw an item you are holding to another character.</li>
<li>Perform a minor interaction with the environment: open an unlocked door, pull a lever, or kick down a wooden plank to bridge a gap.</li>
<li>Quickly throw an item you are holding to another character.</li>
<li>
Perform a minor interaction with the environment: open an unlocked door,
pull a lever, or kick down a wooden plank to bridge a gap.
</li>
</ul>
<p>All of these may be performed before, after, and sometimes during the main action of your turn — again, the Game Master is responsible for adjudicating what is feasible during a single turn. Be generous whenever possible.</p>
<p>If what you're doing requires a Check, then it's probably your main action for the turn.</p>
<p>Everything a character does to inject style and uniqueness in their actions will virtually take no time — complex blade choreographies, magical chants, the mixing of alchemical ingredients before throwing a potion and any similarly flavorful descriptions should be encouraged, not penalized!</p>
<p>Philip Forlenza (Order #)</p>
<p>
All of these may be performed before, after, and sometimes during the main
action of your turn — again, the Game Master is responsible for adjudicating
what is feasible during a single turn. Be generous whenever possible.
</p>
<p>
If what you're doing requires a Check, then it's probably your main action for
the turn.
</p>
<p>
Everything a character does to inject style and uniqueness in their actions
will virtually take no time — complex blade choreographies, magical chants,
the mixing of alchemical ingredients before throwing a potion and any
similarly flavorful descriptions should be encouraged, not penalized!
</p>
<p>Philip Forlenza (Order #)</p>