From b716f8111a45df80d282162297c24027f95d3c5b Mon Sep 17 00:00:00 2001
From: Drew Malzahn
Date: Sat, 27 Jun 2026 14:42:19 -0400
Subject: [PATCH] fix: Format the rest of the classes
---
books/core/182.html | 1 -
books/core/183.html | 2 +
books/core/184.html | 21 ++----
books/core/185.html | 110 +++++++++++++++----------------
books/core/186.html | 8 ++-
books/core/187.html | 33 +++++-----
books/core/190.html | 17 ++---
books/core/191.html | 131 +++++++++++++++++++------------------
books/core/194.html | 16 +++++
books/core/195.html | 41 ++++++------
books/core/196.html | 40 +++++-------
books/core/197.html | 35 +++++-----
books/core/198.html | 17 +++++
books/core/199.html | 106 +++++++++++++++---------------
books/core/200.html | 10 ++-
books/core/201.html | 103 +++++++++++++++--------------
books/core/202.html | 14 ++--
books/core/203.html | 39 ++++++-----
books/core/204.html | 16 ++---
books/core/205.html | 61 +++++++++++++++++-
books/core/206.html | 10 +--
books/core/207.html | 102 ++++++++++++++---------------
books/core/210.html | 7 +-
books/core/211.html | 105 ++++++++++++++++--------------
books/core/212.html | 46 +++++++++----
books/core/213.html | 101 ++++++++++++++++++++++++++++-
books/core/214.html | 114 +++++++++++++++++---------------
books/core/215.html | 10 ++-
books/core/216.html | 8 ++-
books/core/217.html | 154 ++++++++++++++++++++------------------------
books/core/218.html | 13 ++--
books/core/219.html | 91 +++++++++++++-------------
32 files changed, 901 insertions(+), 681 deletions(-)
diff --git a/books/core/182.html b/books/core/182.html
index a37f0a8..39622aa 100644
--- a/books/core/182.html
+++ b/books/core/182.html
@@ -12,4 +12,3 @@
prowess in addition to magic; they are often seen traveling the world in
search of rare and enchanted creatures.
-
diff --git a/books/core/183.html b/books/core/183.html
index d577556..f1707da 100644
--- a/books/core/183.html
+++ b/books/core/183.html
@@ -19,12 +19,14 @@
CHIMERIST SKILLS
+
CONSUME (✦5)
After you deal damage to one or more creatures with a spell, if you have an
arcane dagger or flail weapon equipped, you recover
【SL × 2】 Mind Points.
+
FERAL SPEECH
You can communicate with creatures of the beast, monster and plant Species.
diff --git a/books/core/184.html b/books/core/184.html
index 5eb5662..b46f0e9 100644
--- a/books/core/184.html
+++ b/books/core/184.html
@@ -1,6 +1,9 @@
DARKBLADE
-Today you shall know the full extent of my suffering.
-Darkblades
+
+Today you shall know the full extent of my suffering.
+
+Also: Avenger, Black Knight, Death Knight
+
Darkblades are somber and powerful warriors who hide a sorrowful past. Due to
tragic experiences on the battlefield or in personal life, their souls have
@@ -11,17 +14,3 @@
lifeforce to unleash mighty attacks and is able to draw resolve, power and
even knowledge from the suffering they experience.
-Details
-
- - Name: DARKBLADE
- - Power Level: 184
-
-
-ALSO Associated With
-
- - Avenger
- - Black Knight
- - Death Knight
-
-
-File Metadata
diff --git a/books/core/185.html b/books/core/185.html
index 56a2346..3845bc5 100644
--- a/books/core/185.html
+++ b/books/core/185.html
@@ -1,65 +1,57 @@
-DARKBLADE FREE BENEFITS
-
- - Permanently increase your maximum Hit Points by 5.
- - Gain the ability to equip martial melee weapons and martial armor.
-
-DARKBLADE SKILLS
-
- AGONY (çç5)
-
- After you deal damage to one or more creatures, if you have a Bond towards
- at least one of those creatures, you may recover
- 【SL × 2】 Hit Points and 【SL × 2】 Mind
- Points.
-
-
-
- DARK BLOOD
-
- As long as you are in Crisis, you have Resistance to dark damage and poison
- damage.
-
-
-
- HEART OF DARKNESS
-
- Once per scene upon entering Crisis, you may choose a specific creature you
- can see that you don't have a Bond towards. If you do, create a Bond of
- hatred towards that creature.
-
-
-
- PAINFUL LESSON (çç3)
-
- After another creature causes you to lose Hit Points (with an attack, a
- spell or any other method), you may immediately perform the Study action on
- that creature (see page 74) for free. If
- you do, gain a bonus equal to 【SL】 to your Check.
-
Remember, you can study the same aspect of a creature only once.
-
-
-
- SHADOW STRIKE (çç5)
-
- You have learned to channel your vital force into your attacks. You may use
- an action to perform a Shadow Strike: roll your current Might die and lose
- an amount of Hit Points equal to
- 【the number rolled on your Might die】. If this didn't
- reduce your Hit Points to 0, you may perform a free attack with a weapon you
- have equipped: if this attack hits one or more targets, it deals extra
- damage equal to
- 【SL + the number rolled on your Might die 】. However, all
- damage dealt by this attack becomes dark and its damage type cannot be
- changed.
-
-
-Character Reflection Prompts
- What tragic experience awakened your abilities?
- Many would regard your powers as evil. How do you feel about them?
- What do your weapons and fighting style look like?
- Are there many practicing your art, or are you the exception?
-"Today you shall know the full extent of my suffering."
+
+DARKBLADE FREE BENEFITS
+
+ - Permanently increase your maximum Hit Points by 5.
+ - Gain the ability to equip martial melee weapons and martial armor.
+
+
+DARKBLADE SKILLS
+
+AGONY (✦5)
+
+ After you deal damage to one or more creatures, if you have a Bond towards at
+ least one of those creatures, you may recover
+ 【SL × 2】 Hit Points and 【SL × 2】 Mind
+ Points.
+
+
+DARK BLOOD
+
+ As long as you are in Crisis, you have Resistance to dark damage and poison
+ damage.
+
+
+HEART OF DARKNESS
+
+ Once per scene upon entering Crisis, you may choose a specific creature you
+ can see that you don't have a Bond towards. If you do, create a Bond of hatred
+ towards that creature.
+
+
+PAINFUL LESSON (✦3)
+
+ After another creature causes you to lose Hit Points (with an attack, a spell
+ or any other method), you may immediately perform the Study action on that
+ creature (see page 74) for free. If you do,
+ gain a bonus equal to 【SL】 to your Check.
+
+Remember, you can study the same aspect of a creature only once.
+
+SHADOW STRIKE (✦5)
+
+ You have learned to channel your vital force into your attacks. You may use an
+ action to perform a Shadow Strike: roll your current Might die and lose an
+ amount of Hit Points equal to
+ 【the number rolled on your Might die】. If this didn't
+ reduce your Hit Points to 0, you may perform a free attack with a weapon you
+ have equipped: if this attack hits one or more targets, it deals extra damage
+ equal to 【SL + the number rolled on your Might die 】.
+ However, all damage dealt by this attack becomes dark and its damage type
+ cannot be changed.
+
diff --git a/books/core/186.html b/books/core/186.html
index afb55af..5192e48 100644
--- a/books/core/186.html
+++ b/books/core/186.html
@@ -1,7 +1,9 @@
Elementalist
-ALSO: Battle Mage, Geomancer, Sorcerer
-ELEMENTALIST
-Ignore the warnings of this World at your own risk.
+
+Ignore the warnings of this World at your own risk.
+
+ALSO:Battle Mage, Geomancer, Sorcerer
+
An Elementalist has learned to channel the souls that flow within the basic
elements of creation: Air, Earth, Fire and Water. Some of them develop complex
diff --git a/books/core/187.html b/books/core/187.html
index b32374b..ad28c84 100644
--- a/books/core/187.html
+++ b/books/core/187.html
@@ -1,12 +1,21 @@
-
ELEMENTALIST FREE BENEFITS
+
+ - Who trained you in the way of the Elements?
+ - Your magic can be devastating... are you afraid of yourself?
+ - Elemental magic is often used in war. Did you serve in the military?
+ - What does your magic look like?
+
+
+ELEMENTALIST FREE BENEFITS
- Permanently increase your maximum Mind Points by 5.
-
You may perform Rituals whose effects fall within the Ritualism discipline.
+
ELEMENTALIST SKILLS
-CATACLYSM (çç3)
+
+CATACLYSM (✦3)
When you cast an instantaneous spell, if you have an arcane weapon equipped,
you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points.
@@ -14,17 +23,20 @@
5 extra damage to each creature for every 10 Mind Points by which you
increased its total MP cost.
-ELEMENTAL MAGIC (çç10)
+
+ELEMENTAL MAGIC (✦10)
Each time you acquire this Skill, learn one Elementalist spell (see next two
pages).
Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.
-MAGICAL ARTILLERY (çç3)
+
+MAGICAL ARTILLERY (✦3)
When you cast an offensive ( rr) spell, if you have an arcane weapon equipped,
you gain a bonus to your Magic Check equal to 【SL × 2】.
+
RITUAL ELEMENTALISM
Elementalism Rituals use 【INS + WLP】 for the Magic Check.
-SPELLBLADE (çç4)
+
+SPELLBLADE (✦4)
When you cast an offensive ( rr) spell targeting a single creature, if the
spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or
@@ -45,13 +58,3 @@
>page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.
-Questions
-
- - Who trained you in the way of the Elements?
- - Your magic can be devastating... are you afraid of yourself?
- - Elemental magic is often used in war. Did you serve in the military?
- - What does your magic look like?
-
-
- Option: Ignore the warnings of this World at your own risk.
-
diff --git a/books/core/190.html b/books/core/190.html
index 0dda4a4..e68db8e 100644
--- a/books/core/190.html
+++ b/books/core/190.html
@@ -1,22 +1,19 @@
Entropist
-
- Also related:
- Astromancer, Chaos Mage, Gambler
-
-Description
+
+
+ The cold between the stars... it does not frighten me.
+
+
+Also: Astromancer, Chaos Mage, Gambler
+
High above the stars, where their lights do not shine, lies a bottomless void
where life and souls wither and transform in unfathomable ways. This realm is
a non-reality, an endless expanse of chaos impervious to the laws of time,
space, and probability.
-Lore
Entropists refer to this realm as the Cosmos, the Heavens, or quite simply as
Lady Luck: they are among the few gifted with the ability to channel its
reality-bending energies.
-Quote
-
- The cold between the stars... it does not frighten me.
-
diff --git a/books/core/191.html b/books/core/191.html
index 4f3cccd..60cd3db 100644
--- a/books/core/191.html
+++ b/books/core/191.html
@@ -1,69 +1,3 @@
-CHAPTER
-ENTROPIST FREE BENEFITS
-
- - Permanently increase your maximum Mind Points by 5.
- -
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-ENTROPIST SKILLS
-
-
ABSORB MP (çç5)
-
- After you suffer damage, you may immediately recover
- 【SL × 2】 Mind Points.
-
-
-
-
ENTROPIC MAGIC (çç10)
-
- Each time you acquire this Skill, learn one Entropist spell (see next two
- pages).
-
-
- Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic
- Check.
-
-
-LUCKY SEVEN
-
- You have a lucky number; at the beginning of each session, that number is 7.
- Once per scene after you perform a Check, you may replace the value shown on
- one of the dice you rolled with your lucky number (even if this would give an
- impossible Result, such as a value of 7 on a d6). If you do, the replaced
- value becomes your new lucky number.
-
-RITUAL ENTROPISM
-
- You may perform Rituals whose effects fall within the Entropism discipline.
- Entropism Rituals use 【INS + WLP】 for the Magic Check.
-
-
-
STOLEN TIME (çç4)
-
- During a conflict, you may use an action to interfere with the flow of time
- by spending up to 【SL × 5】 Mind Points. For every 5 Mind
- Points you spend this way, choose one option:
-
-
- - One creature you can see suffers slow;
- - One creature you can see recovers from slow;
- -
- One creature you can see may immediately perform the Equipment action for
- free;
-
- -
- Choose one ally you can see who has yet to take a turn during this round:
- that ally may take their turn immediately after yours during this round.
-
-
-
- Note: Each option can only be chosen once per use of this Skill.
-
-
-Background Questions
- Who taught you to channel the reality-bending powers of the Cosmos?
-
@@ -73,3 +7,68 @@
- What does your magic look like?
- Are there many practicing your art, or are you the exception?
+
+ENTROPIST FREE BENEFITS
+
+ - Permanently increase your maximum Mind Points by 5.
+ -
+ You may perform Rituals whose effects fall within the Ritualism discipline.
+
+
+
+ENTROPIST SKILLS
+
+ABSORB MP (✦5)
+
+ After you suffer damage, you may immediately recover
+ 【SL × 2】 Mind Points.
+
+
+ENTROPIC MAGIC (✦10)
+
+ Each time you acquire this Skill, learn one Entropist spell (see next two
+ pages).
+
+
+ Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic
+ Check.
+
+
+LUCKY SEVEN
+
+ You have a lucky number; at the beginning of each session, that number is 7.
+ Once per scene after you perform a Check, you may replace the value shown on
+ one of the dice you rolled with your lucky number (even if this would give an
+ impossible Result, such as a value of 7 on a d6). If you do, the replaced
+ value becomes your new lucky number.
+
+
+RITUAL ENTROPISM
+
+ You may perform Rituals whose effects fall within the Entropism discipline.
+ Entropism Rituals use 【INS + WLP】 for the Magic Check.
+
+
+STOLEN TIME (✦4)
+
+ During a conflict, you may use an action to interfere with the flow of time by
+ spending up to 【SL × 5】 Mind Points. For every 5 Mind
+ Points you spend this way, choose one option:
+
+
+ - One creature you can see suffers slow;
+ - One creature you can see recovers from slow;
+ -
+ One creature you can see may immediately perform the Equipment action for
+ free;
+
+ -
+ Choose one ally you can see who has yet to take a turn during this round:
+ that ally may take their turn immediately after yours during this round.
+
+
+
+ Note: Each option can only be chosen once per use of this Skill.
+
diff --git a/books/core/194.html b/books/core/194.html
index e69de29..9ee9617 100644
--- a/books/core/194.html
+++ b/books/core/194.html
@@ -0,0 +1,16 @@
+Fury
+
+I'll just have to become stronger than you!
+
+Also: Berserker, Brawler, Viking
+
+
+ Furies never know when to quit. In battle and life they are energetic,
+ determined and often restless. Whatever ideals or desires drive their actions,
+ they will stop at nothing and risk everything in order to achieve them.
+
+
+ Some Furies undergo a rigid training in order to control their emotions;
+ others simply see might as the solution to all problems and are constantly on
+ the verge of letting rage get the best of them.
+
diff --git a/books/core/195.html b/books/core/195.html
index 63558d1..6393ca4 100644
--- a/books/core/195.html
+++ b/books/core/195.html
@@ -1,28 +1,46 @@
+
+ -
+ Do you rely on your burning passion, or do you strive to keep it under
+ control?
+
+ - There’s that one thing that always makes you lose it. What is it?
+ -
+ In the past, your lack of control had tragic consequences. What have you
+ lost?
+
+ - What do your weapons and fighting style look like?
+
+
FURY FREE BENEFITS
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial armor.
+
FURY SKILLS
-ADRENALINE (çç5)
+
+ADRENALINE (✦5)
As long as you are in Crisis, you deal 【SL × 2】 extra
damage (be it with attacks, spells, Arcana, items or any other method).
+
FRENZY
Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a
critical success if both dice show the same number (and the Check is not a
fumble).
-INDOMITABLE SPIRIT (çç4)
+
+INDOMITABLE SPIRIT (✦4)
When you spend one or more Fabula Points, you get an additional benefit —
choose one option: you recover 【SL × 5】 Hit Points; or you
recover 【SL × 5】 Mind Points; or you recover from a single
status effect of your choice.
-PROVOKE (çç5)
+
+PROVOKE (✦5)
You may use an action and spend 5 Mind Points to perform an Opposed
【MIG + WLP】 Check against a creature you can see — describe
@@ -36,7 +54,8 @@
You gain a bonus equal to 【SL】 to your
【MIG + WLP】 Checks for this Skill.
-WITHSTAND (çç5)
+
+WITHSTAND (✦5)
When you perform the Guard action, if you choose not to provide cover to
another creature, you recover Hit Points equal to
@@ -44,17 +63,3 @@
and choose Might or Willpower: you treat the chosen Attribute as being one die
size higher (up to a maximum of d12) until the end of your next turn.
-— Character Prompts —
-
- -
- Do you rely on your burning passion, or do you strive to keep it under
- control?
-
- - There’s that one thing that always makes you lose it. What is it?
- -
- In the past, your lack of control had tragic consequences. What have you
- lost?
-
- - What do your weapons and fighting style look like?
-
-I'll just have to become stronger than you!
diff --git a/books/core/196.html b/books/core/196.html
index 2d33f0c..8454df2 100644
--- a/books/core/196.html
+++ b/books/core/196.html
@@ -1,23 +1,17 @@
-
- Related Roles
-
- - Paladin
- - Soldier
- - Yōjinbō
-
-
- GUARDIAN
-
- Proud and selfless, Guardians are individuals who know the value of
- life... and are willing to sacrifice themselves for a person, nation or
- ideal they have sworn to protect. They are often extraordinary and
- impressive individuals, such as valiant soldiers or veterans scarred by a
- thousand battles.
-
-
- While some Guardians may appear loud and boisterous, many are simply
- masking the tormented memory of those they failed to protect.
-
- "Let me be your shield."
-
-
+GUARDIAN
+
+"Let me be your shield."
+
+Also: Paladin, Soldier, Yōjinbō
+
+
+ Proud and selfless, Guardians are individuals who know the value of life...
+ and are willing to sacrifice themselves for a person, nation or ideal they
+ have sworn to protect. They are often extraordinary and impressive
+ individuals, such as valiant soldiers or veterans scarred by a thousand
+ battles.
+
+
+ While some Guardians may appear loud and boisterous, many are simply masking
+ the tormented memory of those they failed to protect.
+
diff --git a/books/core/197.html b/books/core/197.html
index c7964c3..1a0edd3 100644
--- a/books/core/197.html
+++ b/books/core/197.html
@@ -1,21 +1,36 @@
-CHAPTER GUARDIAN FREE BENEFITS
+
+ - Who or what is it you would gladly give your life to protect?
+ -
+ Are you, or have you ever been, the servant of a Lady or Lord? What were
+ they like?
+
+ - What is it you were unable to protect? What have you lost?
+ - Using what as your armor and/or shield?
+
+
+GUARDIAN FREE BENEFITS
+
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial armor and martial shields.
+
GUARDIAN SKILLS
+
BODYGUARD
If you perform the Guard action and choose to provide cover to another
creature, that creature gains Resistance to all damage types until the start
of your next turn.
-DEFENSIVE MASTERY (çç5)
+
+DEFENSIVE MASTERY (✦5)
As long as you have a shield or a martial armor equipped, all damage you
suffer is reduced by 【SL】 (applied before
damage Affinities).
+
DUAL SHIELDBEARER
You may now equip a shield in your main hand slot. As long as you have two
@@ -45,8 +60,10 @@
-
FORTRESS (çç5)
+
+FORTRESS (✦5)
Permanently increase your maximum Hit Points by 【SL × 3】.
+
PROTECT
When another creature is threatened by an attack, spell or other danger, you
@@ -57,15 +74,3 @@
creatures from the same danger. If you use this Skill during a conflict, you
cannot use it again until the start of your next turn.
-Optional Quests/Interrogation Points
-
- - Who or what is it you would gladly give your life to protect?
- -
- Are you, or have you ever been, the servant of a Lady or Lord? What were
- they like?
-
- - What is it you were unable to protect? What have you lost?
-
-
- Equipment Detail: Using what as your armor and/or shield?
-
diff --git a/books/core/198.html b/books/core/198.html
index e69de29..6903f7d 100644
--- a/books/core/198.html
+++ b/books/core/198.html
@@ -0,0 +1,17 @@
+Loremaster
+
+Ah, I knew this was going to happen.
+
+Also: Archivist, Sage, Scholar
+
+
+ Loremasters are known for their insatiable curiosity and appetite for
+ discovery. They firmly believe that knowledge equates to power, and would
+ often trade all gold in the world for a chance at solving a good mystery.
+
+
+ Unfortunately, a majority of Loremasters tend to be aloof and easily
+ distracted, rarely concerning themselves with “pragmatic” matters... to the
+ point of sometimes failing to realize the darker implications of their
+ discoveries.
+
diff --git a/books/core/199.html b/books/core/199.html
index 4c0cfe1..c08d3b2 100644
--- a/books/core/199.html
+++ b/books/core/199.html
@@ -1,53 +1,3 @@
-LOREMASTER FREE BENEFITS
-
- - Permanently increase your maximum Mind Points by 5.
-
-LOREMASTER SKILLS
-FLASH OF INSIGHT (çç3)
-
- When you roll a 13 or higher on a Check performed to investigate a creature,
- item or location — this includes using the Study action during a conflict —
- you may ask the Game Master up to 【SL】 questions concerning the subject of
- your investigation. You may ask these questions immediately or save them for
- later; whenever you ask one of these questions, the Game Master will answer
- truthfully and you will describe your character's deductive process.
-
-
- This Skill may only be used once on the same creature, item or
- location.
-
-FOCUSED (çç5)
-
- - Permanently increase your maximum Mind Points by 【SL × 3】.
-
-
- When you perform an Open Check using 【INS + INS】, you gain a bonus equal to
- 【SL】 on that Check (this only applies to Open Checks).
-
-KNOWLEDGE IS POWER
-
- When you perform an Accuracy Check, you may replace one of the Attribute dice
- with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a
- waraxe).
-
-QUICK ASSESSMENT (çç6)
-
- At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For
- every 5 Mind Points you spend this way, choose one option: choose a creature
- you can see and the GM reveals one of their Traits; or name a damage type and
- choose a creature you can see, and the GM reveals that creature's Affinity
- towards that damage type.
-
-TRAINED MEMORY
-
- You may perfectly recall the details of any scene you have visited within the
- past week. You can "go back in time" within your mind in order to examine and
- investigate such scenes again — your Flash of Insight Skill will apply to
- these memories as well.
-
-Character Background Exploration
-
Who is (or was) your mentor? What is (or was) your relationship with them?
@@ -62,4 +12,58 @@
time?
-"Ah, I knew this was going to happen."
+
+LOREMASTER FREE BENEFITS
+
+ - Permanently increase your maximum Mind Points by 5.
+
+
+LOREMASTER SKILLS
+
+FLASH OF INSIGHT (✦3)
+
+ When you roll a 13 or higher on a Check performed to investigate a creature,
+ item or location — this includes using the Study action during a conflict —
+ you may ask the Game Master up to 【SL】 questions concerning the subject of
+ your investigation. You may ask these questions immediately or save them for
+ later; whenever you ask one of these questions, the Game Master will answer
+ truthfully and you will describe your character's deductive process.
+
+
+
+ This Skill may only be used once on the same creature, item or location.
+
+
+
+FOCUSED (✦5)
+
+ - Permanently increase your maximum Mind Points by 【SL × 3】.
+
+
+ When you perform an Open Check using 【INS + INS】, you gain a bonus equal to
+ 【SL】 on that Check (this only applies to Open Checks).
+
+
+KNOWLEDGE IS POWER
+
+ When you perform an Accuracy Check, you may replace one of the Attribute dice
+ with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a
+ waraxe).
+
+
+QUICK ASSESSMENT (✦6)
+
+ At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For
+ every 5 Mind Points you spend this way, choose one option: choose a creature
+ you can see and the GM reveals one of their Traits; or name a damage type and
+ choose a creature you can see, and the GM reveals that creature's Affinity
+ towards that damage type.
+
+
+TRAINED MEMORY
+
+ You may perfectly recall the details of any scene you have visited within the
+ past week. You can "go back in time" within your mind in order to examine and
+ investigate such scenes again — your Flash of Insight Skill will apply to
+ these memories as well.
+
diff --git a/books/core/200.html b/books/core/200.html
index 617c5ff..5908209 100644
--- a/books/core/200.html
+++ b/books/core/200.html
@@ -1,4 +1,11 @@
ORATOR
+
+
+ "Words are only as good as the actions that follow them."
+
+
+Also: Ambassador, Diplomat, Entertainer
+
Some are graceful and ever-smiling, others are subtle and witty: Orators are
as good at reading someone’s heart as they are at rounding up allies for their
@@ -10,6 +17,3 @@
to ruin... and just as many have granted fallen kingdoms a chance to rise from
their very ashes.
-
- "Words are only as good as the actions that follow them."
-
diff --git a/books/core/201.html b/books/core/201.html
index 512c34c..ea91aab 100644
--- a/books/core/201.html
+++ b/books/core/201.html
@@ -1,49 +1,3 @@
-ORATOR FREE BENEFITS
-ORATOR SKILLS
-CONDEMN (çç4)
-
- You may use an action and spend 5 Mind Points to perform an Opposed
- [INS + WLP] Check against a creature that can hear and
- understand you — describe your accusations! If you succeed, the target loses
- [SL × 10] Mind Points and suffers dazed or shaken (your
- choice).
-
-
- You gain a bonus equal to [SL] to your
- [INS + WLP] Checks for this Skill.
-
-ENCOURAGE (çç6)
-
- During a conflict, you may use an action and spend 5 Mind Points to choose
- another creature that can hear and understand you. That creature recovers
- [SL × 5] Hit Points and chooses Dexterity, Insight, Might, or
- Willpower: they treat the chosen Attribute as being one die size higher (up to
- a maximum of d12) until the start of your next turn.
-
-MY TRUST IN YOU (çç2)
-
- After another Player Character who is able to hear you performs a Check, you
- may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to
- let them reroll dice or improve the Result of the Check (following the normal
- rules). Then, if you have a Bond towards that character, they recover
- [SL × 10] Mind Points.
-
-PERSUASIVE (çç2)
-
- When you successfully perform a Check to fill or erase sections of a Clock, if
- your approach relied on charm, diplomacy, deception or intimidation, you may
- spend up to [SL × 20] Mind Points. If you do, fill or erase
- an additional section of that Clock for every 20 Mind Points you spend this
- way.
-
-UNEXPECTED ALLY
-
- You may use an action and spend 1 Fabula Point to choose a non-hostile
- creature able to hear and understand you. If you do, that creature becomes
- helpful towards you so long as you are kind and respectful to them and your
- requests are reasonable.
-
-Reflections
-
Do you think everyone can be persuaded? Is it true that everyone has a
@@ -59,4 +13,59 @@
In the past, your words ended up putting you in trouble. What happened?
-Words are only as good as the actions that follow them.
+
+ORATOR FREE BENEFITS
+
+
+ - Permanently increase your maximum Mind Points by 5.
+
+
+ORATOR SKILLS
+
+CONDEMN (✦4)
+
+ You may use an action and spend 5 Mind Points to perform an Opposed
+ [INS + WLP] Check against a creature that can hear and
+ understand you — describe your accusations! If you succeed, the target loses
+ [SL × 10] Mind Points and suffers dazed or shaken (your
+ choice).
+
+
+ You gain a bonus equal to [SL] to your
+ [INS + WLP] Checks for this Skill.
+
+
+ENCOURAGE (✦6)
+
+ During a conflict, you may use an action and spend 5 Mind Points to choose
+ another creature that can hear and understand you. That creature recovers
+ [SL × 5] Hit Points and chooses Dexterity, Insight, Might, or
+ Willpower: they treat the chosen Attribute as being one die size higher (up to
+ a maximum of d12) until the start of your next turn.
+
+
+MY TRUST IN YOU (✦2)
+
+ After another Player Character who is able to hear you performs a Check, you
+ may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to
+ let them reroll dice or improve the Result of the Check (following the normal
+ rules). Then, if you have a Bond towards that character, they recover
+ [SL × 10] Mind Points.
+
+
+PERSUASIVE (✦2)
+
+ When you successfully perform a Check to fill or erase sections of a Clock, if
+ your approach relied on charm, diplomacy, deception or intimidation, you may
+ spend up to [SL × 20] Mind Points. If you do, fill or erase
+ an additional section of that Clock for every 20 Mind Points you spend this
+ way.
+
+
+UNEXPECTED ALLY
+
+ You may use an action and spend 1 Fabula Point to choose a non-hostile
+ creature able to hear and understand you. If you do, that creature becomes
+ helpful towards you so long as you are kind and respectful to them and your
+ requests are reasonable.
+
diff --git a/books/core/202.html b/books/core/202.html
index b6d5358..8b6bfc3 100644
--- a/books/core/202.html
+++ b/books/core/202.html
@@ -1,4 +1,9 @@
-Rogues: The Archetype
+Rogue
+
+I will find my own justice.
+
+Also: Bandit, Ninja, Thief
+
Be they criminals, rebels or spies, Rogues are more than willing to play dirty
in order to get what they want. Rogues are generally quick, witty and elusive:
@@ -10,10 +15,3 @@
Tragically, it is quite common for Rogues to end up being painted as threats
by those same people they fight for.
-Related Archetypes
-
- - Bandit
- - Ninja
- - Thief
-
-I will find my own justice.
diff --git a/books/core/203.html b/books/core/203.html
index de875eb..b8cf547 100644
--- a/books/core/203.html
+++ b/books/core/203.html
@@ -1,22 +1,37 @@
-CHAPTER CHAPTER
+
+ -
+ What drives you? Is it desire, vengeance, or a burning need for freedom?
+
+ - Are you part of a criminal gang or guild, or do you work on your own?
+ -
+ Is there a place you can call home? Or is it true that, in the end, we all
+ die alone?
+
+ - What is the most important rule in your personal code?
+
+
ROGUE FREE BENEFITS
- Permanently increase your maximum Inventory Points by 2.
+
ROGUE SKILLS
-CHEAP SHOT (çç5)
+
+CHEAP SHOT (✦5)
When you hit a creature with an attack, if the attack only targeted that
creature and they are suffering from one or more status effects, you may have
it deal extra damage equal to 【SL + the number of status effects on the
creature】.
-DODGE (çç3)
+
+DODGE (✦3)
As long as you have no shields and no martial armor equipped, your Defense
score is increased by 【SL】.
-HIGH SPEED (çç3)
+
+HIGH SPEED (✦3)
At the start of a conflict, you may spend 10 Mind Points. If you do, choose
one option and apply it before the start of the first round: perform a free
@@ -24,6 +39,7 @@
action. You also gain a bonus equal to 【SL】 to all Checks you perform as
part of the chosen option.
+
SEE YOU LATER
You may use an action and spend 1 Fabula Point to vanish from the current
@@ -31,7 +47,8 @@
Player Character is present. Describe how you escaped and miraculously got
here!
-SOUL STEAL (çç5)
+
+SOUL STEAL (✦5)
You may use an action to perform a 【DEX + WLP】 Check against the Magic
Defense of a creature you can see. If you succeed and the target is a soldier,
@@ -44,15 +61,3 @@
You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for this Skill.
-CHARACTER BACKGROUND
-
- -
- What drives you? Is it desire, vengeance, or a burning need for freedom?
-
- - Are you part of a criminal gang or guild, or do you work on your own?
- -
- Is there a place you can call home? Or is it true that, in the end, we all
- die alone?
-
- - What is the most important rule in your personal code?
-
diff --git a/books/core/204.html b/books/core/204.html
index b1b9629..a932adf 100644
--- a/books/core/204.html
+++ b/books/core/204.html
@@ -1,4 +1,11 @@
SHARPSHOOTER
+
+
+ "Flee to the other end of the world; my arrow shall find you."
+
+
+Also: Archer, Gunslinger, Sniper
+
A majority of Sharpshooters are exceptionally good at dealing with threats
from a carefully calculated distance; others are brave, skilled or reckless
@@ -10,12 +17,3 @@
abilities at the service of the people, or use them to protect a sacred or
forbidden site from intruders.
-Related Classes
-
- - Archer
- - Gunslinger
- - Sniper
-
-
- "Flee to the other end of the world; my arrow shall find you."
-
diff --git a/books/core/205.html b/books/core/205.html
index 3b722dd..74c26d3 100644
--- a/books/core/205.html
+++ b/books/core/205.html
@@ -1 +1,60 @@
- This page is intentionally left blank.
+
+ -
+ Some believe arrows and bullets to be a coward's weapons. What's your
+ opinion?
+
+ - When caught unprepared, do you improvise or do you retreat?
+ -
+ Are you quiet and reserved, confident and cunning, or boisterous and
+ reckless?
+
+ - What do your weapons and fighting style look like?
+
+
+SHARPSHOOTER FREE BENEFITS
+
+ - Permanently increase your maximum Hit Points by 5.
+ - Gain the ability to equip martial ranged weapons and martial shields.
+
+
+SHARPSHOOTER SKILLS
+
+BARRAGE
+
+ When you perform a ranged attack, you may spend 10 Mind Points to choose one
+ option: the attack gains multi (2); or you increase the attack's multi
+ property by one, up to a maximum of multi (3).
+
+
+CROSSFIRE
+
+ After a creature you can see performs a ranged attack, you may spend an amount
+ of Mind Points equal to the total Result of their Accuracy Check in order to
+ have the attack fail automatically against all targets. You can only use this
+ Skill if you have a ranged weapon equipped, and it has no effect if the
+ Accuracy Check was a critical success.
+
+
+HAWKEYE (✦5)
+
+ When you perform the Guard action, if you choose not to provide cover to
+ another creature, you may choose one option: the next ranged attack you
+ perform before the end of the current scene will deal【 SL × 2】 extra damage;
+ or you may immediately perform a free attack with a bow or firearm you have
+ equipped, treating your High Roll (HR) as 0 when calculating damage dealt by
+ this attack.
+
+
+RANGED WEAPON MASTERY (✦4)
+
+ You gain a bonus equal to【 SL】 to all Accuracy Checks with ranged weapons.
+
+
+WARNING SHOT (✦4)
+
+ When you hit one or more targets with a ranged attack that would deal damage,
+ you may have the attack deal no damage. If you do, choose one option: inflict
+ shaken on each target hit by the attack; or inflict slow on each target hit by
+ the attack; or each target hit by the attack loses【 SL × 10】 Mind Points.
+ Describe your maneuver!
+
diff --git a/books/core/206.html b/books/core/206.html
index 3ef4cd5..6d31277 100644
--- a/books/core/206.html
+++ b/books/core/206.html
@@ -1,20 +1,16 @@
Spiritist
-ALSO: Healer, Priest, Witch
-Definition
+Show me the truths of your heart.
+
+Also: Healer, Priest, Witch
Spiritists have developed a powerful connection with the raw aspects of soul:
emotion, energy, life, and death. They wield power both miraculous and
frightening, and are quite often affiliated with cults or religions.
-
-Nature of Abilities
-
Several worlds see the powers of Spiritism as gifts from a deity or proof that
a person's heart is pure; however, there is no definite proof of these
abilities coming from anything but discipline, empathy, and focus.
-
-Show me the truths of your heart.
diff --git a/books/core/207.html b/books/core/207.html
index 1f6174e..bab9243 100644
--- a/books/core/207.html
+++ b/books/core/207.html
@@ -1,56 +1,3 @@
-SPIRITIST BENEFITS AND SKILLS
-
-Free Benefits:
-
-
- - Permanently increase your maximum Mind Points by 5.
- -
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-
-SPIRITIST SKILLS
-
-HEALING POWER
-
- When you cast a spell that targets one or more allies, if you have an arcane
- weapon equipped, you may have each of those allies recover an amount of Hit
- Points equal to
- 【SL, multiplied by the number of Bonds you have】. This
- healing is separate from any healing caused by the effects of the spell.
-
-
-RITUAL SPIRITISM
-
- You may perform Rituals whose effects fall within the Spiritism discipline.
- Spiritism Rituals use 【INS + WLP】 for the Magic Check.
-
-
-SPIRITUAL MAGIC (çç10)
-
- Each time you acquire this Skill, learn one Spiritist spell (see next two
- pages). Offensive Spiritist spells use 【INS + WLP】 for the
- Magic Check.
-
-
-SUPPORT MAGIC
-
- When you cast a spell that targets one or more allies, if you have an arcane
- weapon equipped, you may choose one of those allies you have a Bond towards.
- If you do, that ally gains a bonus to the next Check they perform during the
- current scene; this bonus is equal to the strength of your Bond towards them.
-
-
-VISMAGUS
-
- When you cast a spell, if you don't have enough Mind Points to pay for its
- total cost, you may choose to spend twice as many Hit Points instead. You
- cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell
- cast this way would cause you to recover Hit Points, you instead recover no
- Hit Points (the spell functions normally on any other target).
-
-
-Background Prompts
-
Where does your magic come from? What are your beliefs concerning life and
@@ -66,4 +13,51 @@
- What does your magic look like?
-Show me the truths of your heart.
+SPIRITIST FREE BENEFITS
+
+ - Permanently increase your maximum Mind Points by 5.
+ -
+ You may perform Rituals whose effects fall within the Ritualism discipline.
+
+
+
+SPIRITIST SKILLS
+
+HEALING POWER
+
+ When you cast a spell that targets one or more allies, if you have an arcane
+ weapon equipped, you may have each of those allies recover an amount of Hit
+ Points equal to
+ 【SL, multiplied by the number of Bonds you have】. This
+ healing is separate from any healing caused by the effects of the spell.
+
+
+RITUAL SPIRITISM
+
+ You may perform Rituals whose effects fall within the Spiritism discipline.
+ Spiritism Rituals use 【INS + WLP】 for the Magic Check.
+
+
+SPIRITUAL MAGIC (✦10)
+
+ Each time you acquire this Skill, learn one Spiritist spell (see next two
+ pages). Offensive Spiritist spells use 【INS + WLP】 for the
+ Magic Check.
+
+
+SUPPORT MAGIC
+
+ When you cast a spell that targets one or more allies, if you have an arcane
+ weapon equipped, you may choose one of those allies you have a Bond towards.
+ If you do, that ally gains a bonus to the next Check they perform during the
+ current scene; this bonus is equal to the strength of your Bond towards them.
+
+
+VISMAGUS
+
+ When you cast a spell, if you don't have enough Mind Points to pay for its
+ total cost, you may choose to spend twice as many Hit Points instead. You
+ cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell
+ cast this way would cause you to recover Hit Points, you instead recover no
+ Hit Points (the spell functions normally on any other target).
+
diff --git a/books/core/210.html b/books/core/210.html
index 055ffa7..d440b34 100644
--- a/books/core/210.html
+++ b/books/core/210.html
@@ -1,9 +1,11 @@
Tinkerer
-Associated Roles: Alchemist, Magitech Engineer, Mechanic
-Description
+
I like to think that what we have today was not a gift from the Gods.
+
+ALSO: Alchemist, Magitech Engineer, Mechanic
+
Tinkerers possess exceptional ingenuity and are known for their eccentric and
marvelous inventions. They travel the world in an endless search for lost
@@ -15,4 +17,3 @@
challenging the very rules of nature and society in their pursuit of a better
future.
-
diff --git a/books/core/211.html b/books/core/211.html
index 0bc8a58..b597d43 100644
--- a/books/core/211.html
+++ b/books/core/211.html
@@ -1,52 +1,3 @@
-TINKERER FREE BENEFITS
-
- - Permanently increase your maximum Inventory Points by 2.
- - You may initiate Projects.
-
-TINKERER SKILLS
-EMERGENCY ITEM
-
- Once per conflict scene, if you are in Crisis, you may perform an additional
- action on your turn. This action must be the Inventory action.
-
-GADGETS (çç5)
-
- -
- When you first acquire this Skill, choose a gadget type: alchemy, infusions
- or magitech (see next four pages). You gain its basic benefits.
-
- -
- Whenever you take this Skill again, choose one option: you gain the basic
- benefits of a new gadget type; or you gain the advanced benefits of a gadget
- type whose basic benefits you already obtained; or you gain the superior
- benefits of a gadget type whose advanced benefits you already obtained.
-
-
-POTION RAIN (çç2)
-
- When you create a potion that restores a single creature's HP and/or MP, you
- may have it affect up to 【SL】 additional creatures. If you do, the potion
- only restores half the normal amount of HP and MP to each creature.
-
-SECRET FORMULA (çç5)
-
- -
- When you create a potion or magisphere whose effects restore HP and/or MP,
- each restored amount is increased by 【SL × 5】.
-
- -
- When you create an elemental shard, potion or magisphere that deals damage,
- that item deals 【SL】 extra damage.
-
-
-VISIONARY (çç5)
-
- When you work on a Project, up to 【SL × 100】 zenit of material costs are
- automatically paid; additionally, you generate an additional 【SL】 progress
- every day. If multiple characters with this Skill work on the same Project,
- the effects will be cumulative.
-
-Character Inspiration Questions
-
Did you learn your craft from someone? What is your relationship with them?
@@ -61,4 +12,58 @@
like?
-I like to think that what we have today was not a gift from the Gods.
+
+TINKERER FREE BENEFITS
+
+ - Permanently increase your maximum Inventory Points by 2.
+ - You may initiate Projects.
+
+
+TINKERER SKILLS
+
+EMERGENCY ITEM
+
+ Once per conflict scene, if you are in Crisis, you may perform an additional
+ action on your turn. This action must be the Inventory action.
+
+
+GADGETS (✦5)
+
+ -
+ When you first acquire this Skill, choose a gadget type: alchemy, infusions
+ or magitech (see next four pages). You gain its basic benefits.
+
+ -
+ Whenever you take this Skill again, choose one option: you gain the basic
+ benefits of a new gadget type; or you gain the advanced benefits of a gadget
+ type whose basic benefits you already obtained; or you gain the superior
+ benefits of a gadget type whose advanced benefits you already obtained.
+
+
+
+POTION RAIN (✦2)
+
+ When you create a potion that restores a single creature's HP and/or MP, you
+ may have it affect up to 【SL】 additional creatures. If you do, the potion
+ only restores half the normal amount of HP and MP to each creature.
+
+
+SECRET FORMULA (✦5)
+
+ -
+ When you create a potion or magisphere whose effects restore HP and/or MP,
+ each restored amount is increased by 【SL × 5】.
+
+ -
+ When you create an elemental shard, potion or magisphere that deals damage,
+ that item deals 【SL】 extra damage.
+
+
+
+VISIONARY (✦5)
+
+ When you work on a Project, up to 【SL × 100】 zenit of material costs are
+ automatically paid; additionally, you generate an additional 【SL】 progress
+ every day. If multiple characters with this Skill work on the same Project,
+ the effects will be cumulative.
+
diff --git a/books/core/212.html b/books/core/212.html
index 3899804..ad4ae1c 100644
--- a/books/core/212.html
+++ b/books/core/212.html
@@ -6,11 +6,11 @@
among those you have unlocked (basic, advanced or superior) and spend the
appropriate amount of Inventory Points.
-MIX
+
- | Level |
+ Mix |
IP Cost |
Description |
@@ -33,12 +33,14 @@
+
When you create a mix, roll the amount of twenty-sided dice indicated by that
mix, then assign one of those rolls to the target table (below) and one to the
effect table (on the right). Discard all remaining dice, then describe the
effects of the mix!
+
Example: You spend 5 Inventory Points for a superior mix and roll four
twenty-sided dice. You roll 3, 14, 9 and 4. You might assign 14 to target and
@@ -47,20 +49,38 @@
bolt damage to a single enemy; or even assign 9 to target and 14 to effect to
inflict four status effects on that foe!
+
Whatever your choice, the two dice you don't assign will be discarded.
+
The two effects marked with "Any" on the effect table are always available and
can be chosen if none of the available effects appeal to you.
+
TARGET
-
- - 1-6
- - ... you or one ally you can see that is present on the scene.
- - 7-11
- - ... one enemy you can see that is present on the scene.
- - 12-16
- - ... you and every ally present on the scene.
- - 17-20
- - ... every enemy present on the scene.
-
-INVENTION TYPES
+
+
+
+ | Die |
+ The potion affects... |
+
+
+
+
+ | 1-6 |
+ ... you or one ally you can see that is present on the scene. |
+
+
+ | 7-11 |
+ ... one enemy you can see that is present on the scene. |
+
+
+ | 12-16 |
+ ... you and every ally present on the scene. |
+
+
+ | 17-20 |
+ ... every enemy present on the scene. |
+
+
+
diff --git a/books/core/213.html b/books/core/213.html
index fdc9135..2369006 100644
--- a/books/core/213.html
+++ b/books/core/213.html
@@ -1,3 +1,98 @@
-Projects, on
-page 136! Projects,
-on page 136!
+
+ Want to craft airships, golems, sleep potions, and more? See Projects, on
+ page 136!
+
+
+EFFECT
+
+
+ | Any |
+ suffers 20 poison damage. |
+
+
+ | Any |
+ recovers 30 Hit Points. |
+
+
+ | 1 |
+
+ treats their Dexterity and Might dice as if they were one size higher (up
+ to a maximum of d12) until the end of your next turn.
+ |
+
+
+ | 2 |
+ As effect 1, but with Insight and Willpower. |
+
+
+ | 3 |
+
+ suffers 20 air damage. This amount increases to 30 damage if you are level
+ 20 or higher, or to 40 damage if you are level 40 or higher.
+ |
+
+
+ | 4 |
+ As effect 3, but with bolt damage. |
+
+
+ | 5 |
+ As effect 3, but with dark damage. |
+
+
+ | 6 |
+ As effect 3, but with earth damage. |
+
+
+ | 7 |
+ As effect 3, but with fire damage. |
+
+
+ | 8 |
+ As effect 3, but with ice damage. |
+
+
+ | 9 |
+ gains Resistance to air and fire damage until the end of the scene. |
+
+
+ | 10 |
+ As effect 9, but with bolt and ice damage. |
+
+
+ | 11 |
+ As effect 9, but with dark and earth damage. |
+
+
+ | 12 |
+ suffers enraged. |
+
+
+ | 13 |
+ suffers poisoned. |
+
+
+ | 14 |
+ suffers dazed, shaken, slow and weak. |
+
+
+ | 15 |
+ recovers from all status effects. |
+
+
+ | 16-17 |
+ recovers 50 Hit Points and 50 Mind Points. |
+
+
+ | 18 |
+ recovers 100 Hit Points. |
+
+
+ | 19 |
+ recovers 100 Mind Points. |
+
+
+ | 20 |
+ recovers 100 Hit Points and 100 Mind Points. |
+
+
diff --git a/books/core/214.html b/books/core/214.html
index 86e4bc3..5f26ffc 100644
--- a/books/core/214.html
+++ b/books/core/214.html
@@ -1,4 +1,4 @@
-W INFUSIONS
+INFUSIONS
Also: Arcane Ammunition, Blade Coatings, Combat Runes.
When you successfully hit one or more targets with an attack, you may spend 2
@@ -11,57 +11,67 @@
using an infusion are both part of the action you used to attack with the
weapon.
-INFUSION EFFECT
-Basic Infusions
-
- -
- Cryo The attack deals 5 extra damage, and its damage
- becomes ice.
-
- -
- Pyro The attack deals 5 extra damage, and its damage
- becomes fire.
-
- -
- Volt The attack deals 5 extra damage, and its damage
- becomes bolt.
-
-
-Advanced Infusions
-
- -
- Cyclone The attack deals 5 extra damage, and its damage
- becomes air.
-
- -
- Exorcism The attack deals 5 extra damage, and its damage
- becomes light.
-
- -
- Seismic The attack deals 5 extra damage, and its damage
- becomes earth.
-
- -
- Shadow The attack deals 5 extra damage, and its damage
- becomes dark.
-
-
-Superior Infusions
-
- -
- Vampire
-
+
+
+
+
+ | Infusion |
+ Effect |
+
+
+
+ | Basic Infusions |
+
+
+ | Cryo |
+ The attack deals 5 extra damage, and its damage becomes ice. |
+
+
+ | Pyro |
+ The attack deals 5 extra damage, and its damage becomes fire. |
+
+
+ | Volt |
+ The attack deals 5 extra damage, and its damage becomes bolt. |
+
+
+ | Advanced Infusions |
+
+
+ | Cyclone |
+ The attack deals 5 extra damage, and its damage becomes air. |
+
+
+ | Exorcism |
+ The attack deals 5 extra damage, and its damage becomes light. |
+
+
+ | Seismic |
+ The attack deals 5 extra damage, and its damage becomes earth. |
+
+
+ | Shadow |
+ The attack deals 5 extra damage, and its damage becomes dark. |
+
+
+ | Superior Infusions |
+
+
+ | Vampire |
+
Choose one option: you recover an amount of HP equal to half the HP loss
suffered by the target of the attack; or you recover an amount of MP equal
to half the HP loss suffered by the target of the attack.
-
- This infusion can only be used if the attack targeted a single
- creature.
-
- -
- Venom The attack deals 5 extra damage, its damage becomes
- poison, and each creature hit by the attack suffers poisoned.
-
-
+
+ This infusion can only be used if the attack targeted a single creature.
+
+ |
+
+
+ | Venom |
+
+ The attack deals 5 extra damage, its damage becomes poison, and each
+ creature hit by the attack suffers poisoned.
+ |
+
+
diff --git a/books/core/215.html b/books/core/215.html
index 052ec97..1ec911b 100644
--- a/books/core/215.html
+++ b/books/core/215.html
@@ -1,7 +1,8 @@
MAGITECH
Also: Engineering, Golemcraft, Robotics.
This invention type grants a variety of different benefits.
-d MAGITECH OVERRIDE (Basic)
+
+MAGITECH OVERRIDE (Basic)
You may use an action and spend 10 Mind Points to perform an Opposed
[INS + INS] Check against a nearby
@@ -13,7 +14,8 @@
allies. Once free, the construct is again in control of its actions and might
turn against you.
-d MAGICANNON (Advanced)
+
+MAGICANNON (Advanced)
You may perform the Inventory action and spend 3 Inventory Points to create a
firearm weapon known as a magicannon (see below). The magicannon will crumble
@@ -21,6 +23,7 @@
magicannon, choose the type of damage it deals (air, bolt, earth, fire, ice,
or physical).
+
WEAPON STATS
@@ -34,7 +37,8 @@
- TYPE: Two-handed, Ranged, No Quality.
-d MAGISPHERES (Superior)
+
+MAGISPHERES (Superior)
You develop three magisphere prototypes; each of them can replicate a spell
chosen from the following lists: Elementalist, Entropist and Spiritist. The
diff --git a/books/core/216.html b/books/core/216.html
index 965c854..1245ba1 100644
--- a/books/core/216.html
+++ b/books/core/216.html
@@ -1,7 +1,9 @@
Wayfarer
-ALSO: Adventurer, Explorer, Treasure Hunter
-W A YFARER
-Borders are a trick of the mind.
+
+Borders are a trick of the mind.
+
+ALSO: Adventurer, Explorer, Treasure Hunter
+
Nomads searching for a fabled continent, explorers braving the wilds, grizzled
hunters and travelers have one thing in common: they are Wayfarers.
diff --git a/books/core/217.html b/books/core/217.html
index 7d466e7..fbf181a 100644
--- a/books/core/217.html
+++ b/books/core/217.html
@@ -1,83 +1,71 @@
-
- WAYFARER FREE BENEFITS
- Permanently increase your maximum Inventory Points by 2.
-
-
- WAYFARER SKILLS
-
- FAITHFUL COMPANION (çç5)
-
- Together with the rest of your group, design a level 5 beast, construct,
- elemental or plant creature (see
- page 302) that becomes your companion.
- This creature has no Initiative score and does not level up, can have up
- to two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and
- Magic Checks, and their maximum Hit Points are equal to 【(SL multiplied
- by the companion's base Might die size) + half your level】.
-
-
- Your companion doesn't get a turn during conflicts, but on your turn you
- can use an action to have the companion perform an action (only once per
- turn). If you leave a scene, your companion leaves with you.
-
-
- If your companion falls to 0 Hit Points, they flee and rejoin you at the
- start of the next scene in which you are present, with HP equal to their
- Crisis score. When you rest, your companion also gains the full benefits
- of resting.
-
-
-
- RESOURCEFUL (çç4)
-
- You recover 【SL】 Inventory Points after each travel roll (see
- page 106).
-
-
-
- TAVERN TALK (çç3)
-
- When you rest inside an inn or tavern, you may ask the Game Master up to
- 【SL】 questions about your surroundings and the people who live here; the
- Game Master will answer truthfully and you describe how you gathered the
- information.
-
-
-
- TREASURE HUNTER (çç2)
-
- When your group journeys on the world map, you will make a discovery on a
- roll of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
-
-
-
- WELL-TRAVELED
-
- -
- You reduce the die rolled for your travel rolls by one size (to a
- minimum of d6).
-
- -
- If multiple characters have this Skill, the effects are not cumulative.
-
-
-
-
-
+
+ -
+ What led you to live a life of endless travels? Was it your choice? ...are
+ you tired?
+
+ - Is there a place or person that feels like “home” to you?
+ -
+ You have met many people and visited many places. Is there one you can’t
+ forget?
+
+ - You lost something or someone because of your travels. What happened?
+
+
+WAYFARER FREE BENEFITS
+
+ - Permanently increase your maximum Inventory Points by 2.
+
+
+WAYFARER SKILLS
+
+FAITHFUL COMPANION (✦5)
+
+ Together with the rest of your group, design a level 5 beast, construct,
+ elemental or plant creature (see
+ page 302) that becomes your companion.
+ This creature has no Initiative score and does not level up, can have up to
+ two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and Magic
+ Checks, and their maximum Hit Points are equal to 【(SL multiplied by the
+ companion's base Might die size) + half your level】.
+
+
+ Your companion doesn't get a turn during conflicts, but on your turn you can
+ use an action to have the companion perform an action (only once per turn). If
+ you leave a scene, your companion leaves with you.
+
+
+ If your companion falls to 0 Hit Points, they flee and rejoin you at the start
+ of the next scene in which you are present, with HP equal to their Crisis
+ score. When you rest, your companion also gains the full benefits of resting.
+
+
+RESOURCEFUL (✦4)
+
+ You recover 【SL】 Inventory Points after each travel roll (see
+ page 106).
+
+
+TAVERN TALK (✦3)
+
+ When you rest inside an inn or tavern, you may ask the Game Master up to
+ 【SL】 questions about your surroundings and the people who live here; the
+ Game Master will answer truthfully and you describe how you gathered the
+ information.
+
+
+TREASURE HUNTER (✦2)
+
+ When your group journeys on the world map, you will make a discovery on a roll
+ of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
+
+
+WELL-TRAVELED
+
+ -
+ You reduce the die rolled for your travel rolls by one size (to a minimum of
+ d6).
+
+ -
+ If multiple characters have this Skill, the effects are not cumulative.
+
+
diff --git a/books/core/218.html b/books/core/218.html
index 4dd9f0d..da6aea8 100644
--- a/books/core/218.html
+++ b/books/core/218.html
@@ -1,5 +1,11 @@
-WEAPONMASTER
-Associated Disciplines: Fighter, Rōnin, Warrior
+WEAPONMASTER
+
+
+ The wiser blades remain unsheathed.
+
+
+ALSO: Fighter, Rōnin, Warrior
+
Weaponmasters spend years upon years honing their close combat arts. Most of
them display remarkable skill with a variety of weapons; others have trained
@@ -10,6 +16,3 @@
there are also those who tirelessly wander the world seeking worthy opponents,
legendary magical weapons, or capable teachers.
-
- The wiser blades remain unsheathed.
-
diff --git a/books/core/219.html b/books/core/219.html
index a17543a..801b19a 100644
--- a/books/core/219.html
+++ b/books/core/219.html
@@ -1,46 +1,3 @@
-WEAPONMASTER FREE BENEFITS
-
- - Permanently increase your maximum Hit Points by 5.
- - Gain the ability to equip martial melee weapons and martial shields.
-
-WEAPONMASTER SKILLS
-BLADESTORM
-
- When you perform a melee attack, you may spend 10 Mind Points to choose one
- option: the attack gains multi (2); or you increase the attack's multi
- property by one, up to a maximum of multi (3).
-
-BONE CRUSHER (çç4)
-
- When you hit one or more targets with a melee attack that would deal damage,
- you may have the attack deal no damage. If you do, choose one option: inflict
- dazed on each target hit by the attack; or inflict weak on each target hit by
- the attack; or each target hit by the attack loses 【SL × 10】 Mind Points.
- Describe your maneuver!
-
-BREACH (çç3)
-
- You may use an action and spend 5 Mind Points to perform a free attack with a
- melee weapon you have equipped. This attack must target a single creature. If
- the attack is successful, it deals no damage and you choose one option: you
- destroy one shield equipped by the target; or you destroy the target's
- equipped armor; or whenever the target suffers damage from a source before the
- start of your next turn, that source deals 【SL × 2】 extra damage to them.
-
-COUNTERATTACK
-
- After an enemy hits or misses you with a melee attack, if the Result of their
- Accuracy Check was an even number, you may perform a free attack against that
- enemy (after their attack has been fully resolved). This attack must be a
- melee attack and must have that enemy as its only target; treat your High Roll
- (HR) as 0 when calculating damage dealt by this attack.
-
-MELEE WEAPON MASTERY (çç4)
-
- You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons.
-
-Character Background
-Relationship Prompts:
-
What is your relationship with weapons? Are they mere objects, or something
@@ -53,3 +10,51 @@
- What do your weapons and fighting style look like?
+
+WEAPONMASTER FREE BENEFITS
+
+ - Permanently increase your maximum Hit Points by 5.
+ - Gain the ability to equip martial melee weapons and martial shields.
+
+
+WEAPONMASTER SKILLS
+
+BLADESTORM
+
+ When you perform a melee attack, you may spend 10 Mind Points to choose one
+ option: the attack gains multi (2); or you increase the attack's multi
+ property by one, up to a maximum of multi (3).
+
+
+BONE CRUSHER (✦4)
+
+ When you hit one or more targets with a melee attack that would deal damage,
+ you may have the attack deal no damage. If you do, choose one option: inflict
+ dazed on each target hit by the attack; or inflict weak on each target hit by
+ the attack; or each target hit by the attack loses 【SL × 10】 Mind Points.
+ Describe your maneuver!
+
+
+BREACH (✦3)
+
+ You may use an action and spend 5 Mind Points to perform a free attack with a
+ melee weapon you have equipped. This attack must target a single creature. If
+ the attack is successful, it deals no damage and you choose one option: you
+ destroy one shield equipped by the target; or you destroy the target's
+ equipped armor; or whenever the target suffers damage from a source before the
+ start of your next turn, that source deals 【SL × 2】 extra damage to them.
+
+
+COUNTERATTACK
+
+ After an enemy hits or misses you with a melee attack, if the Result of their
+ Accuracy Check was an even number, you may perform a free attack against that
+ enemy (after their attack has been fully resolved). This attack must be a
+ melee attack and must have that enemy as its only target; treat your High Roll
+ (HR) as 0 when calculating damage dealt by this attack.
+
+
+MELEE WEAPON MASTERY (✦4)
+
+ You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons.
+