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

- -
-

ALSO Associated With

- -
-
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

- -

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

-

"Today you shall know the full extent of my suffering."

+ +

DARKBLADE FREE BENEFITS

+ + +

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

+ + +

ELEMENTALIST FREE BENEFITS

+

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

- -

- 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

- -

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: -

- -

- Note: Each option can only be chosen once per use of this Skill. -

-
-

Background Questions

+ +

ENTROPIST FREE BENEFITS

+ + +

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: +

+ +

+ 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 @@ + +

FURY FREE BENEFITS

+

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 —

- -

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

- -
-

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

+ + +

GUARDIAN FREE BENEFITS

+ +

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

- -

- 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

- -

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)

- -

- 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

-

"Ah, I knew this was going to happen."

+ +

LOREMASTER FREE BENEFITS

+ + +

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)

+ +

+ 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

-

Words are only as good as the actions that follow them.

+ +

ORATOR FREE BENEFITS

+ + + +

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

- -

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

+ +

ROGUE FREE BENEFITS

+

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

- 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

- -
- "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. + + +

SHARPSHOOTER FREE BENEFITS

+
    +
  1. Permanently increase your maximum Hit Points by 5.
  2. +
  3. Gain the ability to equip martial ranged weapons and martial shields.
  4. +
+ +

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:

- - - -

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

-
Show me the truths of your heart.
+

SPIRITIST FREE BENEFITS

+ + +

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

- -

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)

- -

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)

- -

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

-

I like to think that what we have today was not a gift from the Gods.

+ +

TINKERER FREE BENEFITS

+ + +

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)

+ + +

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)

+ + +

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

+ - + @@ -33,12 +33,14 @@
LevelMix IP Cost Description
+

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

+ + + + + + + + + + + + + + + + + + + + + + + + + +
DieThe 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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Anysuffers 20 poison damage.
Anyrecovers 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. +
2As 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. +
4As effect 3, but with bolt damage.
5As effect 3, but with dark damage.
6As effect 3, but with earth damage.
7As effect 3, but with fire damage.
8As effect 3, but with ice damage.
9gains Resistance to air and fire damage until the end of the scene.
10As effect 9, but with bolt and ice damage.
11As effect 9, but with dark and earth damage.
12suffers enraged.
13suffers poisoned.
14suffers dazed, shaken, slow and weak.
15recovers from all status effects.
16-17recovers 50 Hit Points and 50 Mind Points.
18recovers 100 Hit Points.
19recovers 100 Mind Points.
20recovers 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

- -

Advanced Infusions

- -

Superior Infusions

-