bug: Formatting
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<h1>GAME RULES</h1>
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<section>
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<h2>ULTIMA POINTS</h2>
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<p>
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Ultima Points are the dark mirror to Fabula Points. When a Villain is
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introduced, the Game Master must also decide whether that character is a
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minor, major, or supreme Villain — the GM can keep this a secret or openly
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reveal it.
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<dl>
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<dt>Minor (5)</dt>
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<dd>
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Enemy commanders, unique and infamous monsters, and antagonists causing
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trouble in small settlements.
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</dd>
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<dt>Major (10)</dt>
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<dd>
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Tyrants, powerful mages, legendary creatures, and entities that threaten
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entire countries.
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</dd>
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<dt>Supreme (15)</dt>
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<dd>
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Archdemons, immortal entities, and alien deities bent on destruction or
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domination.
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</dd>
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</dl>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<dl>
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<dt>Escape (1 Point)</dt>
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<dd>
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A Villain may spend 1 Ultima Point to safely leave the scene — the Game
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Master describes how they do so, perhaps leaving a few henchmen behind to
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"keep the heroes company".
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</dd>
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<dt>Invoke Trait (1 Point)</dt>
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<dd>
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After performing a Check, a Villain may spend 1 Ultima Point to invoke one
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of their Traits and reroll one or both dice (this follows the same rules
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seen on <a href="/books/core/#page-46">page 46</a>).
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</dd>
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<dt>Recovery (1 Point)</dt>
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<dd>
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A Villain may use an action and spend 1 Ultima Point to recover from all
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status effects and also recover 50 Mind Points.
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</dd>
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</dl>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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determination and will to pursue their objectives. A Villain with no
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remaining Ultima Points is no longer a Villain and becomes equivalent to any
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other NPC; alternatively, they may choose to escalate (see next page).
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</p>
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</section>
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<h2>ULTIMA POINTS</h2>
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<p>
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Ultima Points are the dark mirror to Fabula Points. When a Villain is
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introduced, the Game Master must also decide whether that character is a
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minor, major, or supreme Villain — the GM can keep this a secret or openly
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reveal it.
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<table>
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<thead>
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<tr>
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<th>Villain Tier</th>
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<th>Ultima Points</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Minor</td>
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<td>5</td>
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<td>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</td>
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</tr>
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<tr>
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<td>Major</td>
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<td>10</td>
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<td>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</td>
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</tr>
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<tr>
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<td>Supreme</td>
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<td>15</td>
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<td>Archdemons, immortal entities, and alien deities bent on destruction or domination.</td>
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</tr>
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</tbody>
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</table>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<table>
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<thead>
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<tr>
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<th>Action</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Escape</td>
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<td>A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so,
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perhaps leaving a few henchmen behind to "keep the heroes company".</td>
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</tr>
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<tr>
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<td>Invoke Trait</td>
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<td>After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or
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both dice (this follows the same rules seen on <a href="/books/core/#page-46">page 46</a>).</td>
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</tr>
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<tr>
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<td>Recovery</td>
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<td>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
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Mind Points.</td>
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</tr>
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</tbody>
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</table>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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determination and will to pursue their objectives. A Villain with no
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remaining Ultima Points is no longer a Villain and becomes equivalent to any
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other NPC; alternatively, they may choose to escalate (see next page).
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</p>
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