bug: Formatting

This commit is contained in:
2026-06-10 01:34:55 +00:00
parent 17274235ed
commit fe2b5bca0c
8 changed files with 149 additions and 134 deletions

View File

@@ -1,5 +1,3 @@
<h1>GAME RULES</h1>
<section>
<h2>ULTIMA POINTS</h2>
<p>
Ultima Points are the dark mirror to Fabula Points. When a Villain is
@@ -8,44 +6,59 @@
reveal it.
</p>
<h3>How Villains Receive Ultima Points</h3>
<dl>
<dt>Minor (5)</dt>
<dd>
Enemy commanders, unique and infamous monsters, and antagonists causing
trouble in small settlements.
</dd>
<dt>Major (10)</dt>
<dd>
Tyrants, powerful mages, legendary creatures, and entities that threaten
entire countries.
</dd>
<dt>Supreme (15)</dt>
<dd>
Archdemons, immortal entities, and alien deities bent on destruction or
domination.
</dd>
</dl>
<table>
<thead>
<tr>
<th>Villain Tier</th>
<th>Ultima Points</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Minor</td>
<td>5</td>
<td>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</td>
</tr>
<tr>
<td>Major</td>
<td>10</td>
<td>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</td>
</tr>
<tr>
<td>Supreme</td>
<td>15</td>
<td>Archdemons, immortal entities, and alien deities bent on destruction or domination.</td>
</tr>
</tbody>
</table>
<h2>SPENDING ULTIMA POINTS</h2>
<p>A Villain has three options for spending Ultima Points:</p>
<dl>
<dt>Escape (1 Point)</dt>
<dd>
A Villain may spend 1 Ultima Point to safely leave the scene — the Game
Master describes how they do so, perhaps leaving a few henchmen behind to
"keep the heroes company".
</dd>
<dt>Invoke Trait (1 Point)</dt>
<dd>
After performing a Check, a Villain may spend 1 Ultima Point to invoke one
of their Traits and reroll one or both dice (this follows the same rules
seen on <a href="/books/core/#page-46">page 46</a>).
</dd>
<dt>Recovery (1 Point)</dt>
<dd>
A Villain may use an action and spend 1 Ultima Point to recover from all
status effects and also recover 50 Mind Points.
</dd>
</dl>
<table>
<thead>
<tr>
<th>Action</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Escape</td>
<td>A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so,
perhaps leaving a few henchmen behind to "keep the heroes company".</td>
</tr>
<tr>
<td>Invoke Trait</td>
<td>After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or
both dice (this follows the same rules seen on <a href="/books/core/#page-46">page 46</a>).</td>
</tr>
<tr>
<td>Recovery</td>
<td>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
Mind Points.</td>
</tr>
</tbody>
</table>
<p>
While Player Characters can gain Fabula Points in several ways, Villains
cannot recharge their Ultima Points — in a way, they represent the Villain's
@@ -53,4 +66,3 @@
remaining Ultima Points is no longer a Villain and becomes equivalent to any
other NPC; alternatively, they may choose to escalate (see next page).
</p>
</section>

View File

@@ -1,10 +1,28 @@
<article>
<h2>SHOULD THIS VILLAIN ESCALATE?</h2>
<p>
When choosing whether a Villain will escalate, the Game Master should
consider the antagonist's importance within the story, their personality,
and the way the heroes chose to confront them: a Villain's escalation shows
that the heroes might win a conflict but still make the situation worse.
</p>
<p>
Most of the time it's best to simply let a Villain be defeated: maybe their
resolve is broken, maybe they even realized they were wrong and will turn
into an ally.
</p>
<p>
Escalating your Villains sparingly will make them more memorable and also
ensure that Players feel like their actions have an impact on the world.
</p>
<p>
In general, you should only have two to four escalations per campaign.
</p>
<h2>VILLAIN AND FABULA POINTS</h2>
<p>
Whenever a Villain makes an entrance during a scene, each Player Character
gains 1 Fabula Point.
</p>
<h3>Rules for Fabula Points</h3>
<ul>
<li>
<strong>Multiple identities.</strong> If a Villain has more than one
@@ -31,33 +49,9 @@
run a Game Master scene and show a Villain in action — this is a great way
to push the story forward while also giving the heroes a bit more "fuel".
</p>
<h3>General Guidance</h3>
<blockquote>
<p>
Great evil is born when good intentions are met with mistrust and despair.
</p>
</blockquote>
<p>
When choosing whether a Villain will escalate, the Game Master should
consider the antagonist's importance within the story, their personality,
and the way the heroes chose to confront them: a Villain's escalation shows
that the heroes might win a conflict but still make the situation worse.
</p>
<p>
Most of the time it's best to simply let a Villain be defeated: maybe their
resolve is broken, maybe they even realized they were wrong and will turn
into an ally.
</p>
<ul>
<li>
Escalating your Villains sparingly will make them more memorable and also
ensure that Players feel like their actions have an impact on the world.
</li>
<li>
In general, you should only have two to four escalations per campaign.
</li>
</ul>
<section aria-labelledby="escalate-question">
<h2 id="escalate-question">SHOULD THIS VILLAIN ESCALATE?</h2>
</section>
</article>

View File

@@ -1,5 +1,5 @@
<p><strong>104</strong></p>
<h2>W</h2>
<h2>INVENTORY POINTS</h2>
<p>
Player Characters have an abstract reserve of useful gear and consumable
items, represented by Inventory Points (IP).
@@ -8,6 +8,7 @@
A character can normally carry a maximum of 6 Inventory Points; however, some
Classes and special Skills will increase this limit.
</p>
<h3>SPENDING INVENTORY POINTS</h3>
<p>
Whenever you need a consumable item from the list below, you may spend an
@@ -66,4 +67,3 @@
</tr>
</tbody>
</table>
<p>INVENTORY POINTS</p>

View File

@@ -50,4 +50,3 @@
<a href="/books/core/#page-86">page 86</a>.
</li>
</ul>
<h2>HIT POINTS AND MIND POINTS</h2>

View File

@@ -1,6 +1,6 @@
<h1>MIND POINTS</h1>
<h2>MIND POINTS</h2>
<p>
Abbreviated as MP, this number measures a characters inner force, magical
Abbreviated as MP, this number measures a character's inner force, magical
potential, and ability to focus. In the game, Mind Points are often spent to
fuel magic or to perform heroic feats that verge on the superhuman.
</p>
@@ -8,10 +8,10 @@
<li>
<strong>Current MP</strong>. This is how many Mind Points a character has at
the moment. This number can never go below 0, nor can it go above the
characters maximum MP.
character's maximum MP.
</li>
<li>
<strong>Maximum MP</strong>. A characters current Mind Points can never be
<strong>Maximum MP</strong>. A character's current Mind Points can never be
brought above this value.
</li>
<li>
@@ -21,7 +21,7 @@
with a cost of 10 MP if you only have 9 MP left.
</li>
<li>
<strong>0 MP</strong>. If a characters current Mind Points reach 0, they
<strong>0 MP</strong>. If a character's current Mind Points reach 0, they
are mentally exhausted but suffer no other consequence — aside from being
unable to use spells and abilities that consume MP.
</li>

View File

@@ -1,15 +1,18 @@
<h2></h2>
<h2>0 HIT POINTS</h2>
<p>
When a characters Hit Points fall to 0, the dangers and harm they endured
When a character's Hit Points fall to 0, the dangers and harm they endured
have become unbearable. Will they break? Will they run?
</p>
<p>
Depending on their role within the story, defeated characters will have
different options available to them.
</p>
<h3>NON-PLAYER CHARACTERS</h3>
<p>
When a Non-Player Characters Hit Points reach 0, that character loses all
When a Non-Player Character's Hit Points reach 0, that character loses all
will to fight. Whoever defeated them gets the right to determine their fate:
they may be:
</p>
@@ -27,9 +30,9 @@
body. Because of this, Yezma decides to spare the creature and simply scare it
off, in the hope of finding a way to restore its mind later on.
</p>
<p>
This being said, some creatures might simply be destroyed when reduced to 0
Hit Points — constructs such as golems and robots will cease to function,
elemental beings will vanish or dissipate, and undead often crumble to dust.
</p>
<h3>0 HIT POINTS</h3>

View File

@@ -1,4 +1,4 @@
<h2>CHAPTER VILLAINS</h2>
<h3>CHAPTER VILLAINS</h3>
<p>
Some Non-Player Characters are a bit more important than others — these are
Villains, the main antagonists in the story. You will find more information
@@ -10,7 +10,9 @@
When reduced to 0 Hit Points, a Villain must choose one of two options:
escaping or surrendering.
</p>
<h3>Escaping</h3>
<p>
Villains have a pool of special points, mirroring the Player Characters'
Fabula Points: these are called <q>Ultima Points</q> (see
@@ -18,6 +20,7 @@
Villain may spend 1 Ultima Point and safely disappear from the scene; the Game
Master describes how this happens.
</p>
<p>
<strong>Example:</strong> Held at gunpoint by the sky pirate Morgan, Commander
Duna grins and leaps from the airship's deck, plummeting towards the ocean
@@ -31,7 +34,9 @@
into a more dangerous version of themselves (see
<a href="/books/core/#page-102">page 102</a>).
</p>
<h3>Surrendering</h3>
<p>
The Villain surrenders and is treated as any other Non-Player Character; their
fate rests in the hands of those who defeated them. In general, a Villain will

View File

@@ -1,10 +1,10 @@
<h1>PLAYER CHARACTERS</h1>
<h3>PLAYER CHARACTERS</h3>
<p>
Like Villains, Player Characters follow their own special rules. When reduced
to 0 Hit Points, a Player Character must either Sacrifice themselves or
Surrender.
</p>
<h2>SACRIFICE</h2>
<h4>SACRIFICE</h4>
<p>
When reduced to 0 Hit Points, a Player Character may give their life in order
to accomplish a seemingly impossible deed, such as putting an end to a
@@ -34,6 +34,9 @@
because they peacefully became one with the stream of souls. It isn't a bad
way to go.
</p>
<h4>RESURRECTION</h4>
<p>
In the cosmology of Fabula Ultima, the spirits of the deceased generally
return to the stream of souls that permeates the world — but some might be
@@ -46,4 +49,3 @@
should be meaningful; and secondly, the mystery of the afterlife should be
something you explore and shape together as part of your story.
</p>
<h2>RESURRECTION</h2>