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<section>
<h1>GAME RULES</h1>
<h2>CREATING A BOND</h2>
<p>
Bonds are generally created during resting scenes (page 91), through
opportunities, or due to specific Skills. Whenever an effect in the game
allows you to "create a Bond", you may add a new Bond to your character
sheet and immediately tie a single emotion to it. This means that all Bonds
start with a strength of 1.
</p>
<p>
You can have Bonds towards characters, nations, kingdoms, organizations, and
even religions. You cannot have a Bond towards yourself.
</p>
<h2>STRENGTHENING A BOND OR CHANGING EMOTIONS</h2>
<p>
You can make your Bonds grow stronger by adding more emotions to them (up to
a maximum of three emotions, one per pairing). This is generally done during
resting scenes (see page 91), which will also allow you to shift emotions
around and adjust them to the more recent developments in your story.
</p>
<h2>ERASING A BOND</h2>
<p>
If you already have six Bonds and want to create a new one, you must first
erase one of your existing Bonds. You must explain how your feelings and
perspective changed.
</p>
<h2>BONDS ARE STRONGER THAN DEATH</h2>
<ul>
<li>
Even if a character dies or leaves your story, any Bonds other characters
had with them will remain until erased.
</li>
<li>
Bonds make your character stronger while reminding you of their ties with
the rest of the world and its people.
</li>
</ul>
<h3>Guidance on Character Development</h3>
<p>
Do not shy away from complex Bonds: feeling both affection and inferiority
towards someone, or hatred and admiration, can and will make your story more
memorable.
</p>
<p>
The best choice is often to let Bonds grow organically, while also reaping
the benefits that come from having many high-strength Bonds.
</p>
<h2>THE ROLE OF BONDS</h2>
<p>Philip Forlenza (Order #)</p>
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