Files
fabula-ultima-html/html/109.html
Drew Malzahn c75cd188c1 feat: Add book viewer at /book with shared design system
- Add html/index.html: book viewer with auto-discovering sidebar,
  prev/next navigation, keyboard shortcuts, and URL hash persistence
- Add html/book-page.css: shared stylesheet for all book pages derived
  from fabula-ultima-sheet.css (dark theme, CSS variables, Cinzel/
  Crimson Text fonts, common class styles)
- Add book.js entry point so webpack injects the shared CSS into the
  book viewer; update webpack.config.js for two entry points, split
  CSS chunk, CopyWebpackPlugin for book pages, and /book dev server
  rewrite rule
- Add scripts/strip_watermark.py: removes "Guest Customer (Order
  #52072168)" watermark artifacts from all 210 book pages
- Add scripts/restyle_book.py: strips per-page <style> blocks and
  injects <link rel="stylesheet" href="book-page.css"> into all pages
- Update Justfile deploy to scp -r dist/* for the new /book subtree

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 03:36:35 +00:00

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Game Options Guide</title>
<link rel="stylesheet" href="book-page.css">
</head>
<body>
<div class="page-number">108</div>
<h1>Chapter Focus: Campaign Options</h1>
<p>From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.</p>
<p>These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.</p>
<h2>CUSTOM WEAPONS</h2>
<p>You can use this rule to create unusual weapons. Its a simple and straightforward option with no profound gameplay implications you can always leave it open to anyone who is interested.</p>
<h2>NATURAL FANTASY QUIRKS</h2>
<p>This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.</p>
<ul>
<li>These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.</li>
<li>Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.</li>
<li>This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.</li>
</ul>
<h2>NEW OPTIONS</h2>
<p class="section-header">W</p>
<p><em>(Placeholder for content/detail regarding option.)</em></p>
</body>
</html>