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Merge pull request #11 from KirbyPaint/styleHyperlink
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Style hyperlink
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KirbyPaint authored Jun 3, 2024
2 parents b6eec1f + cb68c5c commit a874c5e
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3 changes: 1 addition & 2 deletions styling/styling.css
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Expand Up @@ -40,12 +40,11 @@ ul {

.section {
margin: 20px 0;

/* background-color: blue; */
}

.section p {
margin: 0%;
margin: 5px 0px 0px 0px;
/* background-color: pink; */
}

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3 changes: 2 additions & 1 deletion wiki/appendix-c.html
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Expand Up @@ -170,7 +170,8 @@ <h2>Medical Studies</h2>
<td>Therapy</td>
<td>During Downtime when you have time and emotional intimacy with a PC or NPC you can read them more deeply
than normal.<br>
Roll+Bookish or Roll+Persuasive. On a 10+ choose 2. On a 7-9, choose 1:
<span class="important">Roll+Bookish</span> or <span class="important">Roll+Persuasive</span>. On a 10+
choose 2. On a 7-9, choose 1:
<ul>
<li>What was the character's lowest moment?</li>
<li>For what does the character crave forgiveness, and of whom?</li>
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26 changes: 17 additions & 9 deletions wiki/basic-moves.html
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Expand Up @@ -30,13 +30,14 @@ <h1>Basic Moves</h1>
<div class="section">
<h2 id="actUnderFire">Act Under Fire</h2>
<p>
When you do something under fire, or dig in to endure, roll+Sturdy. On a 10+, you do it. On a 7-9, you flinch,
When you do something under fire, or dig in to endure, <span class="important">roll+Sturdy</span>. On a 10+, you
do it. On a 7-9, you flinch,
hesitate, or stall. The DM can offer you a worse outcome, a hard bargain, or an ugly choice.
</p>
<p>On a miss, be prepared for the worst.</p>
<p>This move can be literal, dodge gunfire, or more nebulous. Fire might be trying to sneak by and not be heard by
the cultists. Fire might be to convince someone who has you at gunpoint not to shoot. While this can be
physical, mental, or an emotional challenge it is represented by Sturdy, or how good are you at keeping your
physical, mental, or an emotional challenge it is represented by Sturdy, or how good you are at keeping your
cool.
</p>
<p>
Expand All @@ -48,7 +49,8 @@ <h2 id="actUnderFire">Act Under Fire</h2>
<div class="section">
<h2>Consider Your Options</h2>
<p>
When you read a charged situation, roll+Clever. On a hit, you can ask the DM questions. On a 10+, ask 3. On a
When you read a charged situation, <span class="important">roll+Clever</span>. On a hit, you can ask the DM
questions. On a 10+, ask 3. On a
7-9, ask 1:
</p>
<ul>
Expand All @@ -69,7 +71,8 @@ <h2>Consider Your Options</h2>
<div class="section">
<h2>Recall Your Studies</h2>
<p>
When you need to remember something important or obscure you study roll+Bookish. On a hit the DM tells you what
When you need to remember something important or obscure you study <span class="important">roll+Bookish</span>.
On a hit the DM tells you what
you remember. On a 10+ you get something useful and interesting. On a 7-9 you get something interesting but not
immediately useful.
</p>
Expand All @@ -82,7 +85,8 @@ <h2>Recall Your Studies</h2>
<div class="section">
<h2>Will Eldritch Power</h2>
<p>
When you try to bend the God's strength to your own roll+Occult. On a hit you succeed in what you wanted to do.
When you try to bend the God's strength to your own <span class="important">roll+Occult</span>. On a hit you
succeed in what you wanted to do.
On a 10+ choose one option below. On a 7-9 choose both options.
</p>
<ul>
Expand All @@ -105,7 +109,8 @@ <h2>Will Eldritch Power</h2>
<h2>Convince</h2>
<p>
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do,
give them a reason, and roll+Persuasive. On a 10+, they'll go along with you, unless or until some fact or
give them a reason, and <span class="important">roll+Persuasive</span>. On a 10+, they'll go along with you,
unless or until some fact or
action betrays the reason you gave them. On a 7-9, they'll go along with you, but they need some concrete
assurance, corroboration, or evidence first.
</p>
Expand All @@ -116,7 +121,8 @@ <h2>Convince</h2>
<div class="section">
<h2>Read a person</h2>
<p>
When you read a person in a charged situation, roll+Persuasive. On a 10+, hold 3. On a 7-9, hold 1. While you're
When you read a person in a charged situation, <span class="important">roll+Persuasive</span>. On a 10+, hold 3.
On a 7-9, hold 1. While you're
interacting with them, spend your hold to ask the character questions, 1 for 1:
</p>
<ul>
Expand All @@ -127,14 +133,16 @@ <h2>Read a person</h2>
<li>How could I get the character to —?</li>
</ul>
<p>On a miss, ask 1 anyway, but be prepared for the worst.</p>
<p>Main note is you don't ask all of these questions immediately unlike Consider Your Options. You can hold onto
<p>Main note is you don't ask all of these questions immediately unlike <a
href="./quick-page/consider-your-options.html">Consider Your Options</a>. You can hold onto
your questions until it's advantageous to use them.</p>
</div>

<div class="section">
<h2>Help/Hinder</h2>
<p>
When you help or interfere with someone who's making a roll, roll+Connection. On a 10+, they take +2 (help) or
When you help or interfere with someone who's making a roll, <span class="important">roll+Connection</span>. On
a 10+, they take +2 (help) or
-2 (interfere) to their roll. On a 7-9, they take +1 (help) or -1 (interfere) to their roll.
</p>
<p>
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8 changes: 5 additions & 3 deletions wiki/downtime.html
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Expand Up @@ -26,8 +26,8 @@
<input type="text" id="searchBar" placeholder="Search..." function="search()">
</div>
</div>
<h1>Downtime</h1>
<div class="section">
<h1>Downtime</h1>
<p>These moves can only be done when resting. It requires a safe location.</p>
<p>
When Downtime is started, spend 1 food per character in the group. If you cannot, your party members who didn't
Expand All @@ -47,7 +47,8 @@ <h3>Patch Wounds - 4</h3>

<div class="section">
<h3>Scrounge for food - 2</h3>
<p>Roll+Clever. On a 10+ you find 1 Food. On a 7-9 you find 1 Food and pick 1 from the options below:</p>
<p><span class="important">Roll+Clever.</span> On a 10+ you find 1 Food. On a 7-9 you find 1 Food and pick 1 from
the options below:</p>
<ul>
<li>The food is spoiled. (The Food causes Nausea when consumed)</li>
<li>You have to fight for it. (Take a minor wound)</li>
Expand Down Expand Up @@ -76,7 +77,8 @@ <h3>Conversation - 2</h3>
<div class="section">
<h3>Attune - 2</h3>
<p>
You seek enlightenment from the gods. Gain 1 Rev Token each battle until the next downtime. Roll+Occult. On a
You seek enlightenment from the gods. Gain 1 Rev Token each battle until the next downtime. <span
class="important">Roll+Occult</span>. On a
hit, and the DM tells you something new and interesting about the current situation, and might ask you a
question or two; answer them. On a 10+, the DM gives you good detail. On a 7-9, the DM gives you an impression.
If you already know all there is to know, the DM will tell you that. On a miss, be prepared to be interrogated
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20 changes: 10 additions & 10 deletions wiki/mechanics.html
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Expand Up @@ -56,7 +56,7 @@ <h2>Pressure</h2>
<p>
Every move into an unknown location, searching for loot, or other situations that take time the party must make
a
pressure roll. A player chooses a stat. Then <span class="important">roll+stat</span>.
pressure roll. A player chooses a stat. Then <span class="important">roll+Stat</span>.
</p>
<ul>
<li>2-6 - Flip over two cards.</li>
Expand Down Expand Up @@ -133,12 +133,10 @@ <h2>Combat</h2>
<h2>Initiative</h2>
<p>
To determine initiative all participants in combat roll a d20. From highest to lowest record if the number
rolled
is
a player or monster. Players win ties. If a combat with 3 players and 2 enemies it might looks something like
this:
P, M, P, P, M
rolled is a player or monster. Players win ties. If a combat with 3 players and 2 enemies it might looks
something like this:
</p>
<p>P, M, P, P, M</p>
<p>
Starting with the first in turn order that initiative slot can be used by anyone on the side it represents. For
example, if that initiative slot is a player's then <span class="important">any</span> player can take their
Expand Down Expand Up @@ -183,7 +181,7 @@ <h2>Face Cards</h2>
turn.
</li>
<li>
Diamond Ace - Gain an equal about of Rev Tokens spent this turn.
Diamond Ace - Gain an equal amount of Rev Tokens spent this turn.
</li>
</ul>
<ul>
Expand Down Expand Up @@ -221,7 +219,8 @@ <h2>Melee Attacks</h2>
</p>
<p>
Next determine the length of each weapon being used (unarmed, short, medium, long). Whoever had the longer
range<span class="superImportant">may</span> choose to <span class="important">first strike</span>. First strike
range <span class="superImportant">may</span> choose to <span class="important">first strike</span>. First
strike
lets you attack first using the next initiative slot in order. If you inflict major damage to the attacker with
a
first strike the following attack will have -1 intensity.
Expand Down Expand Up @@ -249,7 +248,8 @@ <h2>Melee Attacks</h2>
sacrificial dagger with range short, so the Yellow Mage cannot first strike against the Outlander's Long
ranged
ax. The Outlander is targeting the Yellow Mage's right arm to disrupt whatever spellcasting he is planning on
doing. The Outlander rolls the d20. 10! A minor wound. The Outlander has the ability Melee Proficiency
doing. The Outlander rolls the d20. 10! A minor wound. The Outlander has the ability <span
class="important">Melee Proficiency</span>
increasing their roll by +1. 11! A major wound. The Two-Handed Ax has the Deadly tag increasing the intensity
of
the attack by 1. The major wound turns into a Critical Wound.
Expand Down Expand Up @@ -350,7 +350,7 @@ <h2>Guarding</h2>
</p>
</div>
<p>
Rev Tokens - In battle each player character start
Rev Tokens - In battle each player character starts
with 1 Rev Token. These tokens represent your willpower to not die. You
can use a Rev Token anytime to:
</p>
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35 changes: 35 additions & 0 deletions wiki/quick-page/consider-your-options.html
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@@ -0,0 +1,35 @@
<!DOCTYPE html>
<html lang="en">

<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../../styling/styling.css" />
<title>Consider Your Options</title>
</head>

<body>
<div class="section">
<h2>Consider Your Options</h2>
<p>
When you read a charged situation, <span class="important">roll+Clever</span>. On a hit, you can ask the DM
questions. On a 10+, ask 3. On a
7-9, ask 1:
</p>
<ul>
<li>Where's my best escape route / way in / way past?</li>
<li>Which enemy is most vulnerable to me?</li>
<li>Which enemy is the biggest threat?</li>
<li>What should I be on the lookout for?</li>
<li>What's my enemy's true position?</li>
<li>Who's in control here?</li>
</ul>
<p>On a miss, ask 1 anyway, but be prepared for the worst.</p>
<p>The important word with this move is charged. Charged means there is tension. This tension could be who is
going to attack first, or trying to navigate someone down from jumping. If you want to ask these questions
normally you can and the DM will answer them to the best of your character's knowledge.</p>
<p>Charged = tension = roll. Not charged = no tension = no roll.</p>
</div>
</body>

</html>

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