Change Markdown renderer

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Lucia Ceionia 2023-06-27 22:02:37 -05:00
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commit 14ea90ad4c
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LIST=$(addprefix html/, $(files))
$(OUTDIR)/%.html: %.md | $(OUTDIR)
pandoc $< -f markdown -t html -s -o $@
kramdown $< > $@
$(OUTDIR)/%: % | $(OUTDIR)
cp $< $@

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calc.md
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% TES TTRPG
<link href="tes.css" rel="stylesheet">
<link href="/resources/favicon.png" rel="icon">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>TES TTRPG</title>
</head>
<body>
{:/nomarkdown}
<header markdown="1">
# TES TTRPG
</header>
[Main](main.html)
@ -67,3 +78,9 @@
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

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% Creatures
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>Creatures</title>
</head>
<body>
{:/nomarkdown}
<link href="tes.css" rel="stylesheet">
<header markdown="1">
# Creatures
</header>
[Main](main.html)
@ -651,3 +663,9 @@
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

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@ -1,7 +1,18 @@
% TES TTRPG
<link href="tes.css" rel="stylesheet">
<link href="/resources/favicon.png" rel="icon">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>Effects</title>
</head>
<body>
{:/nomarkdown}
<header markdown="1">
# Effects
</header>
[Main](main.html)
@ -20,7 +31,7 @@
---
<div id="magic-effects" />
<div id="magic-effects"></div>
## Magical Effects
@ -34,9 +45,10 @@
> **A** 'Alchemy' effects can found as effects of alchemical ingredients.
<div id="magic-alteration" />
<div id="magic-alteration"></div>
### Alteration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Control Weather |? | RE | Exponential spell cost? Split effects? |
@ -57,9 +69,10 @@
| Water Walking |6 |CREA| This effect allows water walking. Magnitude is always 1. |
| Wind Wall |2 |CREA| Create a wall of wind ahead of you, blocking up to M\*5 ft of movement for any creature who attempts to move through it. |
<div id="magic-conjuration" />
<div id="magic-conjuration"></div>
### Conjuration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Banish Creature |5 |CREA| This effect causes summoned creatures up to level M to be forced back whence they came, dispelling the summoned creature. |
@ -70,9 +83,10 @@
| Summon X |30 * X Soul|CRE | This effect summons X who will fight for the target unless X is attacked by the target. Only one of a creature may be summoned at once. The summoned creature disappears if the target dies or falls unconscious. Magnitude is always 1. |
| Turn Undead |3 |CREA| This effect causes an undead target up to level M to flee. Targets other than undead are not affected. |
<div id="magic-destruction" />
<div id="magic-destruction"></div>
### Destruction
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Damage Attribute |48|CREA| This effect damages a target's current attribute value for M points. A restore attribute effect is required to restore this damage. |
@ -96,9 +110,10 @@
| Weakness to Poison |12|CREA| This effect reduces the target's resistance to poison by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage. |
| Weakness to Shock |12|CREA| This effect reduces the target's resistance to shock by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage. |
<div id="magic-illusion" />
<div id="magic-illusion"></div>
### Illusion
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Blind |3 |CREA| This effect reduces any attack checks made by the target by M points and reduces perception for the target by M points for D turns. |
@ -131,9 +146,10 @@
| Charm Person |? |CREA| TODO |
| Prevent Recall or Intervention |? |CRE | TODO |
<div id="magic-mysticism" />
<div id="magic-mysticism"></div>
### Mysticism
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Absorb Attribute |9 |CREA| This effect reduces the current attribute of the target by M points and increases the caster's attribute by the same amount for D turns. When the effect ends, the target regains the lost points and the caster loses gained points. |
@ -166,9 +182,10 @@
| Speak with Animals / Plants |? |CREA| TODO Req. Pact? |
| Teleport Magic |? |CREA| TODO |
<div id="magic-restoration" />
<div id="magic-restoration"></div>
### Restoration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
| Stabilize |? |CREA| TODO |
@ -204,3 +221,9 @@
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

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@ -1,6 +1,18 @@
% TES TTRPG
<link href="tes.css" rel="stylesheet">
<link href="/resources/favicon.png" rel="icon">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>TES TTRPG</title>
</head>
<body>
{:/nomarkdown}
<header markdown="1">
# TES TTRPG
</header>
---
@ -9,3 +21,9 @@
The background image, UESP-Parchment_Background, is from UESP from user RobinHood70, licensed under the [Creative Commons Attribution-ShareAlike 3.0 Unported License](https://creativecommons.org/licenses/by-sa/3.0/). You can find the UESP wiki page for the image [here](https://en.uesp.net/wiki/File:UESP-Parchment_Background.jpg).
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

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% Magical Items
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>TES TTRPG</title>
</head>
<body>
{:/nomarkdown}
<link href="tes.css" rel="stylesheet">
<header markdown="1">
# TES TTRPG
</header>
[Main](main.html)
@ -97,3 +109,9 @@
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

154
main.md
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% TES TTRPG
<link href="tes.css" rel="stylesheet">
<link href="/resources/favicon.png" rel="icon">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>TES TTRPG</title>
</head>
<body>
{:/nomarkdown}
<header markdown="1">
# TES TTRPG
</header>
[Perks](perks.html)
@ -72,7 +83,7 @@
---
<div id="character" />
<div id="character"></div>
## Creating a Character
@ -82,7 +93,7 @@
>
> Your Birthsign gives another bonus to your character, and range from simple boosts to choices that will change how you play a character massively.
<div id="class" />
<div id="class"></div>
### Class
@ -100,7 +111,7 @@
>
> (Todo: Affect experience?)
<div id="birthsign" />
<div id="birthsign"></div>
### Birthsign
@ -196,11 +207,11 @@
---
<div id="stats" />
<div id="stats"></div>
## Stats
<div id="health" />
<div id="health"></div>
### Health
@ -208,7 +219,7 @@
>
> Your Health regenerates at a rate of Endurance pts per Hour.
<div id="magicka" />
<div id="magicka"></div>
### Magicka
@ -216,7 +227,7 @@
>
> Your Magicka regenerates at a rate of Willpower on 4 pts per Hour.
<div id="fatigue" />
<div id="fatigue"></div>
### Fatigue
@ -226,11 +237,11 @@
---
<div id="skills-attributes" />
<div id="skills-attributes"></div>
## Skills & Attributes
<div id="attributes" />
<div id="attributes"></div>
### Attributes
@ -255,7 +266,7 @@
> **Personality**
> Affects success rate of Speechcraft and Deception
<div id="skills" />
<div id="skills"></div>
### Skills
@ -313,7 +324,7 @@
> **Restoration** Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes (TODO: rewrite not from UESP)
<div id="skill-table" />
<div id="skill-table"></div>
### Skill Table
@ -405,11 +416,11 @@ background: #D0D0F5;
</div>
---
<div id="races" />
<div id="races"></div>
## Races
<div id="race-bonus" />
<div id="race-bonus"></div>
### Racial Bonuses
@ -464,7 +475,7 @@ background: #D0D0F5;
</tr>
</table>
<div id="skill-bonus" />
<div id="skill-bonus"></div>
### Racial Skill Bonuses
@ -602,7 +613,7 @@ background: #D0D0F5;
</div>
</dl>
<div id="race-abilities" />
<div id="race-abilities"></div>
### Racial Abilities
@ -669,7 +680,7 @@ background: #D0D0F5;
---
<div id="magic" />
<div id="magic"></div>
## Magic
@ -689,7 +700,7 @@ background: #D0D0F5;
> **Curses?**
<div id="spells" />
<div id="spells"></div>
### Spells
@ -715,7 +726,7 @@ background: #D0D0F5;
> When casting a spell at a target at range, you must overcome the Target's Evasion in addition to the Spell Difficulty. (-> Two separate rolls?)
<div id="enchanting" />
<div id="enchanting"></div>
### Enchanting
@ -729,7 +740,7 @@ background: #D0D0F5;
>
> Items recharge Magicka naturally, at a rate of one per hour (Change?), or can be recharged using soul gems. (Recharge using Magicka?)
<div id="enchantment-types" />
<div id="enchantment-types"></div>
#### Types of Enchantments
@ -761,7 +772,7 @@ background: #D0D0F5;
> To Enchant an item yourself, roll a d20, add your Enchant skill plus your Intelligence on 4. If you meet or exceed the Enchantment Difficulty, the Enchantment is a success. The soul used is still consumed on a failed Enchantment. You must know a spell with the effect to be enchanted in order to enchant and item with a given effect.
<div id="runes">
<div id="runes"></div>
### Runes
@ -774,7 +785,7 @@ background: #D0D0F5;
> To create a Rune, you must succeed on an Enchant check - Enchant plus Intelligence / 4 - against the Enchantment Difficulty of the effect. Enchantment Difficulty is calculated the same way as for normal enchantments. Rather than requiring a soul gem of sufficient size, creating a Rune requires the creator to use Magicka points equal to the Enchantment Cost. You must know a spell with the effect to be enchanted in order to create a rune with a given effect.
<div id="alchemy" />
<div id="alchemy"></div>
### Alchemy
@ -812,11 +823,11 @@ background: #D0D0F5;
---
<div id="nm-combat" />
<div id="nm-combat"></div>
## Non-Magic Combat
<div id="armor-evasion" />
<div id="armor-evasion"></div>
### Armor & Evasion
@ -838,7 +849,7 @@ background: #D0D0F5;
>
> The overall armor type of the character is determined by what the majority of the main slots (Boots, Legs, Chest, Hands, Helmet) contain. For each non-conforming item your armor skill is reduced by two for the purposes of Evasion calculation. (Change? Mixed calculation?)
<div id="attack" />
<div id="attack"></div>
### Making an Attack
@ -868,11 +879,11 @@ background: #D0D0F5;
---
<div id="playing" />
<div id="playing"></div>
## Playing the Game
<div id="rounds" />
<div id="rounds"></div>
### Rounds
@ -888,7 +899,7 @@ background: #D0D0F5;
>
> (Change to use a roll as well?)
<div id="declaration" />
<div id="declaration"></div>
#### Declaration
@ -896,7 +907,7 @@ background: #D0D0F5;
>
> For example, a goblin declares that they are going to run over and attack a wizard. The wizard has a higher Speed, and makes their declaration after the goblin. They see that the goblin is going to attack them, and so decides to cast a Fire Shield spell.
<div id="turn" />
<div id="turn"></div>
#### Turn
@ -904,7 +915,7 @@ background: #D0D0F5;
>
> In the goblin example from the Declaration section, the wizard acts first, and on their Turn successfully casts their Fire Shield spell. The goblin, as they declared, runs to the wizard and attacks, only to get a heavy dose of fire damage, and our wizard remains unscathed.
<div id="movement" />
<div id="movement"></div>
### Movement
@ -912,7 +923,7 @@ background: #D0D0F5;
>
> You can move once per Turn (Fatigue cost? Half speed free?), plus one additional time for 2 Fatigue.
<div id="actions" />
<div id="actions"></div>
### Actions
@ -934,23 +945,23 @@ background: #D0D0F5;
---
<div id="progression" />
<div id="progression"></div>
## Progression
<div id="attribute-increases" />
<div id="attribute-increases"></div>
### Attribute Increases
> An Attribute increases by 1 when there have been 2 increases in Skills it governs, either one Skill increasing by two or two Skills increasing by one. The maximum base value of an Attribute is 20, it cannot be raised further with Skill increases.
<div id="skill-increases" />
<div id="skill-increases"></div>
### Skill Increases
> A Skill increases by one when a player reaches 2x the value being increased to in Experience points. The maximum base value for a Skill is 20.
<div id="experience" />
<div id="experience"></div>
#### Experience
@ -1001,27 +1012,28 @@ background: #D0D0F5;
| 18 → 19 | 38 |
| 19 → 20 | 40 |
<div id="perks" />
<div id="perks"></div>
### Perks
> You gain Perks for each Skill as you increase it, one at the Apprentice level 5, one at the Expert level 10, one at the Master level 15. You can find a list of the Perks [here](perks.html). (Higher values for Expert and Master perks?)
<div id="levels" />
<div id="levels"></div>
### Levels
> You gain a level when you have had an Attribute increase. On gaining a level, your base HP increases by half your Endurace value. Also used for a few spell effects rn and that's about it... might have perks interact with it, idk
> You gain a level when you have had an Attribute increase. On gaining a level, your base HP increases by half your Endurace value. Also used for a few spell effects rn and that's about it\.\.\. might have perks interact with it, idk
---
<div id="tables" />
<div id="tables"></div>
## Reference Tables
<div id="quick-skills" />
<div id="quick-skills"></div>
### Quick Skill Values
| N | N/2 | N/4 |
| :-: | --: | --: |
| 1 | 0 | 0 |
@ -1045,9 +1057,10 @@ background: #D0D0F5;
| 19 | 9 | 4 |
| 20 | 10 | 5 |
<div id="weapon-fatigue" />
<div id="weapon-fatigue"></div>
### Weapon Fatigue Usage
<table>
<tr>
<th>Attack Fatigue Cost</th>
@ -1076,9 +1089,10 @@ background: #D0D0F5;
</tr>
</table>
<div id="weapon-skills" />
<div id="weapon-skills"></div>
### Weapon Governing Skills
<table>
<tr>
<th>Skill</th>
@ -1129,11 +1143,14 @@ background: #D0D0F5;
</table>
<div id="material-damage" />
<div id="material-damage"></div>
### Material Damage Values
#### Staves, Daggers, Shortswords, Clubs, Throwing
<table>
<tr>
<th>Material</th>
<th>Base</th>
<th style="padding-right:2ch;padding-left:2ch;">+1</th>
@ -1188,7 +1205,9 @@ background: #D0D0F5;
<td>1d20+20</td>
</tr>
</table>
#### War Axes, Spears, 1-H Long, Bows
<table>
<tr>
<th>Material</th>
@ -1245,8 +1264,11 @@ background: #D0D0F5;
<td>2d20+10</td>
</tr>
</table>
#### 2-H Long, Warhammers, Battle Axes
<table>
<tr>
<th>Material</th>
<th>Base</th>
<th style="padding-right:2ch;padding-left:2ch;">+1</th>
@ -1321,7 +1343,9 @@ background: #D0D0F5;
</table>
#### Arrows, Bolts
<table>
<tr>
<th>Material</th>
<th>Damage</th>
</tr>
@ -1360,24 +1384,26 @@ background: #D0D0F5;
</table>
#### Ranges
<table>
<tr> <th>Type</th><th>Material</th><th>Range</th> </tr>
<tr> <td rowspan=4><b>Bow</b></td> <td><i>Iron, Steel, Silver</i></td><td>60ft</td> </td>
<tr> <td><i>Elven, Dwarven</i></td><td>80ft</td> </td>
<tr> <td><i>Glass, Ebony</i></td><td>100ft</td> </td>
<tr> <td><i>Daedric</i></td><td>120ft</td> </td>
<tr> <td rowspan=3><b>Crossbow</b></td> <td><i>Steel</i></td><td>80ft</td> </td>
<tr> <td><i>Dwarven</i></td><td>100ft</td> </td>
<tr> <td><i>Daedric</i></td><td>120ft</td> </td>
<tr> <td rowspan=4><b>Throwing</b></td><td><i>Iron, Steel, Silver</i></td><td>20ft</td> </td>
<tr><td><i>Elven, Dwarven</i></td><td>30ft</td> </td>
<tr><td><i>Glass, Ebony</i></td><td>40ft</td> </td>
<tr><td><i>Daedric</i></td><td>50ft</td> </td>
<tr> <td rowspan=4><b>Bow</b></td> <td><i>Iron, Steel, Silver</i></td><td>60ft</td> </tr>
<tr> <td><i>Elven, Dwarven</i></td><td>80ft</td> </tr>
<tr> <td><i>Glass, Ebony</i></td><td>100ft</td> </tr>
<tr> <td><i>Daedric</i></td><td>120ft</td> </tr>
<tr> <td rowspan=3><b>Crossbow</b></td> <td><i>Steel</i></td><td>80ft</td> </tr>
<tr> <td><i>Dwarven</i></td><td>100ft</td> </tr>
<tr> <td><i>Daedric</i></td><td>120ft</td> </tr>
<tr> <td rowspan=4><b>Throwing</b></td><td><i>Iron, Steel, Silver</i></td><td>20ft</td> </tr>
<tr><td><i>Elven, Dwarven</i></td><td>30ft</td> </tr>
<tr><td><i>Glass, Ebony</i></td><td>40ft</td> </tr>
<tr><td><i>Daedric</i></td><td>50ft</td> </tr>
</table>
<div id="alchemy-quality" />
<div id="alchemy-quality"></div>
### Alchemy Tool Quality
<table>
<tr>
<th>Tier</th>
@ -1405,9 +1431,10 @@ background: #D0D0F5;
</tr>
</table>
<div id="ingredient-quality" />
<div id="ingredient-quality"></div>
### Ingredient Quality
<table>
<tr>
<th>Tier</th>
@ -1435,9 +1462,10 @@ background: #D0D0F5;
</tr>
</table>
<div id="armor-values" />
<div id="armor-values"></div>
### Armor Values
<dl style="display:flex;flex-direction:row;">
<div style="width: 50%;">
<h4>Fur Armor</h4>
@ -1577,7 +1605,7 @@ background: #D0D0F5;
</div>
</dl>
<div id="select-clothing" />
<div id="select-clothing"></div>
### Select Clothing
<dl style="display:flex;flex-direction:row;">
@ -1643,3 +1671,9 @@ background: #D0D0F5;
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}

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<link href="tes.css" rel="stylesheet">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>Perks</title>
</head>
<body>
{:/nomarkdown}
<header markdown="1">
# Perks
</header>
[Main](main.html)
@ -9,14 +23,17 @@
### ― Alteration ―
> #### Alteration Journeyman
>
> ##### Req. 5 Alteration
> Pick one spell from the Alteration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Alteration Expert
>
> ##### Req. 10 Alteration
> Pick one effect within the Alteration school. For this effect, the base cost is halved in spells.
> #### Alteration Mastery
>
> ##### Req. 15 Alteration
> You gain a Constant Effect Shield, Fire Shield, Frost Shield, or Lightning Shield ability on Self, decreasing your max Magicka by 3x the spell cost.
@ -25,14 +42,17 @@
### ― Conjuration ―
> #### Conjuration Journeyman
>
> ##### Req. 5 Conjuration
> Pick one spell from the Conjuration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Conjuration Expert
>
> ##### Req. 10 Conjuration
> Pick one effect within the Conjuration school. For this effect, the base cost is halved in spells.
> #### Conjuration Mastery
>
> ##### Req. 15 Conjuration
> Provides Constant Effect Summon or Bound ability on Self for max Magicka decrease of 1.5x Summon Cost.
@ -41,14 +61,17 @@
### ― Destruction ―
> #### Destruction Journeyman
>
> ##### Req. 5 Destruction
> Pick one spell from the Destruction school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Destruction Expert
>
> ##### Req. 10 Destruction
> Pick one effect within the Destruction school. For this effect, the base cost is halved in spells.
> #### Destruction Mastery
>
> ##### Req. 15 Destruction
> Your signature spells in the Destruction school have half the Magicka cost.
@ -57,14 +80,17 @@
### ― Illusion ―
> #### Illusion Journeyman
>
> ##### Req. 5 Illusion
> Pick one spell from the Illusion school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Illusion Expert
>
> ##### Req. 10 Illusion
> Pick one effect within the Illusion school. For this effect, the base cost is halved in spells.
> #### Illusion Mastery
>
> ##### Req. 15 Illusion
> You gain a Constant Effect Chameleon or Sanctuary ability on Self, decreasing your max Magicka by 3x the spell cost.
@ -73,14 +99,17 @@
### ― Mysticism ―
> #### Mysticism Journeyman
>
> ##### Req. 5 Mysticism
> Pick one spell from the Mysticism school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Mysticism Expert
>
> ##### Req. 10 Mysticism
> Pick one effect within the Mysticism school. For this effect, the base cost is halved in spells.
> #### Mysticism Mastery
>
> ##### Req. 15 Mysticism
> You gain a Constant Effect Reflect or Spell Absorbation ability on Self, decreasing your max Magicka by 3x the spell cost.
@ -89,14 +118,17 @@
### ― Restoration ―
> #### Restoration Journeyman
>
> ##### Req. 5 Restoration
> Pick one spell from the Restoration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Restoration Expert
>
> ##### Req. 10 Restoration
> Pick one effect within the Restoration school. For this effect, the base cost is halved in spells.
> #### Restoration Mastery
>
> ##### Req. 15 Restoration
> You gain a Constant Effect Resist or Restore Health ability on Self, decreasing your max Magicka by 3x the spell cost.
@ -105,14 +137,17 @@
### ― Enchanting ―
> #### Practiced Enchanter
>
> ##### Req. 5 Enchant
> You can expend Magicka to assist in the enchanting process, the DC is reduced by 2 for every 1 Magicka point used.
> #### Enchanting Expert
>
> ##### Req. 10 Enchant
> Enchanted items you use have more charge, their Magicka pools are increased by 50% while you use them.
> #### Constant Effect Enchanting
>
> ##### Req. 15 Enchant
> Allows the creation of Constant Effect enchantments, for which effect cost is doubled and a Greater or higher soul gem is required.
@ -121,14 +156,17 @@
### ― Alchemy ―
> #### Alchemy Journeyman
>
> ##### Req. 5 Alchemy
> You find twice as many ingredients when harvesting.
> #### Alchemy Expert
>
> ##### Req. 10 Alchemy
> Negative effects for potions and positive effects for poisons are halved.
> #### Alchemy Master
>
> ##### Req. 15 Alchemy
> You can create single ingredient potions. These potions have half the magnitude of a normal potion. The effect for these potions is the primary effect, marked in the ingredient data.
@ -137,14 +175,17 @@
### ― Short Blade ―
> #### Short Blade Journeyman
>
> ##### Req. Short Blade 5
> You may make a bonus attack with Short Blades on each turn. Increases to 2 bonus attacks at Short Blade 15.
> #### Short Blade Expert
>
> ##### Req. Short Blade 10
> Attacks with Short Blades ignore half the opponent's armor.
> #### Short Blade Mastery
>
> ##### Req. Short Blade 15
> Attacks with Short Blades use one less Fatigue, to a minimum of 0. You may make 2 bonus attacks with Short Blades, rather than one.
@ -153,15 +194,18 @@
### ― Long Blade ―
> #### Long Blade Journeyman
>
> ##### Req. Long Blade 5
> Attacks with Long Blade can achieve a critical hit with a 19 or 20.
> #### Long Blade Expert
>
> ##### Req. Long Blade 10
> Your attack affects extra targets within 5ft equal to the extra fatigue used in the attack.
> #### Long Blade Mastery (Riposte)
>
> ##### Req. Long Blade 15
> When an enemy melee attacks you, you can attack in return. The enemy attack does not need to hit.
@ -170,14 +214,17 @@
### ― Spear ―
> #### Spear Journeyman (ZOC 1)
>
> ##### Req. Spear 5
> When wielding a spear, you get an attack reaction on any opponent you can see entering attack range from the front.
> #### Spear Expert (ZOC 2)
>
> ##### Req. Spear 10
> If you make a successful attack reaction on an opponent entering attack range, they cannot get closer to you.
> #### Spear Mastery
>
> ##### Req. Spear 15
> Attacks with Spear crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
@ -186,14 +233,17 @@
### ― Blunt Weapon ―
> #### Blunt Weapon Journeyman
>
> ##### Req. Blunt Weapon 5
> The max fatigue cap of blunt weapon attacks is increased by one.
> #### Blunt Weapon Expert
>
> ##### Req. Blunt Weapon 10
> The base fatigue cost of blunt weapon attacks is reduced by one, to a minimum of 0.
> #### Blunt Weapon Mastery
>
> ##### Req. Blunt Weapon 15
> Attacks with blunt weapons knock down and disarm the opponent on a critical hit.
@ -202,14 +252,17 @@
### ― Axe ―
> #### Axe Journeyman
>
> ##### Req. Axe 5
> Attacks with axes crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
> #### Axe Expert
>
> ##### Req. Axe 10
> Critical hits with axes allow you to disarm the opponent.
> #### Axe Mastery
>
> ##### Req. Axe 15
> For each point of fatigue you expend on an attack with an axe, the roll necessary for a critical hit is reduced by one.
@ -218,14 +271,17 @@
### ― Marksman ―
> #### Marksman Journeyman
>
> ##### Req. Marksman 5
> You do not need to take a turn after shooting to ready your next shot.
> #### Marksman Expert
>
> ##### Req. Marksman 10
> Attacks with bows ignore half the opponent's armor.
> #### Marksman Mastery
>
> ##### Req. Marksman 15
> When you make an attack with a bow, you can make an additional bow attack.
@ -234,14 +290,17 @@
### ― Throwing ―
> #### Throwing Journeyman
>
> ##### Req. Throwing 5
> When attacking with throwing weapons, your attack skill is multiplied by 1.5x.
> #### Throwing Expert
>
> ##### Req. Throwing 10
> Attacks with throwing weapon ignore half the opponent's armor.
> #### Throwing Mastery
>
> ##### Req. Throwing 15
> When you make an attack with a throwing weapon, you can make an additional throwing attack.
@ -250,6 +309,7 @@
### ― Hand-to-hand ―
> #### Hand-to-hand Journeyman
>
> ##### Req. Hand-to-hand 5
> The base damage of hand-to-hand attacks increases as your *Base* skill increases, based on the following table, rather than 1.
>
@ -263,10 +323,12 @@
> | 20 | 1d20+10 |
> #### Hand-to-hand Expert
>
> ##### Req. Hand-to-hand 10
> If you do damage to an opponent with a hand-to-hand attack, they cannot attack you with a weapon on their next turn.
> #### Hand-to-hand Mastery
>
> ##### Req. Hand-to-hand 15
> Hand-to-hand attacks achieve a critical hit with an 18 or higher, and can disarm an opponent on a critical hit.
@ -275,14 +337,17 @@
### ― Unarmored ―
> #### Unarmored Journeyman
>
> ##### Req. Unarmored 5
> Instead of adding Unarmored / 2 pts to AC when not wearing armor, add your full Unarmored value.
> #### Unarmored Expert
>
> ##### Req. Unarmored 10
> Your Unarmored skill contributes twice as much to your evasion.
> #### Unarmored Mastery
>
> ##### Req. Unarmored 15
> When hit by any attack, you can make a DC 30 Unarmored check to negate the hit entirely.
@ -291,14 +356,17 @@
### ― Light Armor ―
> #### Light Armor Journeyman
>
> ##### Req. Light Armor 5
> Light Armor provides no Speed penalty.
> #### Light Armor Expert
>
> ##### Req. Light Armor 10
> Fatigue regenerates 50% faster in all Light Armor.
> #### Light Armor Mastery
>
> ##### Req. Light Armor 15
> When wearing all Light Armor, you gain 50% Resistance to Fire, Frost, and Shock.
@ -307,14 +375,17 @@
### ― Heavy Armor ―
> #### Heavy Armor Journeyman
>
> ##### Req. Heavy Armor 5
> When wearing all Heavy Armor, for 2 Fatigue you can run into an opponent in movement range, Staggering them.
> #### Heavy Armor Expert
>
> ##### Req. Heavy Armor 10
> Wearing Heavy Armor no longer reduces your Fatigue.
> #### Heavy Armor Mastery
>
> ##### Req. Heavy Armor 15
> Damage can be reduced to 1/10th by armor, rather than 1/5th.
@ -323,15 +394,18 @@
### ― Block ―
> #### Block Journeyman
>
> ##### Req. Block 5
> Along with the regular DC 19 Block check, if your check also beats `RollToBeat = 20 - (Block / 2)`
> the entire attack damage is negated. (10% chance at Block 5, 50% chance at Block 20)
> #### Block Expert
>
> ##### Req. Block 10
> Along with other Block checks, if your check beats a 15, the opponent is staggered, losing one attack on their next turn. (25% chance)
> #### Block Mastery
>
> ##### Req. Block 15
> Along with other Block checks, if your check beats a 19, the opponent is disarmed (5% chance)
@ -340,14 +414,17 @@
### ― Athletics ―
> #### Athletics Journeyman
>
> ##### Req. Athletics 5
> Your max movements per turn is increased by one.
> #### Athletics Expert
>
> ##### Req. Athletics 10
> Your Athletics skill is doubled when added to your movement speed.
> #### Athletics Mastery
>
> ##### Req. Athletics 15
> One additional movement per turn costs no fatigue.
@ -356,14 +433,17 @@
### ― Acrobatics ―
> #### Acrobatics Journeyman
>
> ##### Req. Acrobatics 5
> During combat, you may make an Acrobatics check against an opponent's Speed in melee range to leave their zone of control without provoking an attack.
> #### Acrobatics Expert
>
> ##### Req. Acrobatics 10
> Your jump height in feet is equal to your Acrobatics skill, rather than Acrobatics / 2.
> #### Acrobatics Mastery
>
> ##### Req. Acrobatics 15
> You no longer take damage from falling.
@ -372,14 +452,17 @@
### ― Sneak ―
> #### Sneak Journeyman
>
> ##### Req. Sneak 5
> Damage from a sneak attack is x4 instead of 2x.
> #### Sneak Expert
>
> ##### Req. Sneak 10
> Your movement is no longer halved in stealth.
> #### Sneak Mastery
>
> ##### Req. Sneak 15
> After a movement action, you may make a DC 35 Sneak check to enter stealth, even when not obscured.
@ -388,14 +471,17 @@
### ― Deception ―
> #### Deception Journeyman
>
> ##### Req. Deception 5
> You can take a few minutes to disguise yourself, requiring a DC 20 + Deception + (Personality / 4) to be recognized.
> #### Deception Expert
>
> ##### Req. Deception 10
> Your action declarations are hidden from other combatants. You still must declare your actions, but opponents cannot use that information against you, as if you were hidden.
> #### Deception Mastery
>
> ##### Req. Deception 15
> You can mimic the speech of any person you've heard speaking in a language you know.
@ -404,14 +490,17 @@
### ― Speechcraft ―
> #### Speechcraft Journeyman
>
> ##### Req. Speechcraft 5
> Up to Speechcraft / 4 times per day, you can encourage an ally, allowing them to add your Speechcraft / 4 to a skill check of their choice.
> #### Speechcraft Expert
>
> ##### Req. Speechcraft 10
> When determining is some is lying to you, your Speechcraft skill is doubled.
> #### Speechcraft Mastery
>
> ##### Req. Speechcraft 15
> Any roll lower than a 10 on a Speechcraft check is considered a 10.
@ -420,14 +509,17 @@
### ― Security ―
> #### Security Journeyman
>
> ##### Req. Security 5
> Your lockpicking is silent.
> #### Security Expert
>
> ##### Req. Security 10
> Your lockpicking never leaves a trace.
> #### Security Mastery
>
> ##### Req. Security 15
> You get a copy of a lock's key after picking it.
@ -436,14 +528,17 @@
### ― Survival ―
> #### Survival Journeyman
>
> ##### Req. Survival 5
> You can always forage enough food for yourself, excluding extreme circumstances.
> #### Survival Expert
>
> ##### Req. Survival 10
> Non-magical animals do not attack you unless provoked.
> #### Survival Mastery
>
> ##### Req. Survival 15
> You gain 50% Resistance to Fire, Frost, Shock, Poison, and Disease.
@ -452,6 +547,7 @@
### ― Non-Skill ―
> #### Spellmaking
>
> ##### Req. 15 Intelligence
> Allows Spellmaking.
@ -460,3 +556,9 @@
[License Info](license.html)
---
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</body>
</html>
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<link href="tes.css" rel="stylesheet">
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>Spell List</title>
</head>
<body>
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<header markdown="1">
# Spell List
</header>
[Main](main.html)
@ -796,3 +810,9 @@
[License Info](license.html)
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22
test.md
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@ -1,6 +1,18 @@
% Alchemy
{::nomarkdown}
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" href="/resources/favicon.png">
<link href="tes.css" rel="stylesheet">
<title>Alchemy</title>
</head>
<body>
{:/nomarkdown}
<link href="tes.css" rel="stylesheet">
<header markdown="1">
# Alchemy
</header>
[Main](main.html)
@ -146,3 +158,9 @@
[License Info](license.html)
---
{::nomarkdown}
</body>
</html>
{:/nomarkdown}