Fix for Markdown preview

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Lucia Ceionia 2023-06-24 21:59:10 +00:00
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---
<div id="magic-effects" />
## Magical Effects
### Effect Types
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> **A** 'Alchemy' effects can found as effects of alchemical ingredients.
<div id="magic-alteration" />
### Alteration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
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| 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" />
### Conjuration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
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| 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" />
### Destruction
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
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| 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" />
### Illusion
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
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| Prevent Recall or Intervention |? |CRE | TODO |
<div id="magic-mysticism" />
### Mysticism
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |
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| Teleport Magic |? |CREA| TODO |
<div id="magic-restoration" />
### Restoration
| Effect Name |Cost|Type| Description |
| :---------: |:--:|:---| :----------------------------------------------------------------------------------------------------- |

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main.md
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---
<div id="character" />
## Creating a Character
> A basic character consists of a Race, Class, and Birthsign. [Race](#races) provides your base Attribute scores, some starting [Skill bonuses](#skill-bonus), and one or more [Racial Abilities](#race-abilities).
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> 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" />
### Class
> The first part of your class is your **Specialization**. This is chosen from *Combat*, *Magic*, and *Stealth*. For all Skills within your Specialization, your starting value is increased by one.
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> (Todo: Affect experience?)
<div id="birthsign" />
### Birthsign
> Your Birthsign can have a range of effects on your character, from trivial to severe.
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---
<div id="stats" />
## Stats
<div id="health" />
### Health
> Your Base Health value is your Endurance value times 4. When you gain a level, you gain Endurance on 2 Base Health.
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> Your Health regenerates at a rate of Endurance pts per Hour.
<div id="magicka" />
### Magicka
> Your Maximum Magicka is determined by your Intelligence, plus any Birthsign or Racial effects.
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> Your Magicka regenerates at a rate of Willpower on 4 pts per Hour.
<div id="fatigue" />
### Fatigue
> Your Maximum Fatigue is based in many stats. Is is Strength on 4, Willpower on 4, Agility on 4, Endurance on 4, all added.
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---
<div id="skills-attributes" />
## Skills & Attributes
<div id="attributes" />
### Attributes
> **Strength**
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> Affects success rate of Speechcraft and Deception
<div id="skills" />
### Skills
> **Heavy Armor** governs the use of Heavy Armors
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> **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" />
### Skill Table
<div>
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---
<div id="races" />
## Races
<div id="race-bonus" />
### Racial Bonuses
<table style="font-size:12px;">
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</table>
<div id="skill-bonus" />
### Racial Skill Bonuses
<dl style="display:flex;flex-direction:row;flex-wrap:wrap;">
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</dl>
<div id="race-abilities" />
### Racial Abilities
#### Argonian
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---
<div id="magic" />
## Magic
#### Types of Magic
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> **Curses?**
<div id="spells" />
### Spells
#### Casting a spell
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> 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" />
### Enchanting
#### Using Enchanted Items
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> 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" />
#### Types of Enchantments
> **Cast on Use** enchantments take a bonus action to use, and only one Cast on Use enchantment can be used per Turn. Cast on Use enchantments can be Self, Touch, or Target effects. For Self, the effect is applied to the user. For Touch and Target, the one who uses item casts the spell successfully.
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> 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">
### Runes
#### Using Runes
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<div id="alchemy" />
### Alchemy
#### Using a Potion
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---
<div id="nm-combat" />
## Non-Magic Combat
<div id="armor-evasion" />
### Armor & Evasion
#### Determining your Armor Class
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> 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" />
### Making an Attack
#### Determining Attack damage
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---
<div id="playing" />
## Playing the Game
<div id="rounds" />
### Rounds
> A Round consists of the Turns of all characters involved in some situation, most often combat. Outside of combat, Rounds are not required, but can be used if the GM finds it fit.
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> (Change to use a roll as well?)
<div id="declaration" />
#### Declaration
> Declaration moves in reverse Turn Order (i.e. higher Speed declares *last*, lower Speed declares *first*). This allows characters with a higher Speed to decide their actions based on the Declaration of lower Speed characters, giving a significant advantage.
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> 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" />
#### Turn
> On a character's Turn, they attempt to enact whatever they decided in their Declaration. For example, a rogue sees a health potion sitting on a table, and in their declaration states they're going to run over and drink it. On their Turn, they begin to run over, but knock right into an invisible wall. They cannot get to the potion, and so their turn ends.
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> 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" />
### Movement
> Your movement speed is a base of 10ft per Turn, plus your Athletics on 4 added with your Speed on 2 times 5ft. E.g. A character with a Speed of 13 and an Athletics of 9 has a movement speed of 10ft + ((13/2 + 9/4) * 5ft) → 50ft.
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> You can move once per Turn (Fatigue cost? Half speed free?), plus one additional time for 2 Fatigue.
<div id="actions" />
### Actions
> Actions encompass many thing you might want to do on a Turn. The most common are making an Attack and Casting a Spell.
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---
<div id="progression" />
## Progression
<div id="attribute-increases" />
### 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" />
### 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" />
#### Experience
> When the GM feels a player has used a Skill a significant amount, has used a Skill in a particularly clever way, or a way that fits the character very well from a roleplay perspective, the GM awards the player an Experience point in that Skill. When a player has gained enough Experience points in a Skill, the Skill increases.
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| 19 → 20 | 40 |
<div id="perks" />
### 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" />
### 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
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---
<div id="tables" />
## Reference Tables
<div id="quick-skills" />
### Quick Skill Values
| N | N/2 | N/4 |
| :-: | --: | --: |
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| 20 | 10 | 5 |
<div id="weapon-fatigue" />
### Weapon Fatigue Usage
<table>
<tr>
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</table>
<div id="weapon-skills" />
### Weapon Governing Skills
<table>
<tr>
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<div id="material-damage" />
### Material Damage Values
#### Staves, Daggers, Shortswords, Clubs, Throwing
<table>
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</table>
<div id="alchemy-quality" />
### Alchemy Tool Quality
<table>
<tr>
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</table>
<div id="ingredient-quality" />
### Ingredient Quality
<table>
<tr>
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</table>
<div id="armor-values" />
### Armor Values
<dl style="display:flex;flex-direction:row;">
<div style="width: 50%;">
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</dl>
<div id="select-clothing" />
### Select Clothing
<dl style="display:flex;flex-direction:row;">
<div style="width: 50%;">