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placeholder — not built yet
This tab will gather the rules that gate play for {{ howToClass }} in one place — the things the rest of the sheet enforces silently or not at all, so a player can see why a button is closed to them.
- Preparation and rest requirements — how long, how often, what interrupts them.
- The checks this class lives on, and the attribute each is read against.
- Limits: what it may wear, carry, cast, or attempt, and at which level each opens.
- Where a house rule overrides the book, marked as a house rule.
Nothing is written here yet on purpose: every line will carry its book and page, or say plainly that it is a house rule. Queued in PROGRESS.md.
Plan skeleton — reminder
HOW TO PLAY A [CLASS] — build plan
0. SOURCE FIRST
Every line carries book + page, or is labelled HOUSE. Nothing unsourced ships
in the same visual class as a sourced rule. Waiting on the full PHB + M&M + CKG
parse (offered 2026-08-29) before any line is written.
1. THE DAILY GATES
- Rest: how long, what counts as restful, what interrupts and by how much.
- Preparation: time per spell/ability, what may be left open, what may not be
swapped once used.
- What a cast/use in the hours before rest costs the next day.
2. THE CHECKS THIS CLASS LIVES ON
- Each class ability -> its attribute, its CL, who sets the difficulty.
- Which checks the sheet already rolls, and which are the CK's.
3. THE LIMITS
- Armour, weapons, worn magic items, encumbrance thresholds.
- Spell levels open at this level; slots; bonus slots from the prime.
- Level-gated abilities: what unlocks when, and what is still closed.
4. THE HOUSE LAYER
- Northern Skies overrides, each marked, each next to the book rule it replaces.
- Nat 20 / nat 1 casting, XP for recovered items, negative-HP healing.
5. WIRING
- Read from the same engine the tabs use (magic-engine.js and its successors),
so a rule shown here and a rule enforced there cannot drift.
- Per class, driven by the character's own class + level: no static text.
6. WHAT THIS TAB IS NOT
- Not book prose. Not a rules reprint. Summaries, limits and pointers only.
Playing the part
prompts, not rules — none of this is from a book
Answer three or four of these and {{ howToClass }} stops being a stat block. None of them bind the character — they are only there to give the table something to play against.
Why this life
- Chosen, inherited, or fallen into? Somebody taught them — who, and are they still owed for it?
- What did the training cost: years, money, a name they no longer use, a person they left?
- Is the calling still the reason they get up, or has it become the only trade they know?
What they want out of the Marches
- A concrete goal with a price on it — a debt, a passage home, a workshop, a title, a grave to buy back.
- Something in the north they are looking for specifically. It can be small; it should be findable.
- One thing they would refuse gold for, and one thing they would take gold to do that they shouldn't.
Under pressure
- First instinct when a plan collapses: take charge, go quiet, go first, or get everyone out?
- What they do with fear — hide it, name it, or turn it into speed?
- The line they won't cross, and the circumstance under which they would.
With the party
- Which one of them do they trust with their life but not their coin — and why that one?
- What do they contribute when their class does nothing useful: camp, talk, memory, nerve?
- Something they are visibly bad at, and let the others see.
Texture
- A habit before danger and a habit after it — the second one is usually the memorable one.
- One carried object with no combat value they would go back into a burning building for.
- How they speak about their own skill: understate, boast, or refuse to discuss it.
- What they were doing the day before the campaign started.
Written by me as table prompts — no book, no page, nothing to cite. When the class-specific rules land above, these stay separate so the sourced and the invented never share a card.