# 9 MYSTERIOUS GRIMOIRE

You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

Quirk Functionality

When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

- Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
- Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).

Alternative Use

You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

Aftermath

Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.