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<title>Quirks System Rules</title>
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<h1>Quirks (Advanced Optional Rule)</h1>
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<h1>Quirks (Advanced Optional Rule)</h1>
<p><strong>Quirks</strong> are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.</p>
<p>
<strong>Quirks</strong> are an advanced optional rule that provides strong
thematic and mechanical options for Player Characters. The Quirks presented
in these pages were written with a Natural Fantasy assumption, but may be
used in any campaign; you may also use them as reference to create your own
Quirks — but you should only use those if the rest of your group agrees to
it.
</p>
<h2>Rules and Guidelines</h2>
<ul class="rules-list">
<li>A Player Character may only ever have <strong>one Quirk</strong>.</li>
<li>If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.</li>
<li>On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.</li>
<li>If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.</li>
</ul>
<h2>Rules and Guidelines</h2>
<ul class="rules-list">
<li>A Player Character may only ever have <strong>one Quirk</strong>.</li>
<li>
If you use Quirks in your game, it is strongly suggested that each Player
Character begins play with one; additionally, no two characters in the
same group should have identical Quirks.
</li>
<li>
On average, a group of Player Characters with access to Quirks will be
able to tackle more challenging situations than what would be normal for
their level.
</li>
<li>
If it makes sense in the story, a character may lose their current Quirk
and gain a different one — discuss this with the group.
</li>
</ul>
<div class="section-heading">USING QUIRKS IN YOUR GAME</div>
<p>Quirks should be seen as a mechanical and narrative reinforcement of your characters unique nature. Keep the following in mind:</p>
<div class="section-heading">USING QUIRKS IN YOUR GAME</div>
<p>
Quirks should be seen as a mechanical and narrative reinforcement of your
characters unique nature. Keep the following in mind:
</p>
<h2>Key Considerations</h2>
<ul>
<li><strong>Shaping the Game:</strong> Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which youll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!</li>
<li><strong>Freedom of Choice:</strong> You dont need a Quirk for your character concept to be valid. If your Identity is “Barkvilles Firstborn”, you shouldnt feel forced to pick Stubborn Scion for that Identity to be relevant to the story.</li>
<li><strong>Ideal Uses (What you should use Quirks for):</strong> Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your characters Traits.</li>
<li><strong>Forbidden Uses (What you should never use Quirks for):</strong> Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.</li>
</ul>
<h2>Key Considerations</h2>
<ul>
<li>
<strong>Shaping the Game:</strong> Even the less impactful Quirk is a
powerful statement about your character and their role in the story. If
you pick Ancient Weapon, that item will surely have narrative
implications; if you go with The Long Dream, you are inviting the Game
Master to create situations in which youll be pressed to use your powers.
Quirks will take the already heroic Player Characters and kick them up a
notch, which can prove a bit overwhelming. Think carefully before you use
them!
</li>
<li>
<strong>Freedom of Choice:</strong> You dont need a Quirk for your
character concept to be valid. If your Identity is “Barkvilles
Firstborn”, you shouldnt feel forced to pick Stubborn Scion for that
Identity to be relevant to the story.
</li>
<li>
<strong>Ideal Uses (What you should use Quirks for):</strong> Bringing
interesting situations into play, giving your character unique issues to
confront, providing additional mechanical support to your characters
Traits.
</li>
<li>
<strong>Forbidden Uses (What you should never use Quirks for):</strong>
Making your character stronger than the rest of the group, stealing the
spotlight, bringing sensitive topics that make others uncomfortable into
play.
</li>
</ul>
<h2>Natural Fantasy Quirks</h2>
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<p><strong>W</strong> ()</p>
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<h2>Natural Fantasy Quirks</h2>
<p style="margin-top: 30px">
<em
>(Note: The remaining text seems to be a citation or header fragment and
is placed under context.)</em
>
</p>
<p><strong>W</strong> ()</p>
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