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<title>Mysterious Grimoire Quirk</title>
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<h1>9 MYSTERIOUS GRIMOIRE</h1>
<h1>9 MYSTERIOUS GRIMOIRE</h1>
<p>
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 texts
style and tone?
</p>
<p>
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.
</p>
<p>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 texts style and tone?</p>
<p>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.</p>
<div class="section-header">Quirk Functionality</div>
<p>
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.
</p>
<p>
Once your grimoire has answered 10 questions, it almost shared all of its
knowledge with you: choose one of the following options.
</p>
<div class="section-header">Quirk Functionality</div>
<p>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.</p>
<p>Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.</p>
<ul>
<li>
<strong>Awakened Consciousness:</strong> 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 <em>Elementalist</em>, <em>Entropist</em>, and
<em>Spiritist</em> 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).
</li>
<li>
<strong>Hidden Magic:</strong> 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 <em>Comet</em>, <em>Extra Spells</em>, <em>Hope</em>,
and <em>Volcano</em> (see Core Rulebook from page 232 onwards; you may
choose a Skill whose requirements you do not fulfill).
</li>
</ul>
<ul>
<li><strong>Awakened Consciousness:</strong> 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 <em>Elementalist</em>, <em>Entropist</em>, and <em>Spiritist</em> 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).</li>
<li><strong>Hidden Magic:</strong> 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 <em>Comet</em>, <em>Extra Spells</em>, <em>Hope</em>, and <em>Volcano</em> (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).</li>
</ul>
<div class="section-header">Alternative Use</div>
<p>
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
<strong>Hidden Magic</strong> instead of those in Awakened Conscience.
Suggested Quirks for a Player Character brought into a campaign this way are
<em>Arboreal</em>, <em>Robot</em>, <em>The Beast Who Spoke</em>, and
<em>The Long Dream</em>.
</p>
<div class="section-header">Alternative Use</div>
<p>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 <strong>Hidden Magic</strong> instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are <em>Arboreal</em>, <em>Robot</em>, <em>The Beast Who Spoke</em>, and <em>The Long Dream</em>.</p>
<div class="section-header">Aftermath</div>
<p>
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.
</p>
<div class="section-header">Aftermath</div>
<p>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.</p>
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