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<!doctype html><html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Character Profile: Lady Undersson</title> <link rel="stylesheet" href="book-page.css" /> </head> <h1>LADY UNDERSSON</h1> <h2>Basic Information</h2> <dl class="info-list"> <dt>Identity:</dt> <dd>Kind Android</dd> <dt>Condition:</dt> <dd>Without Memory</dd> <dt>Theme:</dt> <dd>Belonging</dd> <dt>Origin:</dt> <dd>Ancient Ruins</dd> <dt>Quirk:</dt> <dd>Underchild</dd> <dt>Signature Weapons:</dt> <dd>Clockwork Keys</dd> </dl> <h2>LADY UNDERSSON In Detail</h2> <p><strong>History & Lore:</strong></p> <ul> <li> When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground. </li> <li> Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible. </li> <li> Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see <a href="/books/natural-fantasy-atlas/#page-116">page 116</a>) as her weapon of choice. </li> <li> The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines. </li> <li> Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group. </li> </ul> <hr style="margin: 40px 0; border-color: #ddd" /> <h3>Profile</h3> <p><strong>Order Details:</strong></p></html> |