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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 Quirks Documentation</title> <link rel="stylesheet" href="book-page.css" /> </head> <h1>Character Quirk Documentation</h1> <section id="big-bro"> <h2>9 BIG BRO</h2> <p> Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them? </p> <p> If your group’s campaign does not make use of the optional rule <strong>Camp Activities</strong> (see <a href="/books/natural-fantasy-atlas/#page-130">page 130</a>), your character still gains access to it. Your character gains access to three Camp Activities instead of only two. </p> <p> If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice. </p> <ul> <li> When you choose to perform Camp Activities during a Rest, choose one option: </li> <li> Perform two different Camp Activities, whose effects cannot be applied to the same creature; <strong>OR</strong> </li> <li> Perform the same Camp Activity twice, applying its effects to two different creatures. </li> </ul> </section> <hr style="margin: 40px 0" /> <section id="cursed"> <h2>9 CURSED</h2> <p> You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it? </p> <p> When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen. </p> <p> <strong>Examples:</strong> nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings. </p> <ul> <li> When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive <strong>2 Fabula Points</strong> instead of 1, and generate an opportunity as normal. </li> <li> If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have. </li> </ul> </section></html> |