86 lines
3.3 KiB
HTML
86 lines
3.3 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Quirks System Rules</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>Quirks (Advanced Optional Rule)</h1>
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<p>
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<strong>Quirks</strong> are an advanced optional rule that provides strong
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thematic and mechanical options for Player Characters. The Quirks presented
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in these pages were written with a Natural Fantasy assumption, but may be
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used in any campaign; you may also use them as reference to create your own
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Quirks — but you should only use those if the rest of your group agrees to
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it.
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</p>
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<h2>Rules and Guidelines</h2>
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<ul class="rules-list">
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<li>A Player Character may only ever have <strong>one Quirk</strong>.</li>
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<li>
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If you use Quirks in your game, it is strongly suggested that each Player
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Character begins play with one; additionally, no two characters in the
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same group should have identical Quirks.
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</li>
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<li>
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On average, a group of Player Characters with access to Quirks will be
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able to tackle more challenging situations than what would be normal for
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their level.
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</li>
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<li>
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If it makes sense in the story, a character may lose their current Quirk
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and gain a different one — discuss this with the group.
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</li>
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</ul>
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<div class="section-heading">USING QUIRKS IN YOUR GAME</div>
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<p>
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Quirks should be seen as a mechanical and narrative reinforcement of your
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characters’ unique nature. Keep the following in mind:
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</p>
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<h2>Key Considerations</h2>
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<ul>
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<li>
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<strong>Shaping the Game:</strong> Even the less impactful Quirk is a
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powerful statement about your character and their role in the story. If
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you pick Ancient Weapon, that item will surely have narrative
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implications; if you go with The Long Dream, you are inviting the Game
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Master to create situations in which you’ll be pressed to use your powers.
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Quirks will take the already heroic Player Characters and kick them up a
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notch, which can prove a bit overwhelming. Think carefully before you use
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them!
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</li>
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<li>
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<strong>Freedom of Choice:</strong> You don’t need a Quirk for your
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character concept to be valid. If your Identity is “Barkville’s
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Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that
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Identity to be relevant to the story.
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</li>
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<li>
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<strong>Ideal Uses (What you should use Quirks for):</strong> Bringing
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interesting situations into play, giving your character unique issues to
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confront, providing additional mechanical support to your character’s
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Traits.
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</li>
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<li>
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<strong>Forbidden Uses (What you should never use Quirks for):</strong>
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Making your character stronger than the rest of the group, stealing the
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spotlight, bringing sensitive topics that make others uncomfortable into
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play.
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</li>
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</ul>
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<h2>Natural Fantasy Quirks</h2>
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<p style="margin-top: 30px">
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<em
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>(Note: The remaining text seems to be a citation or header fragment and
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is placed under context.)</em
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>
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</p>
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<p><strong>W</strong> ()</p>
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</html>
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