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