78 lines
3.4 KiB
HTML
78 lines
3.4 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>Mysterious Grimoire Quirk</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>9 MYSTERIOUS GRIMOIRE</h1>
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<p>
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You came into possession of an old and hefty magical tome; sometimes,
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scribbles and advice appear on its pages, helping you in your adventures.
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Where did you find it? What kind of personality emerges from the text’s
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style and tone?
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</p>
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<p>
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As long as you have this Quirk, your grimoire is an indestructible artifact
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that cannot be lost or stolen unless as a consequence of Surrender.
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</p>
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<div class="section-header">Quirk Functionality</div>
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<p>
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When your group stumbles upon a danger or discovery after a travel roll, you
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may ask the Game Master a single question concerning that danger or
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discovery (you may ask it immediately or save it for later); the Game Master
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answers truthfully and describes how the answer appears on your grimoire.
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</p>
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<p>
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Once your grimoire has answered 10 questions, it almost shared all of its
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knowledge with you: choose one of the following options.
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</p>
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<ul>
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<li>
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<strong>Awakened Consciousness:</strong> You lose this Quirk and the
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grimoire turns into a Non-Player Character. Create this NPC together with
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the rest of your group, giving them a name and describing their
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appearance. They do not have an NPC profile and do not take part in Checks
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or conflicts, but they learn two spells of your choice among those found
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in the <em>Elementalist</em>, <em>Entropist</em>, and
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<em>Spiritist</em> lists (see Core Rulebook, pages 188, 192 and 208
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respectively). Once per conflict, if requested, the NPC will cast one of
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these spells. Spells cast this way will be cast at the end of the current
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round, require no Mind Points, and use 2d10 for the Magic Check (if
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needed).
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</li>
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<li>
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<strong>Hidden Magic:</strong> You lose this Quirk, but your grimoire will
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still share a final and most powerful secret. You acquire a Heroic Skill
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of your choice among <em>Comet</em>, <em>Extra Spells</em>, <em>Hope</em>,
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and <em>Volcano</em> (see Core Rulebook from page 232 onwards; you may
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choose a Skill whose requirements you do not fulfill).
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</li>
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</ul>
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<div class="section-header">Alternative Use</div>
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<p>
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You could also use this Quirk to introduce a new Player Character (and
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Player) in your group; if you do, the character who had taken this Quirk
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should receive the benefits listed by
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<strong>Hidden Magic</strong> instead of those in Awakened Conscience.
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Suggested Quirks for a Player Character brought into a campaign this way are
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<em>Arboreal</em>, <em>Robot</em>, <em>The Beast Who Spoke</em>, and
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<em>The Long Dream</em>.
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</p>
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<div class="section-header">Aftermath</div>
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<p>
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Whatever your choice, the grimoire goes back to being a completely normal
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book and the Game Master chooses one option: the grimoire provides a key
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clue regarding a threat that is present in your world; or the grimoire
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reveals the existence of a new threat and provides a key clue about it.
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</p>
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<!-- Ignoring peripheral text (page numbers/order #) as they appear to be artifacts, not structural content -->
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</html>
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