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<blockquote data-quote="MarkB" data-source="post: 7880034" data-attributes="member: 40176"><p>The Pamphlet of Adventure! Upon reading the outlandish tales depicted in this volume, the reader gains a perfect recollection of the events recounted therein, as though they had participated in them themselves. This can extend to picking up some of the skills involved, though such proficiencies fade in time. The tricky part about creating the Pamphlet is that its events must be both incredible and true, as dictated by one who experienced them. As a result, they are most frequently crafted by bards, who have experience in seeking out those with strange tales to tell.</p><p></p><p>Game-mechanically, the Pamphlet is a consumable magic item that must be activated as part of a short or long rest, during which the user reads through it. For the following 24 hours they gain a perfect recollection of the events recounted therein, as though they were the comic's protagonist, and also gain a combination of three specific skill, tool or weapon proficiencies, as decided by the item's creator when it was written, all of which must have been possessed by the protagonist. Activating the Pamphlet expends the magic therein and it becomes a mundane item thereafter, though it is still readable.</p><p></p><p>Notably, though its primary game-mechanical purpose is to grant temporary access to a specific skill-set, the memories provided by the Pamphlet are specific and accurate, so for instance, if one were to read a Pamphlet that depicted the perilous trek through a trap-infested temple, the reader would be able to navigate that same temple with ease - though after the first 24 hours those recollections would fade in intensity and detail. The memories only convey the protagonist's sensory perceptions and surface thoughts at the time of the events in question, so the reader doesn't gain any particular deep understanding of the subject of the tale.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7880034, member: 40176"] The Pamphlet of Adventure! Upon reading the outlandish tales depicted in this volume, the reader gains a perfect recollection of the events recounted therein, as though they had participated in them themselves. This can extend to picking up some of the skills involved, though such proficiencies fade in time. The tricky part about creating the Pamphlet is that its events must be both incredible and true, as dictated by one who experienced them. As a result, they are most frequently crafted by bards, who have experience in seeking out those with strange tales to tell. Game-mechanically, the Pamphlet is a consumable magic item that must be activated as part of a short or long rest, during which the user reads through it. For the following 24 hours they gain a perfect recollection of the events recounted therein, as though they were the comic's protagonist, and also gain a combination of three specific skill, tool or weapon proficiencies, as decided by the item's creator when it was written, all of which must have been possessed by the protagonist. Activating the Pamphlet expends the magic therein and it becomes a mundane item thereafter, though it is still readable. Notably, though its primary game-mechanical purpose is to grant temporary access to a specific skill-set, the memories provided by the Pamphlet are specific and accurate, so for instance, if one were to read a Pamphlet that depicted the perilous trek through a trap-infested temple, the reader would be able to navigate that same temple with ease - though after the first 24 hours those recollections would fade in intensity and detail. The memories only convey the protagonist's sensory perceptions and surface thoughts at the time of the events in question, so the reader doesn't gain any particular deep understanding of the subject of the tale. [/QUOTE]
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