CHAPTER FOR A BETTER FUTURE

Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills.

Trading and Point Mechanics

When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

Prosperity Effects

The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

Minimum Prosperity Effect within 1 Travel Day
10 or more When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
15 or more People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
20 or more When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.

GREATER CHLOROMANCY

Requirements: You must have mastered the Floralist Class.

Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).