100 lines
3.4 KiB
HTML
100 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>Character Lore & Mechanics</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>THE LONG DREAM</h1>
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<p>
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Long ago, your spirit dwelled in nature; then, something brought you to take
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on a human form, but it won’t be forever. Was it a prayer or some kind of
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magic? What part of your appearance betrays your origin? Do you fear that
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last farewell?
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</p>
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<h2>The Approaching Farewell</h2>
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<p>
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At the end of each session (approximately four hours of play), before
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assigning XP, roll 2d20. If you roll a number equal to or lower than your
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current character level, the <strong>last farewell approaches</strong>.
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</p>
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<ul>
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<li>
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When a rule or ability requires you to spend Hit Points, Mind Points, or
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Fabula Points, you may instead ignore that cost. If you do, the
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<strong>last farewell approaches</strong>.
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</li>
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</ul>
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<div class="section-container">
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<p>
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At the end of a scene where you ignored a cost as described above, if the
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last farewell has approached at least 10 times already, the moment has
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come for you to leave the world of humans. You shall forever return to
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your original form as a natural and inanimate object: together with your
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group, take your time to roleplay one last bittersweet moment before you
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go.
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</p>
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<p>The same happens if you <strong>Sacrifice yourself</strong>.</p>
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<h3>Examples</h3>
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<ul>
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<li>You might turn into a great guardian tree.</li>
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<li>Into a visage on the side of a cliff.</li>
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<li>
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Into a uniquely shaped rock, or into the brightest star in the sky.
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</li>
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</ul>
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<p>
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A character whose last farewell has come is considered dead in game terms,
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and cannot be brought back.
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</p>
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<p class="note">
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However, from now on all Player Characters in the campaign (including your
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new character) will receive
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<strong>1 additional Fabula Point</strong> at the start of each session
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(approximately four hours of play).
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</p>
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</div>
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<h1>TRAVELING WORKSHOP</h1>
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<div class="section-container">
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<p>
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You own a transport that also acts as your shop and laboratory. How did
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you obtain it? How does it move, and what energy fuels it? What makes it
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extremely recognizable? Normally, how do people react to its passage?
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</p>
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<h2>Quirk Requirements</h2>
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<ul>
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<li>
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You may only choose this Quirk if your character has acquired one or
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more Classes among <strong>Gourmet</strong> (see page 148) and
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<strong>Tinkerer</strong> (see Core Rulebook, page 210).
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</li>
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</ul>
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<h2>Mechanics</h2>
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<ul>
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<li>
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You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is
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big enough to accommodate you and the rest of your group, plus two or
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three guests, but unfit for combat.
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</li>
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<li>
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If a Project requires a special ingredient or material, you may spend
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<strong>1 Fabula Point</strong> to suddenly stumble upon something
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similar in your workshop; if you do, the invention must have a terrible
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flaw (see Core Rulebook, page 134).
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</li>
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</ul>
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</div>
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<div class="minor-header"></div>
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</html>
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