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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Character Lore & Mechanics</title>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>THE LONG DREAM</h1>
<p>
Long ago, your spirit dwelled in nature; then, something brought you to take
on a human form, but it wont be forever. Was it a prayer or some kind of
magic? What part of your appearance betrays your origin? Do you fear that
last farewell?
</p>
<h2>The Approaching Farewell</h2>
<p>
At the end of each session (approximately four hours of play), before
assigning XP, roll 2d20. If you roll a number equal to or lower than your
current character level, the <strong>last farewell approaches</strong>.
</p>
<ul>
<li>
When a rule or ability requires you to spend Hit Points, Mind Points, or
Fabula Points, you may instead ignore that cost. If you do, the
<strong>last farewell approaches</strong>.
</li>
</ul>
<div class="section-container">
<p>
At the end of a scene where you ignored a cost as described above, if the
last farewell has approached at least 10 times already, the moment has
come for you to leave the world of humans. You shall forever return to
your original form as a natural and inanimate object: together with your
group, take your time to roleplay one last bittersweet moment before you
go.
</p>
<p>The same happens if you <strong>Sacrifice yourself</strong>.</p>
<h3>Examples</h3>
<ul>
<li>You might turn into a great guardian tree.</li>
<li>Into a visage on the side of a cliff.</li>
<li>
Into a uniquely shaped rock, or into the brightest star in the sky.
</li>
</ul>
<p>
A character whose last farewell has come is considered dead in game terms,
and cannot be brought back.
</p>
<p class="note">
However, from now on all Player Characters in the campaign (including your
new character) will receive
<strong>1 additional Fabula Point</strong> at the start of each session
(approximately four hours of play).
</p>
</div>
<h1>TRAVELING WORKSHOP</h1>
<div class="section-container">
<p>
You own a transport that also acts as your shop and laboratory. How did
you obtain it? How does it move, and what energy fuels it? What makes it
extremely recognizable? Normally, how do people react to its passage?
</p>
<h2>Quirk Requirements</h2>
<ul>
<li>
You may only choose this Quirk if your character has acquired one or
more Classes among <strong>Gourmet</strong> (see page 148) and
<strong>Tinkerer</strong> (see Core Rulebook, page 210).
</li>
</ul>
<h2>Mechanics</h2>
<ul>
<li>
You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is
big enough to accommodate you and the rest of your group, plus two or
three guests, but unfit for combat.
</li>
<li>
If a Project requires a special ingredient or material, you may spend
<strong>1 Fabula Point</strong> to suddenly stumble upon something
similar in your workshop; if you do, the invention must have a terrible
flaw (see Core Rulebook, page 134).
</li>
</ul>
</div>
<div class="minor-header"></div>
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