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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>Chapter Expansion Rules</title> <link rel="stylesheet" href="book-page.css" /> </head> <h1>CHAPTER FOR A BETTER FUTURE</h1> <div class="requirement-box"> <strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Merchant Class</strong>, and must have acquired the <strong class="skill-name">Real Treasure</strong> and <strong class="skill-name">Winds of Trade Skills</strong>. </div> <section> <h2>Trading and Point Mechanics</h2> <p> When you need to spend one or more <strong>Fabula Points</strong>, if you are not spending them to alter the story (see Core Rulebook, <a href="/books/natural-fantasy-atlas/#page-98">page 98</a>), you may spend that many <strong>Trade Points</strong> instead. Describe which memories of your trades and journeys give you strength! </p> <p> Additionally, when you gain two or more <strong>Trade Points</strong> through the <em>Real Treasure</em> or <em>Winds of Trade Skills</em>, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps: </p> <ul> <li> Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in <strong>Winds of Trade</strong> + your Skill Level in <strong>Real Treasure</strong>). </li> <li>A settlement’s prosperity starts at 0 and has no upper limit.</li> </ul> </section> <section> <h2>Prosperity Effects</h2> <p> The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it. </p> <table> <thead> <tr> <th>Minimum Prosperity</th> <th>Effect within 1 Travel Day</th> </tr> </thead> <tbody> <tr> <td><strong>10 or more</strong></td> <td> When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved. </td> </tr> <tr> <td><strong>15 or more</strong></td> <td> 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. </td> </tr> <tr> <td><strong>20 or more</strong></td> <td> When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points. </td> </tr> </tbody> </table> </section> <section> <h2>GREATER CHLOROMANCY</h2> <div class="requirement-box"> <strong>Requirements:</strong> You must have mastered the <strong class="skill-name">Floralist Class</strong>. </div> <p> 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 <strong>20 Mind Points</strong>. 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). </p> <p class="additional-effect"> Additionally, if you have acquired the <strong>Verdant Sway Skill</strong>, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them). </p> </section> <footer style="margin-top: 50px; padding-top: 20px; border-top: 1px dashed #ccc" ></footer></html> |