Falgren's Gift

: "Of course I'll always be with you. For I would not have been alive, across any path, in any dream... had it not been for you. Even if none of you remember this me, or any me... I remember you. I could... never forget. I lived for you... and so, I will live on in your memories. In your dreams."
After breaking through the boundaries of various realities, Falgren the Inkstained, as a colossus, imparted one last gift to the survivors of the world's end to aid them in the Shadow of Mioura. From their decision, Falgren's Gift became a way to set checkpoints and revert back to them for the purposes of creating a single most happy timeline. Upon bequeathing the gift to them, the colossus' body fell apart, having sustained too much damage in its journey to reach the only people who remembered Ealdremen.
From Falgren's Gift, the players receive a pool of ten time shards. Each facet of Falgren's Gift costs time shards, and players should treat them as very finite, valuable resources. They can only be used in the Shadow of Mioura campaign. When time travel occurs with Falgren's Gift, all player characters automatically remember the events of the timeline they just reversed, assuming they were present or otherwise aware of them happening.
A checkpoint can be set by focusing for at least ten minutes in the absence of threats, distractions, or anything that would prevent a player from taking 20. All players must be present or otherwise consent to the formation of a new checkpoint. When a checkpoint is created, large jumps in time will return to the checkpoint. Large jumps cannot be made without a checkpoint being established. Checkpoints normally do not cost time shards to create, but only one checkpoint can be set per in-game day (defined as the period between long rests). Extra checkpoints can be made by spending one time shard.
Small jumps in time cost one time shard. This represents a small cut of time, such as undoing a single action that went poorly or a very quick series of actions that tipped too far into the enemy's favor. A small jump is anything between a single d20 roll and a round of combat; anything more than that is beyond the scope of a single time shard. Time shards can only be used once per combat encounter per character; due to the power of time shards and how they are a group resource, it should be reiterated that all players should consent to the use of a time shard before it is done.
Large jumps in time reset back to the last checkpoint made, all events between the time jump and the checkpoint effectively gone and erased, only existing in memories. Such large jumps cost two time shards and require a one-round channeling time to complete.
Category:Game Mechanics
Category:Final Nightmare of Arplakoon