User:Veganzombeh/ObeliskCurses: Difference between revisions

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'''Append the following to the list of Ritual Components in the "Ritual Compenents" rule:
🧠 Sanity
'''In the "Ritual Components" section, amend:'''
Unlike other Ritual Components, ⚡️ cannot be traded.
'''to read:'''
Unlike other Ritual Components, ⚡ and 🧠 cannot be traded.
'''Add a new section entitled "Steel Self" in the "Tasks" rule:'''
As a Task, a player can attempt to steel themselves for the fight against the Obelisk. That player gains 1🧠 for each 3+ rolled on 10d6.
The following conditions add or subtract dice from the above roll:
Dice Condition
+1d3 Where N is the Experience the Player has in this Task.
+1d6  If the season if Calm Spring.
'''Append the following to the "Rituals" rule:'''
'''Append the following to the "Rituals" rule:'''


When a Gathering is completed, a random contributor is selected. The effect of a random Curse with a 🧠 threshold greater or equal to the the amount of 🧠 the selected player owns is then applied.
When a Gathering is completed, a random contributor and a random curse are chosen. That curse is then applied to that contributor.


'''Add the following as a new rule entitled "Curses":'''.
'''Add the following as a new rule entitled "Curses":'''.


A Curse is an action the Obelisk can take to harm players.
A Curse is an action the Obelisk can take to harm players. Curses have a cost in 🩸 and effect and are listed in the table below.
 
The following are Curses with their associated threshold and effect.
 
Curse of Paranoia 20🧠 Selected player loses 5🧠.
 
Curse of Unease 20🧠 All players lose 1🧠.
 
Curse of Flight 8🧠 All Grebes aiding players are destroyed.
 
Curse of Futility 8🧠 If gains are boosted, they are no longer boosted.
 
Curse of Snow 8🧠 The current season is set to Winter.
 
Curse of Stone 5🧠 The Obelisk loses 1 Cut.


Curse of the Mind 5🧠  Each player loses 3🧠.
When a curse is applied to a player, if the Obelisk can afford the cost then it loses that many 🩸. After the cost has been paid, if the player has a 🐦, it protects them from the curse and they lose 1🐦. Otherwise, the curse's effect is applied.


Curse of Ruin 5🧠  Select a random type of Ritual Component. All Ritual Components of that type are destroyed.
In the table below XP refers to the experience of the starter of gathering that triggered the curse in the "Start a Gathering" task.


Curse of Ruin Select a random type of Ritual Component. All Ritual Components of that type are destroyed.
{| class="wikitable"
|+
!Name
!Cost
!Effect
|-
|Curse of Blood
|0🩸
|The Obelisk gains 5🩸.
|-
|Curse of Return
|0🩸
|All 🩸 owned by the victim is transferred to the Obelisk.
|-
|Curse of Moss
|1+XP🩸
|All of the victim's 💎 turn into 🌿.
|-
|Curse of Banishment
|2+XP🩸
|The victim is banished for 7 days.
|-
|Curse of Abandonment
|2+XP🩸
|All 🐦 owned by the victim are transferred to the Obelisk.
|-
|Curse of Futility
|2+XP🩸
|If gains are boosted, they cease to be boosted.
|-
|Curse of Frost
|2+XP🩸
|The current season is set to Winter.
|-
|Curse of Forgetfulness
|2+XP🩸
|The player loses 2 experience in the Task (or Tasks) they have the most experience in.
|-
|Curse of the Nests
|2+XP🩸
|The Obelisk gains 1🐦, unless it already has 5 or more.
|-
|Curse of the Murmuration
|3+XP🩸
|All 🐦 owned by any players are transferred to the Obelisk.
|-
|Curse of Haste
|4+XP🩸
|The Obelisk advances 1km.
|-
|Curse of Enduring
|6+XP🩸
|The Obelisk loses 1 Cut.
|-
|Curse of Ruin  
|6+XP🩸
|A random type of Ritual Component must be selected and then all Ritual Components of that type are destroyed
|}

Latest revision as of 23:39, 24 July 2023

Append the following to the "Rituals" rule:

When a Gathering is completed, a random contributor and a random curse are chosen. That curse is then applied to that contributor.

Add the following as a new rule entitled "Curses":.

A Curse is an action the Obelisk can take to harm players. Curses have a cost in 🩸 and effect and are listed in the table below.

When a curse is applied to a player, if the Obelisk can afford the cost then it loses that many 🩸. After the cost has been paid, if the player has a 🐦, it protects them from the curse and they lose 1🐦. Otherwise, the curse's effect is applied.

In the table below XP refers to the experience of the starter of gathering that triggered the curse in the "Start a Gathering" task.

Name Cost Effect
Curse of Blood 0🩸 The Obelisk gains 5🩸.
Curse of Return 0🩸 All 🩸 owned by the victim is transferred to the Obelisk.
Curse of Moss 1+XP🩸 All of the victim's 💎 turn into 🌿.
Curse of Banishment 2+XP🩸 The victim is banished for 7 days.
Curse of Abandonment 2+XP🩸 All 🐦 owned by the victim are transferred to the Obelisk.
Curse of Futility 2+XP🩸 If gains are boosted, they cease to be boosted.
Curse of Frost 2+XP🩸 The current season is set to Winter.
Curse of Forgetfulness 2+XP🩸 The player loses 2 experience in the Task (or Tasks) they have the most experience in.
Curse of the Nests 2+XP🩸 The Obelisk gains 1🐦, unless it already has 5 or more.
Curse of the Murmuration 3+XP🩸 All 🐦 owned by any players are transferred to the Obelisk.
Curse of Haste 4+XP🩸 The Obelisk advances 1km.
Curse of Enduring 6+XP🩸 The Obelisk loses 1 Cut.
Curse of Ruin 6+XP🩸 A random type of Ritual Component must be selected and then all Ritual Components of that type are destroyed