User:Veganzombeh/ObeliskCurses: Difference between revisions

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Remove "⚡Resolve" from the list of Ritual Components.
'''Append the following to the "Rituals" rule:'''


'''Append the following to the Ritual Components rule:'''
When a Gathering is completed, a random contributor and a random curse are chosen. That curse is then applied to that contributor.


The following are Ritual Components that cannot be traded between players:  
'''Add the following as a new rule entitled "Curses":'''.


* ⚡ Resolve
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.


* 👁️ Paranoia
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.


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


* 📜 Abstrusity
{| class="wikitable"
 
|+
'''Add the following as a new section entitled "Research" under the Tasks rule:'''
!Name
 
!Cost
As a Task a player can scour the archives in an attempt to arm themselves with knowledge. Player gains the following based on Effectiveness:
!Effect
 
|-
* <9: 1 👁️
|Curse of Blood
 
|0🩸
* 9-24: 1 🔍
|The Obelisk gains 5🩸.
 
|-
* >24: 1 📜
|Curse of Return
'''Add the following as a new section entitled "Reflection" within the "Tasks" rule:'''
|0🩸
 
|All 🩸 owned by the victim is transferred to the Obelisk.
As a Task a player can seclude themselves to reflect for a while. The player loses any Paranoia they have.
|-
 
|Curse of Moss
'''Add the following as a new section entitled "Tainted Ritual Components" within the "Items" rule:'''
|1+XP🩸
 
|All of the victim's 💎 turn into 🌿.
Ritual Components are either Benign or Tainted. Unless otherwise specified they are Benign.  
|-
 
|Curse of Banishment
Tainted Ritual Components have a Benign counterpart and can be contributed to Gatherings in place of their Benign counterpart.
|2+XP🩸
 
|The victim is banished for 7 days.
If a Player has any Paranoia, any Ritual Components they gain from Tasks immediately transform into their Tainted counterparts, if one exists.  
|-
 
|Curse of Abandonment
The following are Tainted Ritual Components, with their benign counterparts listed in brackets.  
|2+XP🩸
 
|All 🐦 owned by the victim are transferred to the Obelisk.
* 🍂 Withered Herb (🌿)
|-
 
|Curse of Futility
* 🦴 Fossil ??? Idk (💎)
|2+XP🩸
 
|If gains are boosted, they cease to be boosted.
* 🧪 Rancid Reagent (⚗️)
|-
 
|Curse of Frost
 
|2+XP🩸
'''Append the following to each of the ritual sections within the "Rituals" rule:'''
|The current season is set to Winter.
 
|-
'''Side Effect:''' None.
|Curse of Forgetfulness
 
|2+XP🩸
'''Adverse Effect:''' None.
|The player loses 2 experience in the Task (or Tasks) they have the most experience in.
 
|-
 
|Curse of the Nests
'''Todo:'''
|2+XP🩸
 
|The Obelisk gains 1🐦, unless it already has 5 or more.
Ritual Effectiveness is calculated when the Gathering is finalised. Tainted Components lower Effectiveness, Insight raises it. Abstrusity maxes it out. Effectiveness determines whether you get Main Effect/Side Effect/Adverse Effect.
|-
 
|Curse of the Murmuration
Give each Ritual real Side Effect/Adverse Effect.
|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