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. if the Obelisk has more 🩸 than the player has 🧠, a Curse is triggered.
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. Each Curse has an effect and a cost in 🩸.
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 triggered, a Curse is randomly selected from the table below. If the Obelisk can afford the cost in 🩸, the Obelisk loses that amount of 🩸and the Curse's effect is applied.
 
The following are Curses with their associated cost and effect.
 
Curse of Growth 0🩸 The Obelisk gains 5🩸.
 
Curse of Flight 1🩸 All Grebes aiding players are destroyed.
 
Curse of Futility 1🩸 If gains are boosted, they are no longer boosted.
 
Curse of Snow 1🩸 The current season is set to Winter.


Curse of Stone 3🩸 The Obelisk loses 1 Cut.
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 the Mind 3🩸 Each player loses 3🧠.
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 5🩸 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