Cycle 14/Ruleset: Difference between revisions

Implement Proposal **grebe behaviours**
Implement Proposal **XP Rework**
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Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.


For Tasks that use Effectiveness to determine the result, Effectiveness is 1dN, where N is 24 plus the sum of all applicable Task Modifiers.
Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task that utilizes Experience, that Player should substitute their Experience value in that Task as appropriate. After a Player performs a Task their Experience in that Task is incremented by 1.


Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task they have a Task Modifier equal to their Experience in that Task. After a Player performs a Task their Experience in that Task is incremented by 1.
Subsections immediately under this rule describe Tasks.
 
Any non-integer quantities of items that would result from players performing a Task are instead rounded up.


Subsections immediately under this rule describe Tasks.
===Mining===
===Mining===
A player can enter the Crystal Quarries to mine for 💎. That player gains (Effectiveness/8)-1💎.
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎 for each 4+ rolled on 2d6.
 
Players have a Task Modifier of -8 when Mining in winter.


If the gains are Boosted the player gains 1💎 (in addition to any other gains)
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +1d6
|If the Gains are Boosted.
|-
| -1d6
|If the current Season is Winter.
|-
| +1d6
|If the current Season is not Winter.
|-
| +Nd4
|Where N is the Experience the Player has in this Task.
|}


===Herbalism===
===Herbalism===
A player can cultivate Herbs from the Greenhouse Botania. That players gains Effectiveness/4🌿.
A player can cultivate Herbs from the Greenhouse Botania. That players gains 1🌿 for each 4+ on 6d6.


If the gains are Boosted the player gains 2🌿 (in addition to any other gains)
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +2d6
|If the Gains are Boosted.
|-
| +4d6
|If the current Season is Calm Spring.
|-
| -4d6
|If the current Season is Winter or the Long Night.
|-
| +Nd4
|Where N is the Experience the Player has in this Task.
|}


===Alchemy===
===Alchemy===
A player with sufficient items can combine 1💎 and 5🌿 in their possession to create (Effectiveness/24)⚗️.
A player with sufficient items can combine 1💎 and 5🌿 in their possession to perform alchemy. That player gains 1⚗️ for each 6+ on 1d24.
 
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +Nd6
|Where N is the Experience the Player has in this Task.
|}


=== Beating of the Infernal Heart ===
=== Beating of the Infernal Heart ===
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=== Blood Acquisition ===
=== Blood Acquisition ===
A player can approach the Obelisk to try to collect its essence. That player rolls NdK, where N is the number of Cuts the Obelisk has (see Rituals, below) and K is the integer number of Kilometers the Obelisk is from the Gates. For each 1 that player rolls in this way, they gain that many 🩸.
A player can approach the Obelisk to try to collect its essence. That player rolls a number of K-sided dice where K is the integer number of Kilometers the Obelisk is from the Gates and gains 1🩸 for each K+ rolled this way.
 
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +NdK
|Where N is the number of Cuts the Obelisk has (see Rituals, below).
|-
| +NdK
|Where N is the Experience the Player has in this Task.
|}
(For example. If the obelisk had 2 Cuts, the player had 3 Experience, and the obelisk was 8 kilometers away, the player would roll 5d8 and gain 1🩸 for each 8 rolled.)


=== Befriend a Grebe ===
=== Befriend a Grebe ===
As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If Effectiveness is greater than 10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that player.
As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If the player gets at least 1 6+ on 1d10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that Player.


If a player who has befriended a Grebe has Ended their Banishment and has not become Banished again for 7 phases, it becomes Wild, and stops aiding the player but does not begin aiding the Obelisk again.
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +Nd6
|Where N is the Experience the Player has in this Task.
|}


=== Instructing a Grebe ===
=== Instructing a Grebe ===
A player that has a Grebe aiding them can attempt to have the Grebe aiding them collect materials from the wastes outside of the gates. That player gains Effectiveness/6 🌿and Effectiveness/8💎 using the same Effectiveness roll. If the effectiveness roll is 1 or 2 before any processes (division) are applied to it, as an additional effect, the Grebe becomes Wild and flees into the wastes, no longer aiding the player who befriended them or the Obelisk.
A player that has a Grebe aiding them can attempt to have the Grebe aiding them collect materials from the wastes outside of the gates. That player rolls 6d6 and gains (or suffers) the following effects:
 
* +1💎 for each 5+ rolled
* +1🌿 for each 3+ rolled (this is additive with the former).
* If the Player got 3 or more 1s on the above roll, the Grebe aiding them becomes Wild and flees into the wastes, no longer aiding the player who befriended them or the Obelisk.
 
The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +Nd6
|Where N is the Experience the Player has in this Task.
|}


===Start a Gathering===
===Start a Gathering===