User:Veganzombeh/ObeliskCurses

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Revision as of 15:10, 17 July 2023 by Veganzombeh (talk | contribs)

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.

As a Task, a player can attempt to ready themselves for the coming ordeal. That player gains 1🧠 for each 2+ rolled on 10d6.

The following conditions add or subtract dice from the above roll:

Dice Condition +1d2 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:

When a Gathering is completed, a random contributor is selected. if the Obelisk has more 🩸 than the player has 🧠, a Curse is triggered.

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 🩸.

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 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.

Curse of Fright 3🩸 Each player gains 1 👁.

Curse of Loss 5🩸 Select a random type of Ritual Component. All Ritual Components of that type are destroyed.

Curse of Renewal 10🩸