Proposal: Be sure to rite this down
vetoed—Yoda
Adminned at 01 Nov 2008 14:36:37 UTC
Add the following text at the end of rule “Ritualsâ€:
All decisions made for a ritual shall be documented in the GNDT as a comment at the time of making any dice rolls for that ritual or before it, but never after the roll is made.
Add a sub-rule “Rain Dance” to rule “Rituals” that reads:
When this ritual is performed, the Clansmen specifies a type of blessing that will be bestowed on another Clansmen, as well as which Clansmen (which can also be themselves) will receive the blessing. The available curses are “Protectionâ€, “Good Fortune†and “Fertilityâ€. The Clansmen then rolls DICEX where X is their honor. If the result is equal to or greater than Quorum, the ritual succeeds and the following effect occurs depending on the choice taken (else the ritual fails):
Protection: The next time the Clansmen would be Damaged (including Crushing Damage) within 48 hours, that Damage doesn’t happen instead and this effect ends.
Good Fortune: The next time the Clansmen rolls a dice by themselves within 48 hours, they may choose to comment “Good Fortune†on the GNDT, ignore the first result and roll again.
Fertility: The first time within 48 hours that one or more of the Clansmen’s stats would be raised, that clansmen may increase those stats again once by the same amount.
Add a sub-rule “Sowing Salt” to rule “Rituals” that reads:
When this ritual is performed, the Clansmen specifies a type of curse that will be dumped on another Clansmen, as well as which Clansmen (which can also be themselves) will receive the curse. The available blessings are “Glass Bonesâ€, “No Suck Luck†and “Voicelessâ€. The Clansmen then rolls DICEX where X is their honor. When a Clansmen attempts this ritual, they take Damage, regardless of its success of failure. If the result is equal to or smaller than Quorum, the ritual succeeds and the following effect occurs depending on the choice taken (else the ritual fails):
Glass Bones: The next time the Clansmen would be Damaged (excluding Crushing Damage) within 48 hours, that Damage counts as Crushing Damage instead and the effect ends.
No Such Luck: For 48 hours the Clansmen cannot take any action that would require them to roll dice by themselves.
Voiceless: The Clansmen cannot vote AGAINST (but may vote DEFERENTIAL) on any the first proposal created within a 48 hour period of being cursed.