Friday, September 13, 2013

Proposal: I Put a Spell on You

Fails 1-4. — Quirck

Adminned at 15 Sep 2013 10:42:31 UTC

Add a new rule entitled “Enchantments”:

Each Apprentice may be affected by one or more Enchantments, tracked in the GNDT. An Apprentice may not have more than one instance of the same Enchantment unless explicitly stated otherwise. The possible Enchantments are:

* Haste - An Apprentice with Haste can perform each Weekly Action an additional time per week.
* Slow - An Apprentice with Slow may not perform Weekly Actions. If an Apprentice ever has both Haste and Slow, they immediately lose both.
* Bounty - An Apprentice with Bounty may add the sum of each Apprentice’s Mastery of the Arcane Domain to their Energy as a Weekly Action.

Add a new subrule to “Powers” titled “Enchant”:

Effect: Add [Enchantment] to [Apprentice]‘s Enchantments.
Cost: 3

Add another subrule to “Powers” titled “Disenchant”:

Effect: Remove [Enchantment] from [Apprentice]‘s Enchantments.
Cost: 3

Add a subrule to “Paramaters” titled “Enchantment”:

* any Enchantment - X5 (difficulty: A4)
* Haste - X3 (difficulty: T2)
* Slow - X2 (difficulty: T2)
* Bounty - X3 (difficulty: N2)



09-13-2013 19:46:40 UTC

against Suppose someone had the “Haste” Enchantment active.  Then they could perform the Recharging action an additional time (everyone gains Energy).  I think this would lead to us having far too much energy overall.

It’s a good idea, but I don’t like this possibility.


09-13-2013 20:25:37 UTC

I like the idea itself, too, but I think those effects might be too powerful, maybe.


09-13-2013 20:33:20 UTC

Spitemaster, I actually don’t think they can do that, since “Weekly action” is defined in the ruleset beside “communal weekly action”, so I would think weekly action does not include communal actions or does it?

Clucky: HE/HIM

09-13-2013 23:30:01 UTC

Communal actions are not weekly communal actions and Bounty just looks grindly against


09-14-2013 06:16:24 UTC