Saturday, November 01, 2008

Proposal: No really, there will be a test on friday

self-killed—Yoda

Adminned at 03 Nov 2008 07:02:08 UTC

Add the following text at the end of rule “Rituals”:

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 “Protection”, “Good Fortune” and “Fertility”. 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 curses are “Glass Bones”, “No Suck Luck” and “Voiceless”. 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: The first time within 48 hours that the Clansmen rolls a dice to determine success or failure, that result is inverted (Success becomes failure and vice versa).
Voiceless: The Clansmen cannot vote AGAINST (but may vote DEFERENTIAL) on the first proposal created within a 48 hour period of being cursed.

 

Comments

Bucky:

01-11-2008 23:12:39 UTC

The new No Such Luck seems more like a blessing than a curse.  If I receive one, I can just pick a fight with a Gargantuan beast, dispelling the ‘curse’ and gaining stats in the process.

Yoda:

02-11-2008 00:19:30 UTC

against It would probably be better to have the dice roll automatically come out to be the result that would give the cursed player the worst results.

arthexis: he/him

02-11-2008 01:37:45 UTC

Mmmm… but how do you know which is a worst result? Sounds kinda subjective to me?

Yoda:

02-11-2008 02:51:35 UTC

Then, you should probably consider changing it to a different curse.

arthexis: he/him

03-11-2008 02:43:36 UTC

against s/k and giving up on this one.