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===== Elements ===== | ===== Elements ===== | ||
− | Rituals that incorporate the Vestige of Elements can warp the world itself. The sea and sky, the Earth end even the sun's light all bend before a master of Elements. Rituals can raise terrible storms, or quell them and even twist the fabric of space and time. The curse of Elements is that every place touched by it's power is unnatural and tinged with the nature of the Tempest. Even when the Ritual ends a storm the result is not calm but an oppressive | + | Rituals that incorporate the Vestige of Elements can warp the world itself. The sea and sky, the Earth end even the sun's light all bend before a master of Elements. Rituals can raise terrible storms, or quell them and even twist the fabric of space and time. The curse of Elements is that every place touched by it's power is unnatural and tinged with the nature of the Tempest. Even when the Ritual ends a storm the result is not calm but an oppressive science that can cause madness to those within. |
===== Fecundity ===== | ===== Fecundity ===== | ||
− | Rituals that incorporate the Vestige of Fecundity can bestow the Tribe's life giving elements upon others. They can gift, or curse, other's with strange biological mutations. Reproduction, both physically and as a concept, fall under the purview of Fecundity. The curse of Fecundity is that no life | + | Rituals that incorporate the Vestige of Fecundity can bestow the Tribe's life giving elements upon others. They can gift, or curse, other's with strange biological mutations. Reproduction, both physically and as a concept, fall under the purview of Fecundity. The curse of Fecundity is that no life can safely hold divine Ichor. The Tribe's gifts are cancerous corrupting things. |
===== Might ===== | ===== Might ===== | ||
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==== Portents ==== | ==== Portents ==== | ||
− | The fetters of geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to the movement | + | The fetters of geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to the movement of the planets and the changing of the tide. At no time is this expression stronger than when working the most abstract of their powers. |
− | All | + | All the sample Rituals have one favourable tide and one hostile tide – the two are almost always opposite – as well as one favourable planet and one hostile planet. Every Leviathan's Rituals are different and not all follow the above system. Most Leviathan's have a unique style to their Rituals, they find a core of genuine Eldrich Lore and transform it into the product of a Tribal culture that never was. The Portent is designed in part to give the Ritual system something that can easily be modified and has more mechanical weight than a description of how a Ritual functions. However, for simplicity the sample Rituals all use the planets of the Western Zodiac and a system of four tides of our own creation. |
+ | |||
+ | When the stars are right rituals are more effective. Each auspicious Portent that shines upon a Ritual gives +1 to the dicepool. However each ominous Portent gives a -1. If both auspicious Portents and neither ominous Portent are true then the dice pool also gets 9again however attempting a Ritual when both ominous Portents are true without the security of either auspicious Portent degrades a normal Failure into a Dramatic Failure. Fortunately under the following system each 12 hour tidal cycle is divided into four tides that last four hours. Only the most ignorant or desperate Leviathan need perform a Ritual against a hostile tide. | ||
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+ | ===== Sidebar: Increasing the power of Portents (Optional Rule) ===== | ||
+ | |||
+ | For simplicity we've kept the number of Portants in every Ritual to a minimum. It does however make sense that more powerful Rituals would require a more intricate balance of signs. Storytellers who wish to focus on the religious themes have two options for expanding the power of Portents. These rules may be done on a player by player basis, after all every Leviathan's Rituals are unique. | ||
+ | |||
+ | The first is to increase the number of ominous, but not auspicious, portents to represent the increased difficulty of more powerful Rituals. Either one negative portent per Dot or per two Dots rounded up. | ||
+ | |||
+ | The second is to allow the players to change the amount of portents in a Ritual in exchange for Experience points. Every auspicious Portent increases the cost by one and every ominous Portent decreases the cost of the Ritual by one. The Storyteller may include a minimum number of Portents. | ||
+ | |||
+ | When changing the number of Portents the Storyteller should consider how how this changes the probability of getting only and all auspicious or ominous Portents. We recommend that the current effects occur if either side outnumbers the other by two Portents. If one side outnumbers the other by a whole four Portents consider indroducing a further effect respectively: 8again and no rerolls with 1s subtracting successes. | ||
===== Sidebar: Signs and Symbols ===== | ===== Sidebar: Signs and Symbols ===== | ||
− | + | If you are creating your own rituals and wish to include them within this system here are descriptions of the signs used: | |
* High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his own strength. | * High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his own strength. |