Difference between revisions of "Offering"
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In this game, offerings grant you [[Ritual Point]]s. Every ritual requires you to amass a certain number of Ritual Points. | In this game, offerings grant you [[Ritual Point]]s. Every ritual requires you to amass a certain number of Ritual Points. | ||
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;Cooperation | ;Cooperation | ||
:Two heads are better than one. Several mages acting in tandem can split the check so to speak. You gain one Ritual Point for every rank of the element needed from each mage. | :Two heads are better than one. Several mages acting in tandem can split the check so to speak. You gain one Ritual Point for every rank of the element needed from each mage. | ||
+ | ;Time | ||
+ | :Time is money, after all. The longer you spend on a ritual, the quicker it comes to pass. You gain five Ritual Points for every hour spent casting a ritual. If you have more than one mage participating, you gain five points per mage per hour. | ||
;Wealth | ;Wealth | ||
− | :Some rituals can be paid with actual valuable materials: precious metals | + | :Some rituals can be paid with actual valuable materials: precious metals, precious gems, and solid mana, for example. These type of offerings are consumed as part of the ritual, and vanish in spectacular fashion. You gain one Ritual Point for every 500𝕤 worth of wealth. |
− | ; | + | ;Events |
− | : | + | :Holidays fall on specific days for a reason: there's something special about that exact page on the calendar. The solstices, the equinoxes, the full moons, the new moons. You gain ten Ritual Points when performing the ritual within a month named after the element, twenty if it takes place on a day of note. The winter solstice relates to Fire, the summer solstice relates to Ice. The vernal equinox relates to Verdance, the autumnal equinox relates to Ruin. The new moon relates to Dark, the full moon relates to Light. |
;Location | ;Location | ||
− | :Any great business owner will tell you that location is everything. Some places are just better suited to rituals than others. The site of an ancient war, the place of birth of some notable wizard, or the intersection of two ley lines. You gain ten Ritual Points for special | + | :Any great business owner will tell you that location is everything. Some places are just better suited to rituals than others. The site of an ancient war, the place of birth of some notable wizard, or the intersection of two ley lines. You gain ten Ritual Points for performing a ritual in a special location, twenty if it directly relates to the element needed. |
;Relics | ;Relics | ||
− | :We've all heard of objects with great mystical power. The skull of an ancient priest, the wand of an archmage, or the throne of a tyrant. You gain ten Ritual Points for involving a relic, twenty if it was previously involved in the same ritual. | + | :We've all heard of objects with great mystical power. The skull of an ancient priest, the wand of an archmage, or the throne of a tyrant. You gain ten Ritual Points for involving a relic, twenty if it was previously involved in the same ritual. |
− | ; | + | ;Sacrifice |
− | : | + | :Blood. Livestock. People. All of these make acceptable sacrifices. Sacrificial offerings help offset the cost of rituals involving the Dark or Ruin elements. Any amount of a participating mage's blood grants five ritual points. An animal grants ten. A person grants twenty. A self-sacrifice grants fifty (and can only be used for Light or Verdance). |
Revision as of 15:30, 19 May 2018
When a ritual is performed, an offering is the payment required to balance the ledger. One ritual can put you further in debt than another. Payment is due up front; the universe isn't in the habit of making personal loans.
In this game, offerings grant you Ritual Points. Every ritual requires you to amass a certain number of Ritual Points.
- Cooperation
- Two heads are better than one. Several mages acting in tandem can split the check so to speak. You gain one Ritual Point for every rank of the element needed from each mage.
- Time
- Time is money, after all. The longer you spend on a ritual, the quicker it comes to pass. You gain five Ritual Points for every hour spent casting a ritual. If you have more than one mage participating, you gain five points per mage per hour.
- Wealth
- Some rituals can be paid with actual valuable materials: precious metals, precious gems, and solid mana, for example. These type of offerings are consumed as part of the ritual, and vanish in spectacular fashion. You gain one Ritual Point for every 500𝕤 worth of wealth.
- Events
- Holidays fall on specific days for a reason: there's something special about that exact page on the calendar. The solstices, the equinoxes, the full moons, the new moons. You gain ten Ritual Points when performing the ritual within a month named after the element, twenty if it takes place on a day of note. The winter solstice relates to Fire, the summer solstice relates to Ice. The vernal equinox relates to Verdance, the autumnal equinox relates to Ruin. The new moon relates to Dark, the full moon relates to Light.
- Location
- Any great business owner will tell you that location is everything. Some places are just better suited to rituals than others. The site of an ancient war, the place of birth of some notable wizard, or the intersection of two ley lines. You gain ten Ritual Points for performing a ritual in a special location, twenty if it directly relates to the element needed.
- Relics
- We've all heard of objects with great mystical power. The skull of an ancient priest, the wand of an archmage, or the throne of a tyrant. You gain ten Ritual Points for involving a relic, twenty if it was previously involved in the same ritual.
- Sacrifice
- Blood. Livestock. People. All of these make acceptable sacrifices. Sacrificial offerings help offset the cost of rituals involving the Dark or Ruin elements. Any amount of a participating mage's blood grants five ritual points. An animal grants ten. A person grants twenty. A self-sacrifice grants fifty (and can only be used for Light or Verdance).