Difference between revisions of "Geomancy"

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__TOC__
 
__TOC__
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<h1>Geomancy Concepts</h1>
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* ''Every character has a Territory of their own, which is represented by a tablet on the Geomantic tables.''
 +
* ''Qualities are game features that appear in Territories, and are represented by cards on the tablets.''
 +
* ''Your Territory starts on the same table as other people from your Origin. This is called your Realm''
 +
 +
<h2>Territories</h2>
 +
 +
When a shaper enters the rift, their essence is threaded into the world by the geomantic engines. This creates their Territory, a pocket of stable reality adrift in the primordial fabric of the Outworld. It is a reflection of their desires, feelings, and what they hold dear: many of them are reminiscent in some way of what they know from the Homeworld, but ultimately you choose how this manifests.
 +
 +
As part of character creation, you may name and describe your Territory. This Territory, and its description, will appear as a placard on the Geomantic tables. It will not change for as long as
 +
 +
<h2>Petitioners</h2>
 +
 +
Territories will always feature sentient human life, brought into being when the lands come together. They are mortal, and recognise the Territory's owner as their god - but otherwise have no memory that would suggest their recent creation, and live their lives as mortals do.
 +
 +
Petitioners can reach the Nexus, after some journeying. Depending on what happens to your Territory, Petitioners will appear to thank, beg, plead with or harangue you during the event. These Petitioners are played by members of crew, and are marked by an eye symbol on the centre of their forehead. You may interact with Petitioners as you please, but they cannot participate in Affronts or use items; such things are the tools of the gods. They will leave when they feel their business is concluded.
 +
 +
Petitioners never have any mana or other resources to trade. They are there to bring the consequences of your choices to life.
 +
 +
<h2>Qualities</h2>
 +
 +
Any important feature of the Outworld is called a Quality: this is a broad term to describe terrain features, human creations, exotic creatures and other things of note. Qualities are created as cards; when these cards are placed on a Territory's placard as part of Geomancy, that feature becomes real and appears in that part of the Outworld.
 +
 +
<h3>Quality Effects</h3>
 +
 +
There are many different types of Territory, appearing across the shaping lists. Each type has its own effect on the Territory it is placed on. Common effects are:
 +
 +
* "+1 [colour] mana". This means that the Quality will contribute to the Territory's production of mana of that colour.
 +
* "-1 [colour] mana". This means that the Quality will subtract from the Territory's production of mana of that colour. The lowest amount you can generate is none.
 +
* "When this Quality is placed, remove a Quality that...". This means that when you place this Quality, another one will be removed from the same Territory that matches the conditions. If no Qualities on the same Territory match that condition, it has no effect.
 +
* "[Chosen character] can collect [colour] mana from this Territory". This means that a person other than a Territory's owner will be able to claim mana from it.
 +
 +
You can create a Quality at the Shaping tables: when you do so, you will be asked for a short description (no more than 20 words) of what form the Quality takes: this may be anything appropriate to the effects of the Quality. The item card will be printed with this description on it.
 +
 +
''Example: His Indomitable Veracitousness Glaive Windborn wishes to create a Marvel Quality. This appears in the Shaping List for Devotion, which is one of Glaive’s Motives, so he can do so himself rather than get someone else to do so. He goes to the Shaping Desk, hands over the mana required (one Red mana, in this instance), and provides a suitable description - in this instance, “A garden filled with beautiful golden fowl”. The Quality card is printed with this description and handed back to him. He can now use it himself, or trade it with another.''
 +
 +
<h2>Realms</h2>
 +
 +
The protean landscape of the Outworld is divided into five broad areas called Realms, each of which is represented by one of the Geomancy tables. Your Territory begins in the same Realm as everyone else from your Origin.
 +
 +
<h3>Majesty</h3>
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 +
Majesty is used to determine a Realm's [[Geomancy#Sovereign|Sovereign]]. Majesty is generated like mana, and there are Qualities that help you increase your Majesty production. Majesty is represented by golden counters, which are placed on the Territory that creates it. Unlike mana, Majesty is not collected for use. Instead, it accumulates on your Territory over time.
 +
 +
<h1>Cycles</h1>
 +
 +
* There are five Cycles each event, which occur at set times.
 +
* In each Cycle, you can visit the Geomantic tables once. While there, you can do several actions such as:
 +
** Collect mana from your Territory.
 +
** Place one Quality.
 +
** Place or remove an Aegis (if you are a Sovereign).
 +
* Do not touch the Geomantic tables or anything on them.
 +
 +
<h2>Cycle Timing</h2>
 +
 +
There are five Cycles that run each event. For the first event, these are:
 +
 +
* Saturday 10:00 - 12:00
 +
* Saturday 13:00 - 15:00
 +
* Saturday 16:00 - 18:00
 +
* Saturday 19:00 - 21:00
 +
* Sunday 10:00 - 12:00
 +
 +
You will need to set aside a few minutes each Cycle to visit the Geomantic
 +
 +
Access to the Geomantic tables is done via queue, if busy - please do not jump or otherwise disrupt the queue, although we strongly encourage you use this time to gossip with the people either side of you.
 +
 +
You may move to observe the tables at any time, whether or not the Cycle is active. While observing the tables, you may speak quietly with other people, but must not disrupt any Geomancy in progress.
 +
 +
'''You must not touch the Geomantic tables''', or anything on them. If you are taking a move, you will instruct the Apparitions what to do and they will do it for you.
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 +
<h2>Resource Generation</h2>
 +
 +
Before a Cycle, the Apparitions will place the mana and Majesty generated by each Territory onto its placard. They do this by adding together the bonuses and minuses provided by all of the Qualities upon it.
 +
 +
''Example: The Crystal Crevasse is a Territory that finished the last Cycle with five Qualities on it -
 +
 +
*    Marvel (+1 green mana)
 +
*    Miracle (+1 green mana)
 +
*    Force (+1 red mana)
 +
*    Palace (+1 Majesty)
 +
*    Disgrace (-1 Majesty)
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Before the next Cycle, the Apparitions will place on the Territory: 0 blue mana (no Qualities), 2 green mana (Marvel + Miracle), 1 red mana (Force), and 0 Majesty (Palace - Disgrace).''
 +
 +
<h2>Your Turn</h2>
 +
 +
When you arrive at the Geomantic tables, you can take one turn. In a turn, you can do all of the following:
 +
 +
* Collect mana
 +
* Place one Quality
 +
* Transfer Majesty
 +
* Place or remove an Aegis (if you are a Sovereign)
 +
* Have your Hex cards stamped (if you are Hexed)
 +
 +
<h3>Collecting mana</h3>
 +
 +
Present your character card to the Apparition and ask to collect mana from your Territory; they will pick up the mana there and pass it to you. You may also have Qualities placed on other people's Territories that allow you to collect mana from them - if you would like to use those abilities, tell the Apparition which Territories you'd like to collect from.
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 +
<h3>Place one Quality</h3>
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You may place one Quality item card you have created anywhere you choose. Pass it to the Apparition and tell them where you want it placed; they will do so.
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If a Quality of the same type as the one you're placing already exists on the Territory, it is removed and replaced by the new one.
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If a Territory has an Aegis on it, you may only place Qualities on it Territory if you own it.
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<h3>Transfer Majesty</h3>
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If you choose, you may present your character card to the Apparition and ask to have any amount of Majesty transferred from your Territory and onto a Territory of your choice in the same Realm.
 +
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<h3>Place or remove one Aegis</h3>
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If you are a Sovereign, you may present your character card to the Apparition, and ask to place or remove an Aegis. You may place an Aegis on any Territory that does not already have one on it, or remove any Aegis already on the board.
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<h3>Have your Hexes Stamped</h3>
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If you have any Hexes, you can show your Hex card to the Apparition and they will stamp it.
  
 
<h1>Sovereigns</h1>
 
<h1>Sovereigns</h1>
  
 
<h2>Choosing A Sovereign</h2>
 
<h2>Choosing A Sovereign</h2>
----
+
 
 
[[File:Corruption.jpg|right]]
 
[[File:Corruption.jpg|right]]
 
At the end of each Cycle, Majesty is counted. The character whose has accumulated the most Majesty in their Realm is recognised by the Apparitions as its Sovereign. If this is different to the previous Sovereign, the Apparitions will announce this when the next Cycle begins.
 
At the end of each Cycle, Majesty is counted. The character whose has accumulated the most Majesty in their Realm is recognised by the Apparitions as its Sovereign. If this is different to the previous Sovereign, the Apparitions will announce this when the next Cycle begins.
  
 
If there is a tie, the Realm's existing Sovereign will be invited to choose which of the leading characters takes on the role. If they do not respond, or there is no existing Sovereign, this will be determined randomly.
 
If there is a tie, the Realm's existing Sovereign will be invited to choose which of the leading characters takes on the role. If they do not respond, or there is no existing Sovereign, this will be determined randomly.
 
<br clear=all>
 
  
 
<h2>Sovereign Roles</h2>
 
<h2>Sovereign Roles</h2>
----
 
  
 
How the rest of their Realm regards their Sovereign is likely to vary, based on their origin:
 
How the rest of their Realm regards their Sovereign is likely to vary, based on their origin:
  
- [[The_People%27s_Combine|The People's Combine]] recognises a Facilitator-General, who works to establish consensus amongst the brave crusaders of the Combine - both in rhetoric and in military affairs. Recently this role has had to be expanded to include identifying and purging the seditious Industrioclasts, who would seek to undermine this unity for their own nefarious ends.
+
* [[The_People%27s_Combine|The People's Combine]] recognises a '''Facilitator-General''', who works to establish consensus amongst the brave crusaders of the Combine - both in rhetoric and in military affairs. Recently this role has had to be expanded to include identifying and purging the seditious Industrioclasts, who would seek to undermine this unity for their own nefarious ends.
  
- The Valtarian Kingdoms asserts that their Grand High Imperatrix is the beacon of absolute moral, and thus legal, authority. They hold court with their Monarchs and, through them, seek to bring peace and virtue upon all their rightful domain. Which is to say, the entire world.
+
* The Valtarian Kingdoms asserts that their '''Grand High Imperatrix''' is the beacon of absolute moral, and thus legal, authority. They hold court with their Monarchs and, through them, seek to bring peace and virtue upon all their rightful domain. Which is to say, the entire world.
  
- The Visions of Opportunity, notoriously self-serving, have acknowledged the need for a Prime Executive to try to reconcile their disparate interests. A successful Prime Executive will coordinate the Visions into a mutually beneficial strategy, then extract whatever price they can for it.
+
* The Visions of Opportunity, notoriously self-serving, have acknowledged the need for a '''Prime Executive''' to try to reconcile their disparate interests. A successful Prime Executive will coordinate the Visions into a mutually beneficial strategy, then extract whatever price they can for it.
  
- The Walkers reside under the care of a Ranger. Where Wardens protect the lives of individual Walkers, and the Skalds attend to their philosophical health, the Ranger chooses as their vocation the safety and prosperity of the Walkers as a whole.
+
* The Walkers reside under the care of a '''Ranger'''. Where Wardens protect the lives of individual Walkers, and the Skalds attend to their philosophical health, the Ranger chooses as their vocation the safety and prosperity of the Walkers as a whole.
  
- The Penitent Order, for their part, are keen to have a new Grandmaster. They're not entirely sure what a Grandmaster does, exactly - the Sublime Concord used to do that - but they always seemed to know what they were doing, and that kind of clarity is welcome right now.
+
* The Penitent Order, for their part, are keen to have a new '''Grandmaster'''. They're not entirely sure what a Grandmaster does, exactly - the Sublime Concord used to do that - but they always seemed to know what they were doing, and that kind of clarity is welcome right now.
  
 
<h2>Sovereign Powers</h2>
 
<h2>Sovereign Powers</h2>
----
 
  
 
Sovereigns have three powers:
 
Sovereigns have three powers:
  
* At the third geomantic cycle each event, a Trophy will become available to each Realm. A Sovereign can claim their Realm's Trophy by going to the Geomantic tables and handing over one mana (of any colour) for each point of Dissonance the Realm has accrued. This amount can be paid off - and the Trophy claimed - by
+
<h3>The Sovereign's Aegis</h3>
  
Sovereigns receive Trophies on behalf of their Realm, which can be used to create powerful geomantic effects. If they are in power at the end of the event, they may also choose the name of their Realm.
+
Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it; it is a powerful defensive tool, and will be much sought after. Alternatively, they can remove an Aegis which has already been placed - whether or not it was theirs.
 +
 
 +
<h3>Collecting Trophies</h3>
 +
 
 +
A Sovereign collects Trophies on behalf of their Realm; rhese are used to create powerful geomantic effects. A Realm has three opportunities to acquire a Trophy in each event; in each instance, if they are successful, the Realm's Sovereign will receive it.
 +
 
 +
<h3>Describing The Realm</h3>
 +
 
 +
Sovereigns will be contacted at the end of the event to ask if they want to change the name and description of their Realm - the lands that stretch between its many Territories. They may submit a name and description no longer than 200 words, which will appear online and on that Realm's Geomantic table.
  
 
Sovereigns also have a special power in geomancy. Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it. Alternatively, they can remove an Aegis which has already been placed - whether or not it is theirs.
 
Sovereigns also have a special power in geomancy. Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it. Alternatively, they can remove an Aegis which has already been placed - whether or not it is theirs.
  
 
<br clear=all>
 
<br clear=all>
 +
 +
<h1>Trophies</h1>

Revision as of 02:39, 15 February 2015

Geomancy Concepts

  • Every character has a Territory of their own, which is represented by a tablet on the Geomantic tables.
  • Qualities are game features that appear in Territories, and are represented by cards on the tablets.
  • Your Territory starts on the same table as other people from your Origin. This is called your Realm

Territories

When a shaper enters the rift, their essence is threaded into the world by the geomantic engines. This creates their Territory, a pocket of stable reality adrift in the primordial fabric of the Outworld. It is a reflection of their desires, feelings, and what they hold dear: many of them are reminiscent in some way of what they know from the Homeworld, but ultimately you choose how this manifests.

As part of character creation, you may name and describe your Territory. This Territory, and its description, will appear as a placard on the Geomantic tables. It will not change for as long as

Petitioners

Territories will always feature sentient human life, brought into being when the lands come together. They are mortal, and recognise the Territory's owner as their god - but otherwise have no memory that would suggest their recent creation, and live their lives as mortals do.

Petitioners can reach the Nexus, after some journeying. Depending on what happens to your Territory, Petitioners will appear to thank, beg, plead with or harangue you during the event. These Petitioners are played by members of crew, and are marked by an eye symbol on the centre of their forehead. You may interact with Petitioners as you please, but they cannot participate in Affronts or use items; such things are the tools of the gods. They will leave when they feel their business is concluded.

Petitioners never have any mana or other resources to trade. They are there to bring the consequences of your choices to life.

Qualities

Any important feature of the Outworld is called a Quality: this is a broad term to describe terrain features, human creations, exotic creatures and other things of note. Qualities are created as cards; when these cards are placed on a Territory's placard as part of Geomancy, that feature becomes real and appears in that part of the Outworld.

Quality Effects

There are many different types of Territory, appearing across the shaping lists. Each type has its own effect on the Territory it is placed on. Common effects are:

  • "+1 [colour] mana". This means that the Quality will contribute to the Territory's production of mana of that colour.
  • "-1 [colour] mana". This means that the Quality will subtract from the Territory's production of mana of that colour. The lowest amount you can generate is none.
  • "When this Quality is placed, remove a Quality that...". This means that when you place this Quality, another one will be removed from the same Territory that matches the conditions. If no Qualities on the same Territory match that condition, it has no effect.
  • "[Chosen character] can collect [colour] mana from this Territory". This means that a person other than a Territory's owner will be able to claim mana from it.

You can create a Quality at the Shaping tables: when you do so, you will be asked for a short description (no more than 20 words) of what form the Quality takes: this may be anything appropriate to the effects of the Quality. The item card will be printed with this description on it.

Example: His Indomitable Veracitousness Glaive Windborn wishes to create a Marvel Quality. This appears in the Shaping List for Devotion, which is one of Glaive’s Motives, so he can do so himself rather than get someone else to do so. He goes to the Shaping Desk, hands over the mana required (one Red mana, in this instance), and provides a suitable description - in this instance, “A garden filled with beautiful golden fowl”. The Quality card is printed with this description and handed back to him. He can now use it himself, or trade it with another.

Realms

The protean landscape of the Outworld is divided into five broad areas called Realms, each of which is represented by one of the Geomancy tables. Your Territory begins in the same Realm as everyone else from your Origin.

Majesty

Majesty is used to determine a Realm's Sovereign. Majesty is generated like mana, and there are Qualities that help you increase your Majesty production. Majesty is represented by golden counters, which are placed on the Territory that creates it. Unlike mana, Majesty is not collected for use. Instead, it accumulates on your Territory over time.

Cycles

  • There are five Cycles each event, which occur at set times.
  • In each Cycle, you can visit the Geomantic tables once. While there, you can do several actions such as:
    • Collect mana from your Territory.
    • Place one Quality.
    • Place or remove an Aegis (if you are a Sovereign).
  • Do not touch the Geomantic tables or anything on them.

Cycle Timing

There are five Cycles that run each event. For the first event, these are:

  • Saturday 10:00 - 12:00
  • Saturday 13:00 - 15:00
  • Saturday 16:00 - 18:00
  • Saturday 19:00 - 21:00
  • Sunday 10:00 - 12:00

You will need to set aside a few minutes each Cycle to visit the Geomantic

Access to the Geomantic tables is done via queue, if busy - please do not jump or otherwise disrupt the queue, although we strongly encourage you use this time to gossip with the people either side of you.

You may move to observe the tables at any time, whether or not the Cycle is active. While observing the tables, you may speak quietly with other people, but must not disrupt any Geomancy in progress.

You must not touch the Geomantic tables, or anything on them. If you are taking a move, you will instruct the Apparitions what to do and they will do it for you.

Resource Generation

Before a Cycle, the Apparitions will place the mana and Majesty generated by each Territory onto its placard. They do this by adding together the bonuses and minuses provided by all of the Qualities upon it.

Example: The Crystal Crevasse is a Territory that finished the last Cycle with five Qualities on it -

  • Marvel (+1 green mana)
  • Miracle (+1 green mana)
  • Force (+1 red mana)
  • Palace (+1 Majesty)
  • Disgrace (-1 Majesty)

Before the next Cycle, the Apparitions will place on the Territory: 0 blue mana (no Qualities), 2 green mana (Marvel + Miracle), 1 red mana (Force), and 0 Majesty (Palace - Disgrace).

Your Turn

When you arrive at the Geomantic tables, you can take one turn. In a turn, you can do all of the following:

  • Collect mana
  • Place one Quality
  • Transfer Majesty
  • Place or remove an Aegis (if you are a Sovereign)
  • Have your Hex cards stamped (if you are Hexed)

Collecting mana

Present your character card to the Apparition and ask to collect mana from your Territory; they will pick up the mana there and pass it to you. You may also have Qualities placed on other people's Territories that allow you to collect mana from them - if you would like to use those abilities, tell the Apparition which Territories you'd like to collect from.

Place one Quality

You may place one Quality item card you have created anywhere you choose. Pass it to the Apparition and tell them where you want it placed; they will do so.

If a Quality of the same type as the one you're placing already exists on the Territory, it is removed and replaced by the new one.

If a Territory has an Aegis on it, you may only place Qualities on it Territory if you own it.

Transfer Majesty

If you choose, you may present your character card to the Apparition and ask to have any amount of Majesty transferred from your Territory and onto a Territory of your choice in the same Realm.

Place or remove one Aegis

If you are a Sovereign, you may present your character card to the Apparition, and ask to place or remove an Aegis. You may place an Aegis on any Territory that does not already have one on it, or remove any Aegis already on the board.

Have your Hexes Stamped

If you have any Hexes, you can show your Hex card to the Apparition and they will stamp it.

Sovereigns

Choosing A Sovereign

Corruption.jpg

At the end of each Cycle, Majesty is counted. The character whose has accumulated the most Majesty in their Realm is recognised by the Apparitions as its Sovereign. If this is different to the previous Sovereign, the Apparitions will announce this when the next Cycle begins.

If there is a tie, the Realm's existing Sovereign will be invited to choose which of the leading characters takes on the role. If they do not respond, or there is no existing Sovereign, this will be determined randomly.

Sovereign Roles

How the rest of their Realm regards their Sovereign is likely to vary, based on their origin:

  • The People's Combine recognises a Facilitator-General, who works to establish consensus amongst the brave crusaders of the Combine - both in rhetoric and in military affairs. Recently this role has had to be expanded to include identifying and purging the seditious Industrioclasts, who would seek to undermine this unity for their own nefarious ends.
  • The Valtarian Kingdoms asserts that their Grand High Imperatrix is the beacon of absolute moral, and thus legal, authority. They hold court with their Monarchs and, through them, seek to bring peace and virtue upon all their rightful domain. Which is to say, the entire world.
  • The Visions of Opportunity, notoriously self-serving, have acknowledged the need for a Prime Executive to try to reconcile their disparate interests. A successful Prime Executive will coordinate the Visions into a mutually beneficial strategy, then extract whatever price they can for it.
  • The Walkers reside under the care of a Ranger. Where Wardens protect the lives of individual Walkers, and the Skalds attend to their philosophical health, the Ranger chooses as their vocation the safety and prosperity of the Walkers as a whole.
  • The Penitent Order, for their part, are keen to have a new Grandmaster. They're not entirely sure what a Grandmaster does, exactly - the Sublime Concord used to do that - but they always seemed to know what they were doing, and that kind of clarity is welcome right now.

Sovereign Powers

Sovereigns have three powers:

The Sovereign's Aegis

Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it; it is a powerful defensive tool, and will be much sought after. Alternatively, they can remove an Aegis which has already been placed - whether or not it was theirs.

Collecting Trophies

A Sovereign collects Trophies on behalf of their Realm; rhese are used to create powerful geomantic effects. A Realm has three opportunities to acquire a Trophy in each event; in each instance, if they are successful, the Realm's Sovereign will receive it.

Describing The Realm

Sovereigns will be contacted at the end of the event to ask if they want to change the name and description of their Realm - the lands that stretch between its many Territories. They may submit a name and description no longer than 200 words, which will appear online and on that Realm's Geomantic table.

Sovereigns also have a special power in geomancy. Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it. Alternatively, they can remove an Aegis which has already been placed - whether or not it is theirs.


Trophies