Difference between revisions of "Rules"

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[[Combat#Nominating A Second|Nominating A Seconrd]]<br>
 
[[Combat#Nominating A Second|Nominating A Seconrd]]<br>
 
[[Combat#Resolving An Affront|Resolving An Affront]]<br>
 
[[Combat#Resolving An Affront|Resolving An Affront]]<br>
[[Combat#Applying Hexes|Applying Hezes]]<br>
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[[Combat#Applying Hexes|Applying Hexes]]<br>
 
[[Combat#Breaches Of Procedure|Breaches Of Procedure]]<br>
 
[[Combat#Breaches Of Procedure|Breaches Of Procedure]]<br>
  

Revision as of 12:08, 12 February 2015

Mechanicflowchart.jpg

The Game

Events.jpg

ReGenesis will run in a fixed series of six events, starting in 2016 and running twice a year thereafter.

Our aim is to use a different site for each event, reflecting the changing nature of the geomantic nexus - so you may find yourself in a country home at one event, an abandoned steel mill at another, and so on. We are currently reviewing our options for the first site, but it will be no further south than London and no further north than York. Each event will run from 8pm on Friday evening to 2pm on Sunday afternoon.

Attendance for the first event will be limited to 60 characters, with approximately 20 crew. That limit is further split between the origin cultures - 12 apiece from the Penitents, People's Combine, Valtarian Kingdoms, Visions of Opportunity, and the Walkers. These will be assigned on a first-come, first-served basis after character generation goes live. Once play begins, the restriction on numbers by culture is removed.

There is an IC reason that ReGenesis has a fixed run of six events: when creating the Outworld and the geomantic engines, the Sublime Concord built in a failsafe. At the end of the sixth event, the geomantic engines will power down, and the shaper's gift will fade with them. You will be left mortal once again, to live the remainder of your lives in the world you have created.


Policies

Shaping

Motives

Motivesequipment.jpg

What defines a shaper's ability is the will and purpose behind it. When you create your character, there are seven Motives to choose from: Challenge, Devotion, Gratification, Influence, Knowledge, Loyalty, and Supremacy. You may choose two of the three Motives favoured by your culture, or one that is not.

Motives determine how you can augment your character's relationships into powerful Tethers - more on these next week. They also determine what you can shape: each of the seven Motives has a unique list of items that they can create with mana, the contents of which are universal knowledge. Once created, items can be freely traded or given to others.


Shaped Items

Shaped Items.jpg

Characters do not learn new skills; they are already as powerful as gods. They can increase their capabilities through Tethers they forge with others (more on these later), and through Shaping items. This is a process of using mana to enrich a mundane item with divine-grade power. When you equip that item, you gain its abilities.

In the world of ReGenesis, magic and technology are one and the same - possibilities made real by the ingenuity and hard work of shapers. To this end, we use an open physrepping system. An item's description will tell you whether it is one-handed or two-handed, an outfit, or an accessory. It will also tell you whether it can be used to parry melee attacks, and thus needs to be LRP-safe. You can then pick a prop that matches these requirements, the effects it creates, and your own characterisation.

For example, you may have an item that reads:

One-Handed, 4 Red Mana:

- Stunt: You may call ‘YOU: HA!’

- Stunt, 1 Morale: You may call ‘YOU, FZAM!’

- Stunt, 3 Morale: You may call ‘YOU LOT, FZAM!’

This might take the form of a flame pistol in the People's Combine, a bone wand in the Valtarian Kingdoms, an acid-spitting symbiote in the Walkers, a neural jammer in Opportunity, or a chakra disruptor carried by a Penitent.

If you have more than one Motive, you also have access to a secret shaping list of advanced items. There are twenty-one of these, one for each potential combination of Motives - not all of which are attainable without the careful use of Tethers.


Combat

Affronts

AffrontsandHexes.jpg

At events, shapers inhabit the vast geomantic apparatus left behind by the Sublime Concord. They hold sway over reality, and as such cannot be hurt by one another except in an Affront.

Anyone can declare an Affront against anyone else, and they will be given a time when it will be resolved. At this time, the challenger and defender make their way to the duelling grounds, where each will be given the opportunity to call forward three team-mates (who must consent).

Once both sides have had their opportunity to speak their part before the assembled onlookers, battle is joined. The four-on-four duel continues until all members of one team are taken out of the fight.

The members of the winning team who are still standing can each place a Hex - a shaped curse - on a member of the losing team. The most vicious Hex is lethal, but all of them have cruel and debilitating effects.


Declaring An Affront
Naming Supporters
Nominating A Seconrd
Resolving An Affront
Applying Hexes
Breaches Of Procedure

Morale

Morale.jpg

ReGenesis uses a single tracked number, Morale, in combat. Morale represents a combination of your physical health, fatigue, resolve, and the condition of your equipment. Each character has a maximum Morale they can attain, typically five, and is taken out of the fight if they reach zero.

You lose Morale by getting hit with attacks. You gain Morale from the support of your allies' abilities, and from some items - ones that unlock victory taunts, for example.

Have Morale to spare? Spend it on unleashing supermoves.


Calls

Damage Calls.jpg

There are eight calls in ReGenesis: the basic damage call ('HA!'), four special damage calls ('FZAM!', 'POW!', 'SHANG!", and 'WUMF!'), and three special calls ('GET SOME!', '-UP!', and 'REVIVE!').

Shapers are not felled by casual violence; to hurt one, you need your full focus and conviction behind each blow. After each call you make, you must wait at least five seconds before making the next one.

Making Calls
Effect Calls
Call Prefixes
Reactive Calls



Stunts

Stunts.jpg

Ranged attacks, and many support abilities, need you to perform a Stunt first. This is a combination of movement and speech (or sound effects from your equipment) that lasts at least five seconds. You should design your own Stunts to fit your characterisation, and the ability in question. These will help you time your attacks, and look fantastic.

While changes of footing for the purposes of posing and wild gesticulation is allowed (and encouraged), you may not move from the spot you are standing while you are performing a Stunt. Moving from the spot (or being hit by a FZAM!, POW!, or WUMF! call's special effect) will cause the Stunt to fail, and it must be started again.


Geomancy

Mana


Mana.jpg

Geomancy allows shapers can capture some of the world's primeval energy and crystallise it into mana. This mana is used to imbue mundane items with extraordinary power, or create potent geomantic tools that allow them to further sculpt the world. There are three types of mana, each represented by a different colour of token:

GREEN mana is the essence of wonder, spontaneity, and formlessness. It is used to create items that revivify or embolden.

BLUE mana is the essence of harmony, workmanship, and law. It is used to create items that protect or control.

RED mana is the essence of discontent, aggression, and change. It is used to create items that destroy or disrupt.

You will receive a regular stipend of eight mana at the beginning of each event; its type is determined by the Quality you chose to start with. You can expect to acquire somewhere between two and twenty more mana during the course of each event, depending on how successful you are at Geomancy.


Territories


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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.

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.


Petitioners


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Territories will always feature sentient human life, brought into being when the lands form. As the flow of geomancy changes your Territory - for better and worse - these mortals will appear at events as Petitioners, there to meet their creators and praise, beg, inform, quiz, or harangue you.


Realms & Majesty


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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, although it is possible to move it to another.

The Outworld recognises true splendour, which is counted in Majesty. Your Territory may have Qualities that allow it to generate Majesty, which is stored as tokens on its placard.

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, who is granted additional powers.

Choosing A Sovereign
Sovereign Roles
Sovereign Powers


Dissonance


Dissonance and Quests.jpg

The world bends to accommodate the will of shapers. When two of them come into opposition, it can be impossible to fulfil both of their ambitions. That twist in the world can become a shear - events become confused, memories clash, and places fracture. This effect is known as Dissonance, and is largely responsible for the present ruin of the Homeworld.

In the Outworld, you share a Dissonance pool with other members of your realm. Dissonance is generated by the process of trying to extract mana, but the efforts of your enemies (or your overzealous friends) can greatly increase its accrual. The more Dissonance your Realm accrues, the harder it will be for it to acquire Trophies.


Trophies and Grand Qualities


TrophiesandGrandMotions.jpg

Trophies are items of singular power. This is a special resource that can be combined with mana at the Shaping desk to produce a Grand Quality. There are 21 different Grand Qualities, one for each different advanced shaping list.

Grand Qualitiess are used at the Geomantic tables in the same way as Qualities are, but have extraordinary and often far-reaching effects. They may be superweapons, sources of great riches, or powerful strategic tools. Every use of a Grand Quality has potential to significantly change the balance of power in the Outworld.


Tethers

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Tethers are rituals that enhance the relationship between two shapers with metaphysical significance, granting them more power. Each of your Motives allows you to forge one Tether of the appropriate type with another character, although you can be the recipient of any number of Tethers created by others. Forging a Tether involves a public declaration and, for many types, a response from the subject granting their assent.

Forging Tethers
Sundering Tethers

Tethers can provide you with new combat capabilities when you are fighting alongside (or against) each other; provide a variety of benefits in geomancy; or grant access to new shaping lists. Depending on the type of Tether, these benefits may be distributed unevenly between the two characters, or require them to work together to receive them.

The different types of Tether (and their corresponding Motives) are:

- Enmity (Supremacy)
- Kinship (Loyalty)
- Obsession (Gratification)
- Patronage (Influence)
- Partnership|Partnership (Devotion)
- Rivalry (Challenge)
- Tutelage (Knowledge)

Soulforging

Death And Aftermath


Aftermath.jpg

Shapers are infused with narrative power, and woven into the very fabric of the world: killing them is no simple task. There are three ways of doing so: by their own hand, by being left behind on a failed Quest, and by Hexing them after defeating them in an Affront.

In each case, they become Doomed. If you are Doomed, you are unable to shape items, perform geomancy, or join Affronts. At a point in the next hour, you will die - you may choose when. Your Territory is removed from the geomantic tables, and any shaped items you have remaining in your IC pouch are forever lost.

If a shaper is killed by a Hex, the consequences are more dire. The geomantic engines convulse, and everything the shaper has touched turns its wrath upon their murderer. This is known as Aftermath.

If Aftermath is triggered, all of the negative Qualities in the victim's Territory are transferred to their killer's Territory. All of the positive Qualities in the victim's Territory are converted into points of Dissonance, then transferred to their killer's Realm.



Soulforges


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The death of a shaper is a massive event that sends ripples through the Outworld. Now that they have access to the geomantic engines, shapers can change what form those ripples take - by changing the nature of their own essence. This new art is called Soulforging. Soulforging can enhance the effect of your Aftermath, allow you to devour the essence of other shapers, give you control over your legacy, or even allow you to cling tenuously to life after death.

About Soulforging

Soulforging seeds can be created at the shaping table. There are seven different types of seed - Blossoming, Mechanical, Penumbral, Pestilent, Primal, Shimmering, and Venomous - one for each Motive's shaping list. Once created, you can use them yourself or trade them with others.

- Venomous Soulforge
- Mechanical Soulforge
- Pestilent Soulforge
- Primal Soulforge
- Shimmering Soulforge
- Blossoming Soulforge
- Penumbral Soulforge