Difference between revisions of "Tethers"

From Regenesis Wiki
Jump to: navigation, search
(Added sample rulestext page)
 
m
Line 75: Line 75:
  
 
'''­­TUTELAGE''' (Knowledge)
 
'''­­TUTELAGE''' (Knowledge)
Forging a Tutelage requires the subject’s assent.
+
* Forging a Tutelage requires the subject’s assent.
The forger becomes the subject’s Tutor. The subject becomes the forger’s Student.
+
* The forger becomes the subject’s Tutor. The subject becomes the forger’s Student.
A Patronage can be sundered by either the forger or the subject.
+
* A Patronage can be sundered by either the forger or the subject.
 
Shaping effect: The Student is informed of their Tutor’s Motives. They gain access to those Motives’ shaping lists for as long as the Tether remains.
 
Shaping effect: The Student is informed of their Tutor’s Motives. They gain access to those Motives’ shaping lists for as long as the Tether remains.
 
Combat effect: <under revision>
 
Combat effect: <under revision>

Revision as of 20:25, 1 July 2014

Introduction

Tethers are rituals that enhance the relationship between two characters with metaphysical significance, providing a variety of benefits. Each Motive allows you to enhance a different kind of relationship in this way. You must have that Motive (chosen at character creation) in order to create and use the Tether Hook that allows the ritual to take place.

Tethers are always between two characters: the forger, who creates the Tether, and the subject, who it is with. You may only be the forger of one Tether of each type available to you. However, you may be the subject of any number of Tethers.

Example: Volunteer Failsafe of the VCS Necessary Losses has two Motives: Loyalty and Challenge. She has forged a Tether of Kinship (Loyalty) with her favourite crewmate, Volunteer Gauge, and a Tether of Rivalry (Challenge) with that arrogant poser, Liberator Piston of the LCS Inevitable Triumph. She could also be the subject of any number of Tethers of any types, but cannot forge any more Tethers until one of her existing ones ends.

Forging Tethers

To forge a Tether, you must first create a Tether Hook at the Shaping Table, or trade with someone who has one. Tether Hooks are on the shaping lists of their relevant Motives, and are very cheap to create. If the intended subject of your Tether is not at the event, you may not forge a Tether with them. Otherwise, ensure that they are in the Nexus and get the attention of an Apparition. They will call the attention of the room for you.

You should then make a bold public declaration. You must state the subject, the kind of Tether you intend to forge with them, and why. This may be as ceremonial and elaborate or short and to-the-point as you wish.

The Apparition will call on the subject to reply, which they must do if present. They may do so in any manner they please. Many Tethers require the consent of their subject to be created; if this is the case and the subject does not indicate their consent at this point, the forging fails with no further effect. You may re-use the Tether Hook with a different Tether forging attempt, assuming you recover your confidence.

Otherwise, both the forger and the subject should go to the Shaping Table as soon as convenient. The Tether Hook will be taken away, the Tether will be registered, and both players will be provided with a Tether Card that details their new abilities.

Sundering Tethers

Tethers remain indefinitely, unless they are sundered (broken). Some Tethers can only be sundered by the forger, or by the subject; check your Tether Card to confirm whether you are able to sunder it. To sunder a Tether when the other party is at the event, wait until they are present in the Nexus. Get the attention of an Apparition. They will call the attention of the room for you. You should then make a bold public declaration.

You must state the nature of your Tether with the other person, and your reasons for sundering it. As with forging Tethers, it is up to you how impassioned or curt you wish to be when doing so. The other person must then reply, acknowledging your intent and expressing their own thoughts if they wish.

Both of you should go to the Shaping Table immediately – any recriminations can wait until your return. The sundering will be registered, and both players will have their Tether Cards removed from them. To sunder a Tether when the other party is not at the event, make the public declaration as previously. Then, go to the Shaping Table immediately. The sundering will be registered, and your Tether Card will be removed from you. The other party will be informed of your actions as soon as possible after the event.

Tethers

­­ ENMITY (Supremacy)

  • Forging an Enmity does not require the subject’s assent.
  • Both the forger and the subject become Enemies toward one another.
  • An Enmity can only be sundered by the forger.

Combat effect: If you KO your Enemy, immediately restore all Morale. Geomancy effect: When you, or a Motion placed by you, places a negative Quality on your Enemy’s Territory, you may show your Tether card to reduce your Realm’s Dissonance by 1.

­­KINSHIP (Loyalty)

  • Forging a kinship requires the subject’s assent.
  • Both the forger and the subject become Comrades toward one another.
  • A Kinship can be sundered by either the forger or subject.

Geomancy effect: If you channel your Territory to support a Motion placed by your Comrade, your Territory counts as two Territories for the purposes of meeting channeling costs. Combat effect: Agree on a phrase with your Comrade. Once per Affront or Quest, you may state that phrase when in physical contact with your Comrade. Until either of you break physical contact or move from the spot, both of you may replace any “YOU:...” calls you make with “YOU LOT:...” calls.

OBSESSION (Gratification)

  • Forging an Obsession does not require the subject’s assent.
  • The forger becomes the subject’s Seeker. The subject becomes the forger’s Muse.
  • An Obsession can only be sundered by the subject.

Shaping effect: The Seeker is informed of their Muse’s Motive(s). They may choose one, and gain access to that Motive’s shaping lists for as long as the Tether remains. Geomancy effect: Every time the Seeker places a Quality on their Muse’s Territory, they may show their Tether card. If they do, they are granted one mana of a random type. Combat effect: The Seeker may not make damage calls against their Muse.

PARTNERSHIP (Devotion)

  • Forging a Partnership requires the subject’s assent.
  • Both the forger and the subject become Partners toward one another.
  • A Partnership can be sundered by either the forger or the subject.

Shaping effect: Each member of the Tether is informed of the other’s Motives. If your Partner has two Motives, one of which is Devotion, you gain access to the shaping list of the Motive that is not Devotion for as long as the Tether remains. Geomancy effect: If your Partner dies then, any time before the end of the current event, you may choose to make a public declaration of wrath upon someone you blame for their death. If you do, report to the Shaping Desk. All Qualities in your Territory will be converted or transferred as though they had just triggered your Aftermath, but your Territory is not destroyed and you do not die.

PATRONAGE (Influence)

  • Forging a Patronage requires the subject’s assent.
  • The forger becomes the subject’s Patron. The subject becomes the forger’s Champion.
  • A Patronage can be sundered by either the forger or the subject.

Geomancy effect: Every time the Patron’s Territory generates mana, they may show their Tether card. If they do, an equal amount of mana is placed on the Territory of their Champion. Geomancy effect: During their turn in Geomancy, the Patron may show their Tether card. If they do, they may move one positive Quality from their Territory to that of their Champion.

RIVALRY (Challenge)

  • Forging a Rivalry does not require the subject’s assent.
  • Both the forger and the subject become Rivals toward one another.
  • A Rivalry can only be sundered by the forger.

Combat effect: Once per Affront or Quest, when you witness your Rival become KO’d, you may immediately restore all Morale. Combat effect: If your Rival is in the same Affront or Quest as you, your Morale cap is increased by one for the duration of that Affront or Quest.

­­TUTELAGE (Knowledge)

  • Forging a Tutelage requires the subject’s assent.
  • The forger becomes the subject’s Tutor. The subject becomes the forger’s Student.
  • A Patronage can be sundered by either the forger or the subject.

Shaping effect: The Student is informed of their Tutor’s Motives. They gain access to those Motives’ shaping lists for as long as the Tether remains. Combat effect: <under revision>