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Started by Daniel Solis, October 21, 2003, 11:51:20 PM
QuoteDivine FavorIn the Divine Favor section of your character sheet, arrange the names of the three sleeping gods in order of their influence over your legendary actions. The three gods are Harhua, governing creation, stagnation and order; Paraka, governing destruction and renewal; and Kerija, governing change and madness.
QuoteActingMundane acts are those everyday tasks which can be performed by any onik, including hunting or farming for meager sustenance, walking, talking, and so forth. If ever it becomes uncertain whether a non-legendary onik can succeed in a mundane action, the shining elder rolls one six-sided die, adding the bonus granted by the character's highest-ranking beneficially relevant trait. If a legend is present, and the character has faith in that legend, the SE also adds the legend's faith rating. If the final result is '6' or over, the action is successful. However, mundane tasks performed by non-legendary oniks will never have major, life-altering effects on the world and certainly not on any character. Mundane oniks cannot kill other characters unless a legend is present.Speaking of legends acting, a legend is always enormously successful at any mundane action. Period.Things are a bit more unusual for legendary actions, for the actions of a living legend are aided and hindered by the blessed dreams of the divine, shining triad, the holy personages whose slumbering thoughts are most influential among all the sleeping gods. These three great beings, Harhua, Paraka, and Kerija, whose dreams linger in the shine of oniks, are those who can help a legends towards their destinies. These three are the most dominant of the hundreds of sleeping gods. They are called the shining triad, the iridescent fates, and the three-petaled gossamer rose. Legendary actions are those far beyond the ability of mere mortal oniks. Carving canyons with bare hands, singing monsters to sleep with a divine song, and organizing a timid, pacifist tribe into a community willing to defend itself are all "common" legendary actions. In essence, a legendary action is any that would be remembered and repeated in the stories of several generations.Legendary actions are always successful, without question. However, a dice roll determines which of the three sleeping gods influences the nature of the action's outcome. In simple terms, mythic acts result in either something created (Harhua), something destroyed (Paraka), or something changed (Kerija).Despite the use of dice, it is not by random whim that one deity will guide a legend's destiny. Each legend has a special attunement, known or not, willing or not, to one of the divine triad. This spiritual resonance is represented by the order in which you place the importance of each deity under the "Divine Favor" section of your character sheet. When creating your character, you placed Harhua, Paraka, and Kerija in whatever primary, secondary, and tertiary rank you felt best fits how you would be playing your character. The higher the rank of the deity, the more likely they'll influence the outcomes of your legendary acts.To perform a legendary action, first declare what it is your character is doing, then roll three dice. For each beneficially relevant trait your character possesses, add its modifier to each die's result. If at least three of your non-legendary tribe members are present, you may add your faith rating to each die's result as well.Your tertiary god rules results of '1' and '2.' The secondary god rules '3' and '4.' The primary god rules results of '5' and above. The "winning" deity of each die is said to be "ascendant" or "ascendant over" the die. The following are the three most influential sleeping gods in onik mythology:Harhua, the azure mother with ten million open eyes, each with ten thousand souls casting the light of a single shine, governs creation, stability, persistence, reliability, honor, tradition, stagnation, stubbornness, community, trustworthiness, life, planning, the intellectual, and "yes." If Harhua is ascendant, your legendary action results in something created, protected, expected, or constructed.Paraka, the black father with one hundred arms, each with five hundred hands grasping five hundred flaming golden spears, governs destruction, necessary evils, deception, stealth, self-reliance, discipline, hunting, execution, the physical, and "no." If Paraka is ascendant, your legendary action results in something destroyed, attacked, harmed, surprised, or disciplined. Kerija, the white child, swaddled in the silken hearts of two million stars, whose laughs and cries are carried in the whims of the Great Storm, governs change, growth, maturity, wisdom, uncertainty, unreliability, madness, inspiration, potential, the social, and "maybe." If Kerija is ascendant, your legendary action results in something changed, mutated, diverted, or confused.Your legendary actions always have three outcomes, one for each die. Resolve the outcomes of each die, from lowest to highest. This means your least influential deity may color the first outcomes of your action, but your most influential diety will have "the last word."Mythos TokensThe use of a mythos token is fairly straightforward. Spend a token at any time to automatically cause any effect your character has the power to directly influence, without concern for either creation, destruction, or change. The use of a mythos token represents a moment when your character taps deep within itself to access a tiny fraction of its legendary shine: willpower beyond the power of even the dreams of the sleeping gods.Further, you can also augment a line or add a new line of your mythos that reflects how you were able to do everything you described. If a line of your mythos changes the nature of one of your traits, the affected trait is reduced to tertiary status and cannot be upgraded until the mythos once again includes it.
QuoteSummaryMundane Act Resolution1. Declare action2. Determine success or failure by rolling a die.3. Add the modifier of the highest-ranked, beneficially relevant trait.4. If a legend is present, add the legend's faith rating.5. If the final, totalled sum is equal to or greater than '6,' the mundane action is successful. If not, it was a failure. Legendary Act Resolution1. Declare action2. Determine ascendant deities by rolling three dice.3. Add the modifiers of all beneficially relevant traits.4. If non-legendary tribe members are present, add your character's faith rating.5. Determine the ascendant deity of each die, from lowest to highest. a. Results between '1' and '2' are governed by your tertiary deity. b. Results between '3' and '4' are governed by your secondary deity. c. Results 5 and above are governed by your primary deity.
Quote from: Shreyas SampatI could see this still being used, but rather than have each theme correspond to one of the gods, each legend could choose three resonances that are important to him. So for a Vedic Indian sort of flavor, you could have resonances with family ties, enlightenment, and duty, while a more Greek-coloured hero resonated with national pride, hubris, and ...something else....
Quote from: Shreyas SampatAs for the rock-breaking example, you can colour me unimpressed; that looked like a mundane action to me.
Quote from: Shreyas Sampat* I destroyed something; in a fit of fury I smashed the mountain into sand.
Quote from: gobiThis could be interpreted as changing the mountain into sand, or even a desert.The other two described attempts to get past the mountain are fairly within their lines of definition, but the whole process is a very tricky bit of phrasing. Perhaps so tricky that it ceases to be fun to actually play?
Quote from: Shreyas SampatI like this link between tribe creation and the mythic hero - it sounds much more in line with my understanding on the original goal of G&S.
Quote from: Shreyas SampatAs for drawing the line tighter, you can do that if you want. Desive a simple test:Is it change? If I Change a mountain and then ask you what it is, you will still answer, "It's a mountain."Is it creation? If I Create something, and I ask you what happened, you'll tell me, "Something is there that was not before, and all else is largely unchanged."Is it destruction? If I Destroy something, and I ask you what is there, you will reply, "All remains but the object of your fury."
Quote from: Jonathan WaltonNonsense. This is exactly how Nobilis does it. It's inevitable that there will be multiple ways to acheive the same end.
Quote from: gobiIs there a better word for "ideal" that can be the opposite of "taboo"?
Quote from: Jonathan WaltonHow about "Sacred" and "Profane" as categories for things? So a given tribe will consider X sacred and consider Y profane.
Quote from: anonymousere: the rock: I was invisioning a rather big rock, if that changes anything. ;p