Proposed by ARC 5-17-23
Summary: There are two changes here: the first is codifying that Ritual Strength is the measure by which the Vengeance damage and charges are determined, the second is capping Vengeance damage at 500. Any Vengeance Rituals currently over this amount would be reduced.
ARC believes that capping this damage is important from an escalation standpoint and that the availability of 2000+ Vengeances significantly impacts the ability of Plot teams to appropriately stat monsters that they want to be Killing Blow active.
Vote: Rules Proposal from ARC for 2.1 [PASS]
The following chapters voted for this policy: NEPA, Atlanta, New Hampshire, Gettysburg, Chicago
The following chapters voted against this policy: Minnesota, Wisconsin, Denver
Synopsis of Conversations: Most comments on this proposal included requests for Vengeance to be reworked in the future.
The new text for Vengeance will read as:
The Vengeance Ritual enchants a Target Spirit, allowing them to inflict unavoidable damage towards anyone who completes a Killing Blow against them. Once the Ritual Effect is triggered, the Target states " X Vengeance", where X is the amount of damage set by the Caster. This damage is 10 points per level of Ritual Strength possessed by the Ritual Caster, but no greater than 500, and is unavoidable in any manner. This Ritual Effect has a number of charges equal to half the Ritual Strength of the Caster rounded down.
This Ritual Effect automatically triggers against all Killing Blows, regardless if it is effective or not. For example, the enchanted player is immune to the Killing Blow source or the enemy is already dead, etc.
Game effects that duplicate a Killing Blow (Doom spell, Engulf, etc) do not trigger a Vengeance Effect. Note that if this is Spellcrafted by a character who does not possess a Ritual Strength, it will result in a functionless Vengeance (with 0 charges inflicting 0 damage).
This Ritual requires 4 Reagents to cast as listed on the scroll.
Spellcrafting:
Summary: There are two changes here: the first is codifying that Ritual Strength is the measure by which the Vengeance damage and charges are determined, the second is capping Vengeance damage at 500. Any Vengeance Rituals currently over this amount would be reduced.
ARC believes that capping this damage is important from an escalation standpoint and that the availability of 2000+ Vengeances significantly impacts the ability of Plot teams to appropriately stat monsters that they want to be Killing Blow active.
Vote: Rules Proposal from ARC for 2.1 [PASS]
The following chapters voted for this policy: NEPA, Atlanta, New Hampshire, Gettysburg, Chicago
The following chapters voted against this policy: Minnesota, Wisconsin, Denver
Synopsis of Conversations: Most comments on this proposal included requests for Vengeance to be reworked in the future.
The new text for Vengeance will read as:
Vengeance
Aspect: | Celestial |
Difficulty: | 3 |
Catalyst Required: | None |
May Be Extended: | False |
Duration: | Times Ever |
Casting Time: | 5 |
Ritual Target Type: | Spirit |
Ritual Choice: | None |
Scroll Type: | Enchantment |
NPC Only Ritual: | False |
Role Play Only: | False |
The Vengeance Ritual enchants a Target Spirit, allowing them to inflict unavoidable damage towards anyone who completes a Killing Blow against them. Once the Ritual Effect is triggered, the Target states " X Vengeance", where X is the amount of damage set by the Caster. This damage is 10 points per level of Ritual Strength possessed by the Ritual Caster, but no greater than 500, and is unavoidable in any manner. This Ritual Effect has a number of charges equal to half the Ritual Strength of the Caster rounded down.
This Ritual Effect automatically triggers against all Killing Blows, regardless if it is effective or not. For example, the enchanted player is immune to the Killing Blow source or the enemy is already dead, etc.
Game effects that duplicate a Killing Blow (Doom spell, Engulf, etc) do not trigger a Vengeance Effect. Note that if this is Spellcrafted by a character who does not possess a Ritual Strength, it will result in a functionless Vengeance (with 0 charges inflicting 0 damage).
This Ritual requires 4 Reagents to cast as listed on the scroll.
Spellcrafting:
Spellcraft Difficulty: | 2 |
Spellcraft Cost: | 2 |
Spellcraft Duration: | 5 Days |
Spellcraft Incant: | I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE VENGEANCE <declare numeric amount> RITUAL |
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