Difference between revisions of "The Faeries' Ruin"

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(→‎Shadow Phantoms: + prize, + Skeith quip)
(→‎Containment: + spell not mandatory)
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The containment field around the energy core is divided into six sections. The containment level for any section ranges from 0% to 100%: to maintain the shield, the sectors must be kept within "''nominal range''" - ideally between 50% and 70%, but may go between 40% and 80%.  The containment levels randomly fluctuate each turn, and may increase or decrease.
The containment field around the energy core is divided into six sections. The containment level for any section ranges from 0% to 100%: to maintain the shield, the sectors must be kept within "''nominal range''" - ideally between 50% and 70%, but may go between 40% and 80%.  The containment levels randomly fluctuate each turn, and may increase or decrease.


The player has two each of six different spells at their disposal to influence the field.  Of the six types, four of them add power to a section in varying strengths, and two of them drain power from a section in varying strengths.  Only one spell can be assigned to a sector per turn.  If a spell is cast in one turn, it can't be cast in the next one (but since the player has two of each spell, they may cast one version of one spell one round and the other version the next).  The player must click the "Cast the spells!" button before time runs out for the spells to take effect.
The player has two each of six different spells at their disposal to influence the field.  Of the six types, four of them add power to a section in varying strengths, and two of them drain power from a section in varying strengths.  Only one spell can be assigned to a sector per turn, or sectors may be left alone.  If a spell is cast in one turn, it can't be cast in the next one (but since the player has two of each spell, they may cast one version of one spell one round and the other version the next).  The player must click the "Cast the spells!" button before time runs out for the spells to take effect.


If any of the sectors lie outside the 40% to 80% range, the containment field will begin to fail.  The containment player is allowed only two turns in a row with any failing sector (even if the original sector is repaired, but another fails).  On the first turn, the group sees the field strength as "Volatile"; on the second, "Rupturing".  On the third failing turn in a row, the core will escape, and the entire group will see the following message: "The containment field decays, causing an explosion as the core bursts forth. After a few moments there is nothing left but a wisp of purple energy dissipating into the air. Xandra glares at you for a moment but goes back to her spellcasting. Perhaps you should try again."
If any of the sectors lie outside the 40% to 80% range, the containment field will begin to fail.  The containment player is allowed only two turns in a row with any failing sector (even if the original sector is repaired, but another fails).  On the first turn, the group sees the field strength as "Volatile"; on the second, "Rupturing".  On the third failing turn in a row, the core will escape, and the entire group will see the following message: "The containment field decays, causing an explosion as the core bursts forth. After a few moments there is nothing left but a wisp of purple energy dissipating into the air. Xandra glares at you for a moment but goes back to her spellcasting. Perhaps you should try again."

Revision as of 23:11, 20 November 2010