Difference between revisions of "The Faeries' Ruin"

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(→‎Suppression: add dependency on Stabilization)
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Xandra has protected herself, Hanso, and Brynn with a magical barrier. However, its strength is slowly being depleted as the Phantoms try to get in. If it should expire completely, Xandra will have to stop work on the ritual in order to create a new one.  
Xandra has protected herself, Hanso, and Brynn with a magical barrier. However, its strength is slowly being depleted as the Phantoms try to get in. If it should expire completely, Xandra will have to stop work on the ritual in order to create a new one.  


Players can restore the barrier by transferring the energy from defeated Phantoms into it. To do this, the player's active pet works in a team with three other pets. Two of the team must stabilise and contain the core contain long enough for the third to guide it to the barrier. If they fail to stabilise or contain it, the core will explode and dissipate and the task must be started over. The fourth pet must suppress energy spikes that would stun the pets and prevent them from doing their tasks.  
Players can restore the barrier by transferring the energy from defeated Phantoms into it. To do this, the player's active pet works in a team with three other pets. Two of the team must stabilise and contain the core contain long enough for the third to guide it to the barrier. If they fail to contain it, the core will explode and dissipate and the task must be started over. The fourth pet must suppress energy spikes that would stun the pets and prevent them from doing their tasks.  


=====Stabilization=====
=====Stabilization=====
For each turn, the player in charge of stabilising the core must prepare a spell to do so. This is done by three actions: one somatic, one verbal, and one material. Each of There are three choices for each of these actions.  
For each turn, the player in charge of stabilising the core must prepare a spell to do so. Correctly performing this job makes that of the [[#Suppression|Suppression]] player much easier.


The correct choice depends on the configuration of the core: each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell.  
Each turn's spell is composed of three parts: one somatic, one verbal, and one material.  There are three choices for each of these actions, and the correct choice depends on the appearance of the core.  Each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell.  


Finally, the different coloured powders for the material correspond to how bright the core is. If the core is clear and purple, it requires the white powder. If it is [[wikipedia:saturation|desaturated]] (grey), it requires the grey powder. If it is colourised to look the same as the aura, it requires the black powder.  
Finally, the different coloured powders for the material correspond to how bright the core is. If the core is clear with glowing cracks, it requires the white powder. If it is [[wikipedia:saturation|desaturated]] (grey), it requires the grey powder. If it is strongly colourised to look the same as the aura, it requires the black powder.  


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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."
=====Guidance=====
Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot.  The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow.  The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None.  (The Battledome strength stat does not matter.)?If the pet pushes too hard, they will fall down and be unable to guide the core for a turn.  The guide can move the core about 10 meters per turn.


=====Suppression=====
=====Suppression=====

Revision as of 21:56, 20 November 2010