Commit bb691385 authored by Craig Maloney's avatar Craig Maloney
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Finishing up the Using Magic Section and now moving on to playing the game

parent fcc3a04d
......@@ -2394,14 +2394,25 @@ The consequence Rea Exhaustion can only be removed via rest or meditation or con
\mysection{Optional Rule: The Balance of Rea}
Groups that prefer a more challenging game and more consequences for Rea Exhaustion may opt to use The Balance of Rea rule in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate Rea Exhaustion consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence Rea Exhaustion and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea which caused the Great Tree of Komona to break, which damaged the magic in all of Hereva. GMs, the decision of how severe the exhaustion of Rea would be for your party of witches is up to you.
Groups that prefer a more challenging game and more consequences for Rea Exhaustion may opt to use The Balance of Rea rule in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate Rea Exhaustion consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence Rea Exhaustion and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea. This caused a large Rea drain which caused the Great Tree of Komona to break. With the Great Tree broken, all of the magic of Hereva began to flow into another dimension, which caused considerable damage to the magic and residents in all of Hereva. The decision of how severe the exhaustion of Rea would be for your party of witches is up to you and your players.
Some examples:
Some examples of large-scale Rea Exhaustion:
* A dimensional rift appears, where a curious inter-dimensional being lays in wait
* The spike in the flow Rea draws the attention of some of the other schools, who come to investigate what happened (This could draw unwanted attention to the characters if they're investigating something secret)
* The depletion of Rea makes it more difficult to to regain Rea in this area, so Refresh might not be possible (Burnout)
* Reality becomes distorted from the power drain, so subtle and not-so-subtle changes in the world may have occurred (the human shopkeeper in the Komona Square is now part-rat, Star Fruit now have seven arms instead of five, Phandas are now twice as big as before, etc.)
\begin{itemize}
\item
A dimensional rift appears, where a curious inter-dimensional beings lay in wait.
\item
The spike in the flow Rea draws the attention of some of the other schools, who come to investigate what happened (This could draw unwanted attention to the characters if they're investigating something secret).
\item
The depletion of Rea makes it more difficult to to regain Rea in this area, so Refresh might not be possible (the area is completely burned out).
\item
Reality is distorted from the power drain. Subtle and not-so-subtle changes occur throughout the world (the human shopkeeper in the Komona Square is now part-rat, Star Fruit now have seven arms instead of five, Phandas are now twice as big as before, etc.).
\end{itemize}
These are just some examples. Let your imagination and your players be your guide. Rea Exhaustion is not something to be taken lightly by any witch, but it could be a way to introduce other fun elements into the campaign.
}
\renewcommand{\peppercarrotHeadlinePlayingInHereva}{Playing in Hereva}
\renewcommand{\peppercarrotTocPlayingInHereva}{Playing in Hereva}
\renewcommand{\peppercarrotTextPlayingInHereva}{%
......@@ -97,6 +97,10 @@
\newcommand{\peppercarrotTocUsingMagic}{}
\newcommand{\peppercarrotTextUsingMagic}{}
\newcommand{\peppercarrotHeadlinePlayingInHereva}{}
\newcommand{\peppercarrotTocPlayingInHereva}{}
\newcommand{\peppercarrotTextPlayingInHereva}{}
\input{content.tex} % Makefile will map the current language into content.txt
% ###########################################################################
......@@ -236,4 +240,9 @@
\peppercarrotTextUsingMagic
\end{multicols}
\mybanner{\MakeUppercase{\peppercarrotHeadlinePlayingInHereva}}{\peppercarrotTocPlayingInHereva}
\begin{multicols}{2}
\peppercarrotTextPlayingInHereva
\end{multicols}
\end{document}
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