London's Golden Dawn (A Professional Dungeon Team Is You) [On Hiatus]

So, enemy rituals are also affected, uhh? The enemy success is kinda bad, but I dont think many teams would even try to make rituals against common enemies, and the change in affinity or effect... That's tasty, as boxxy would say. Really curious to see it in action, how crazy things can get with the rituals being changed every turn.

Yep. Ritualist would do it, but anyone not dedicated to Rituals would probably attempt to do it in the free minute they get after everyone is dead, or try and get someone to cover for them. Actual Team Rituals? Yeah, you save those for bosses generally, unless there is a creature you have no other way of dealing with.

Yeah, and Rituals being changed will do... interesting things for both allies and enemies.

A more straight type of attack, with really non straight results, uhh. So if you resist but win, no problem, if you resist but loose, then mind control which can be a problem, and if you just give in... Then we got ya for three turns, afterwards we loose that one fight. It's really a puzzle monster, if we pair him with some really nasty but easy to not be caught traps, we can always use the last turn to throw the person at it, after giving problems to their own team. What do you guys think? Not a certain kill, since the person can survive the traps or even be stopped b their team, but seems like a good tactic.

Yeah, I wanted to try and involve a bit of puzzling. You may notice that only a couple of your creatures will be straight-forward. Now, the mind control only comes into play at Soul 0 or Give In, but any Soul damage does things to people who need that for their own abilities. Not to mention it does play into Be Afraid. Though the Glory has to determine how much it wants to burn it's own Soul for Be Afraid.

Edit: So, I should've asked this on the other one, but... How does the upkeep costs work in your system? Is it the common cost every turn? Cuz if so, I just noticed the first angel have only 2 turns to his body "attack".

Common cost. However, the only thing that burns Soul is Be Afraid. The Emanations Attack do not burn any of their own creature's attack.

So, you've seen the Kingdom. You've seen the Glory. Your third emanation is, as you may guess, the Power. Now to figure which Sefirot is best suited for that. :D

Edit: Hmm... Gevurah may be what I'm looking for...
 
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The power, in my head at least, is either some kind of strange glass cannon or strange tank, because he's not tanky but just won't die. Curious to see how it'll be.
 
Expansion Team Creation IV - A Bit About You
So, we are at the last vote before we start the Off-Season! Here, I need to find out just a bit about you. You as in Mr. Huntsman, the Trapmaker/Owner. This will be a more open-ended vote, as I do not want to limit you too much. Plan voting applies, as always.

Question 1: What trap, puzzle, or challenge did you make that you are the most proud of? (You may make up something Mr. Huntsman has made. Please keep it to three sentences if possible.

[] [Favorite Trap]

Question 2: What is your greatest strength, in your personal opinion? The thing that shines out to others the most?

[] [Good Thing About Yourself]

Question 3: What is the one thing you'd change about yourself? Assuming you'd even want to change it?

[] [Negative Thing About Yourself]

Question 4: Why did you become a team owner?

[] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.
[] Your daughter loved watching the NDDA with you. She would have loved it, if she was still alive…
[] It's the best way to revive the Golden Dawn, and furthering the study of magic and the occult. Sure, it's a sports club rather than a hermetic order. But at least it's a better revival then those idiots in America did...
[] Because it's profitable. Not to mention you can't age as long as you're a Core.
[] Some other reason? (Write In.)

Question 5: You're becoming a team order has caused a bit of an issue with one group. Who's pissed?

[] The Golden Dawn. No, not the American knockoff. The far right assholes from Greece. They're pissed you stole their name - according to them at least. That public statement denouncing their existence may have been another reason they're mad
[] There's some people up in arms, saying you're destroying the beauty of Hammersmith. A tall Sefirot is an eyesore and is a blight on London. Maybe if you'd slapped on a clock it wouldn't have upset them as much?
[] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.
[] The American "off-shoot" of the Golden Dawn is pissed. They say they and they alone have the right to the name, and they are super pissed that the location of the original temple is now a Sports Dungeon. Then again, you feel you have more of a claim then they do.
[] The Traditionalist in America are pissed. Sure, their hold on Christianity has weakened ever since the Esoteric denominations took hold, but they're still there. Claiming magic is evil and tools of the devil. That all the other gods are evil. Oh, and you would never repeat what they said about the Queen in public...

And, while this is not a vote (Do not put it in the Plan), if you have a picture of an older gentleman you'd like to see be the picture and Avatar for the Owner, put it up and I'll give it consideration.
 
[X] plan sad dad.
-[x] [Favorite Trap] that subtle trap that grants people who break a rule of the dungeon awful luck for the rest of the dive.
-[x] [Good Thing About Yourself] my ability to stand up for others.
-[x] [Negative Thing About Yourself] my longing for the past
-[x] Your daughter loved watching the NDDA with you. She would have loved it, if she was still alive…
-[x] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.
 
[X] Plan Proof of Concept
-[X] [Favorite Trap] The simple trip wire that made them fly into your deadly aerial trap, in the finals a couple years ago.
-[X] [Good Thing About Yourself] Innovation
-[X] [Negative Thing About Yourself] Pride (for the traps, not himself) - And don't want to change
-[X] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.
-[X] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.

I'm not entirely sure on the plan, but I like the mental image of the favorite trap, and I'm sure on the two options on the end. I'd like to make us proud of our work, really glad to be able to actually choose what we do, instead of making for others as they wish, so testing our abilites. While a bunch of pissed off hooligans seems funny to me, going up against a dungeon and the ever living queen's patrols.

[] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.

I kinda already explained my justification for this one, but it should also be noted that it's the only one focused on trap making, and I don't want to branch out before we even start trully playing :p

[] Your daughter loved watching the NDDA with you. She would have loved it, if she was still alive…

Look, we all love sad stories, but a dead daughter don't come with only sad memories, it comes with a mother, it comes with her family, it comes with the medics or healers involved, it comes with a lot of drama that will probably crop up afterwards, and I don't know about you guys, but I don't want to deal with these people in the middle of the campionship.

[] It's the best way to revive the Golden Dawn, and furthering the study of magic and the occult. Sure, it's a sports club rather than a hermetic order. But at least it's a better revival then those idiots in America did...

If we went for more of a mage that makes traps, instead of a trapmaker with magical ties, I'd think this fit nicely, especially taking one of the "other" golden dawn orders as enemies. As it is, I just don't feel like it goes with our focus.

[] Because it's profitable. Not to mention you can't age as long as you're a Core.

I mean... Not wrong. But let's not be shallow, shall we? :p

[] Some other reason? (Write In.)

There could very well be very good and very much better ideas out there. If something comes up that is in the same direction and better than pride, I'll happily switch over.



[] The Golden Dawn. No, not the American knockoff. The far right assholes from Greece. They're pissed you stole their name - according to them at least. That public statement denouncing their existence may have been another reason they're mad

So, a little farther away, but not the other side of the sea, and they are a proper (or almost proper) magical order with plenty ties, resources and influence. I feel like this would've been the hardest enemy in this list to fight off, simply because they wouldn't come directly for us, but come from all sides, maybe even trying to involve the law or other forces.

[] There's some people up in arms, saying you're destroying the beauty of Hammersmith. A tall Sefirot is an eyesore and is a blight on London. Maybe if you'd slapped on a clock it wouldn't have upset them as much?

This is a bit funny, but in all I feel we could pretty easily appease the masses. They won't just take arms and rush our dungeon, and if they did, it'd probably be a massacre instead of a battle. But also, their opinion should become better as we show our prowess and pride in the local dungeon grows. Especially if we make the outside visually appealing :p

[] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.

Just funny to me, and closer to home than the other dangerous enemies. Differently from the "beauty committee of Hammersmith", these guys are proper fighters I believe, hooligans are internationally famous for their numbers and the destruction they bring about, in a world of super humans and magic, if they retain such fame... Well, they won't be easy to deal with, but it should still be more direct confrontation and giving us a hard time in person (even if not at the dungeon), so won't be without difficulties, though still easier to deal with than a more united and, frankly, smarter enemy.

[] The American "off-shoot" of the Golden Dawn is pissed. They say they and they alone have the right to the name, and they are super pissed that the location of the original temple is now a Sports Dungeon. Then again, you feel you have more of a claim then they do.

So, the third wheel of Golden Dawn. Frankly, they're on the other side of the ocean and they can give us more of a problem through contacts and influence than anything else, but it should be sporadic, and we won't trully ever have a way of shutting them up or down, it'll be a permanent thing pissing us off on the sides.

[] The Traditionalist in America are pissed. Sure, their hold on Christianity has weakened ever since the Esoteric denominations took hold, but they're still there. Claiming magic is evil and tools of the devil. That all the other gods are evil. Oh, and you would never repeat what they said about the Queen in public...

I mean... Yeah, probably. But also I'm christian (shocker, I know) and don't trully enjoy the idea of fighting off fanatics from a super version of my religion. I know they're out there, we all know they're crazy and stupid, but it still leaves me a bad taste in the mouth. Other than that, it would fall on the same conundrum as the american Golden Dawn, they're too far away for us to really bring any kind of end to this, it would be constantly on the sides bringing us problems, and they probably have friends all around europe. Just bad times all around.
 
[X] Plan Greek Tragedy
-[X] [Favorite Trap] A trap that initially looks simple, but is actually a much larger part of an interlocking series of traps.
-[X] [Good Thing About Yourself] Drive for learning and developing novel, more complex, and more interesting traps
-[X] [Negative Thing About Yourself] It's very easy for you to neglect important things (like being social or on-time to meetings) in favor of researching and designing traps due to your single-minded focus
-[X] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.
-[X] The Golden Dawn. No, not the American knockoff. The far right assholes from Greece. They're pissed you stole their name - according to them at least. That public statement denouncing their existence may have been another reason they're mad
 
[X] Plan Proof of Concept
-[X] [Favorite Trap] The simple trip wire that made them fly into your deadly aerial trap, in the finals a couple years ago.
-[X] [Good Thing About Yourself] Innovation
-[X] [Negative Thing About Yourself] Pride (for the traps, not himself) - And don't want to change
-[X] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.
-[X] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.

Suits my preferences well enough, and i agree with most of the analysis. My only real concern is the excessive pride, but even that's workable.
 
Suits my preferences well enough, and i agree with most of the analysis. My only real concern is the excessive pride, but even that's workable.

I mean, we gotta have a flaw, right? If it is just nominal, what's the fun in that? :B Could use something else, if the new idea fits well enough, though...
 
Evening! So, drained from work, but got a bit of time to answer any questions. I plan to work on The Power tomorrow. along with revealing it and your basic fodder, and the upgrade (you get that for free). I still have 1 more creature that's not the Spectral Neophyte 0 = 0, Zealtor 1 = 10, or any of the Emanations. It'll actually be based around your traps.

Also, thanks for sticking with me this far. I can't wait to get started on Turns proper.
 
Right. Here is the Power. Again, things may be tweaked before. There is a trick to beating this rather easily. But that would involve some smarts. So the Predators are fucked as usual.

--

Angelic Emanation - The Power

Mana Cost: 17

HP: 60
MP: 0
Speed: 5

Body: 1
Presence: 1
Perception: 5
Mind: 1
Soul: 8

Affinity: Holy, Angel, Otherworldly, Spiritual, Fire

Ability: The Last Judgment - At the end of the Round, if The Power has taken damage three or more times during combat, The Kingdom may use Judgment Emanation once, with a number of additional successes equal to the number of times it's been damaged. Either way, the Power's HP becomes 0.

Spiritual Aura: Be Afraid
  • Upkeep Cost: 1 Soul (Regenerates 1 / 6 Rounds)
  • Affinity: Emotion (Fear)
  • Each Round, all Adventurers make a Soul Roll, with Success on 5+. If an Adventurer does not roll one or more Successes, they take no action that Round.

Spiritual Ranged Attack: Judgment Emanation
  • Affinity: Fire, Spiritual
  • Dice: Damage Taken. Damage Per Success: 1 HP + 1 More Against Affinity: Earth, Unholy, Chaos, Demon, Devil.
  • Special: The Power may make this attack a number of times per round, equal to the number of times it's been damaged that round.
 
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So, the power is basically "hit me, hit me, hit me... Now watch me fuck you up". Either you finish it fast, with few attacks, or do only 3 hits and weather the counter so it dies. Seems cool.
 
So, the power is basically "hit me, hit me, hit me... Now watch me fuck you up". Either you finish it fast, with few attacks, or do only 3 hits and weather the counter so it dies. Seems cool.

Yep.

I should have the Neophyte Out in a bit. I'm just trying to remember the Elemental Strengths and Weaknesses in Alchemy.
 
See now, the other good thing about The Power? It can spam Be Afraid, and by extension, a group of Powers has a somewhat easier time locking down troublesome enemies. Problem, of course, is that Be Afraid is still easy to shrug off, but... enemies learned Power's gimmick and aren't attacking it? Be Afraid. Be very afraid. If they fight it, they eat the counterattack. If they don't fight it, they have to resist stun after stun until it gets tired. I would imagine it'd be possible to set up rooms that penalize the enemy's Soul stat or strengthen Be Afraid, too, even if this is the Sephirot rather than the Qlippoth.
 
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Hrrrm. Question for the QM- thoughts on us players attempting to write up a prospective adventurer? Not necessarily for us players to use, just in general.
 
Here is your basic creature, plus it's upgrade!


Spectral Neophyte 0 = 0

Mana Cost: 9

HP: 3
MP: 30
Speed: 3

Body: 1
Presence: 2
Perception: 2
Mind: 4
Soul: 4

Affinity: Magic, Humanoid, Either Earth, Fire, Wind, or Water (See Trait Below)

Trait: Randomized Elemental Affinity - Upon Creation, This Creature Gains attacks and traits based off one of the Classical Elements (Earth, Water, Air, Fire)

Physical/Magical Attack/Trap - Geomancer's Caltrops - 1 Use.
  • Affinity: Ritual, Trap, Physical, Divination, Earth
  • Dice: 1. Damage Per Success: 1 + 1 (If Opponent Has No Shoes). On 6+, Opponent rolles Body Check, 3 Success. If failed, the opponent is Stunned for one round
  • Special: Caltrop Trap At the Beginning of a Dive, the Magus may select an entrance of a room they start in. When one or more opponents enters or exits, and is connected to the ground through that entrance, the Caltrops make an attack. The Caltrops are used if they hit a 6+
  • Special: Divination. If an Adventurer is in a room two or less rooms away, and they possess the Caltrop, they may make a Soul Roll each round, banking all successes. For each 4 success, 1 Success against the Magus may be cancelled, up to a maximum of 2 Success

Magical Ranged Attack - Elemental Bolt
  • Affinity: Same as the Caster, minus Humanoid.
  • Requires: 5 Mana. Dice: Mind. Damage Per Success: 1 HP + 1 More depending on the Affinity of the Bolt.



Spectral Zelator 1 = 10

Mana Cost: 14

HP: 4
MP: 30
Speed: 3

Body: 1
Presence: 3
Perception: 3
Mind: 5
Soul: 5

Affinity: Magic, Humanoid

Trait: Randomized Elemental Affinity - Upon Creation, This Creature Gains attacks and traits based off one of the Classical Elements (Earth, Water, Air, Fire)

Physical/Magical Attack/Trap - Geomancer's Caltrops - 2 Uses
  • Affinity: Ritual, Trap, Physical, Divination, Earth
  • Dice: 1. Damage Per Success: 1 + 1 (If Opponent Has No Shoes). On 6+, Opponent rolles Body Check, 3 Success. If failed, the opponent is Stunned for one round
  • Special: Caltrop Trap At the Beginning of a Dive, the Magus may select an entrance of a room they start in. When one or more opponents enters or exits, and is connected to the ground through that entrance, the Caltrops make an attack. The Caltrops are used if they hit a 6+
  • Special: Divination. If an Adventurer is in a room two or less rooms away, and they possess the Caltrop, they may make a Soul Roll each round, banking all successes. For each 4 success, 1 Success against the Magus may be cancelled, up to a maximum of 2 Success

Magical Ranged Attack - Elemental Bolt
  • Affinity: Same as the Caster, minus Humanoid.
  • Requires: 5 Mana. Dice: Mind. Damage Per Success: 1 HP + 1 More depending on the Affinity of the Bolt.
  • Special - On 3 or more Successes, Depending On The Affinity of the Bolt, Things Happen.
    • Fire: The Opponent catches fire. Enemies on fire take 1 damage per round unless extinguished (Body Check, 2 Successes Needed)
    • Air: The Opponent must make a Body Check (2 Successes Needed) for each item they are holding. If that item is small or one-handed, 4 Successes are needed. If they fail, the item is blown away.
    • Water: The Opponent must make a Body Check to remain standing. (3 Successes Needed). If they fail, they are knocked down. If they roll no Successes, they also take 2 Damage.
    • Earth: The Caster gains 1 Armor for 3 round, and the Opponent loses 1 Armor
 
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See now, the other good thing about The Power? It can spam Be Afraid, and by extension, a group of Powers has a somewhat easier time locking down troublesome enemies. Problem, of course, is that Be Afraid is still easy to shrug off, but... enemies learned Power's gimmick and aren't attacking it? Be Afraid. Be very afraid. If they fight it, they eat the counterattack. If they don't fight it, they have to resist stun after stun until it gets tired. I would imagine it'd be possible to set up rooms that penalize the enemy's Soul stat or strengthen Be Afraid, too, even if this is the Sephirot rather than the Qlippoth.

I... Don't think we'll ever get a group of Powers in a room, unless one of our bosses is... Wait, that's a nice idea, a Boss whose specialty is angels and summons, he'd start each fight summoning a number of random angels to support him.


And just now I realized our angels are actually all very tanky, which makes them plenty stronger than I thought... Although they can't do that much after a few rounds, they can still serve as meat shields and using their skills at the right moment can change battles.


For our more common magus, they are a lil bit more spammable, though not by much, we still won't have full parties of monsters in any common room. But they're cool, I specially like the zealots air effect, it's not like it's permanent or all that impressive, but it's useful and really funny in my head, seeing people get air blown into nudeness amidst a televisioned dungeon dive xD
 
I... Don't think we'll ever get a group of Powers in a room, unless one of our bosses is... Wait, that's a nice idea, a Boss whose specialty is angels and summons, he'd start each fight summoning a number of random angels to support him.

I'd need to double check a few things, but you can indeed do that! While I do not want to influence anything, the Angelarium may be a good place to look for Bosses if you wish to create them instead of Contracting.

And just now I realized our angels are actually all very tanky, which makes them plenty stronger than I thought... Although they can't do that much after a few rounds, they can still serve as meat shields and using their skills at the right moment can change battles.

Yep. In a sense, consider what you create yet another puzzle for those entering your Dungeon. As you can tell, full on firepower against any of the Powers is... not idea.

For our more common magus, they are a lil bit more spammable, though not by much, we still won't have full parties of monsters in any common room. But they're cool, I specially like the zealots air effect, it's not like it's permanent or all that impressive, but it's useful and really funny in my head, seeing people get air blown into nudeness amidst a televisioned dungeon dive xD

It's items that they are holding, which means in hand. However, I can tell you the next upgrade does bump it up to ALL items in their possession. And while it may not be impressive, they will have to decide between grabbing their items, or going without. And if they needed those items to fight, then they have no choice but to go get them.

Also, there has been a change to the Kingdom's Base Earth. It is now the following:

Spiritual Ability: The Base Earth. The location of anyone touching the floor is known to this creature. It and all Allies in a fifty foot radius touching the floor and/or possessing an Earth Affinity gain 1 Success to all rolls. Enemies not touching the floor and/or possessing a Water Affinity in the same radius lose 1 Success to all rolls

Short version: The floor is your friend.
 
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Right. Your last monster is a bit... weird.

--

Animated Enochian Chess Piece

Mana Cost: 3

HP: 1
MP: 40
Speed: 10

Body: 1
Presence: 0
Perception: 3
Mind: 1
Soul: 0

Affinity: Ritual, Construction, Magic, Angel

Trait - Tiny: +2 to Success Threshold for Damaging Attack against it. (Maximum 6)

Magical Ritual: Scrying
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 6 Successes
  • Mana Needed: 4, plus 4 each 2 Rounds
  • Participants Needed: 4
  • Effect: At the beginning, choose one of the rooms in the Dungeon. When the Ritual finishes, anyone in the room of the Ritual can see into the Room being scryed upon.
  • Miscast: Nothing.

Magical Ritual: Minor Divinations
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 4 Successes
  • Mana Needed: 5
  • Participants Needed: 2
  • Effect: The Next Success against the Participants are Negated. This cannot be stacked.
  • Miscast: -1 Mind to all Participants

Magical Ritual: The Blessings of the Infinite
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 8 Successes.
  • Mana Needed: 6, plus 1 per Round
  • Participants Needed: 3, plus one creature inside the Ritual Area
  • Effect: One Creature inside the Ritual Area regains 2 HP per round, and gains +3 in a Stat determined at the start of the Round. They must be inside the Ritual Area to retain that blessing
  • Miscast: All Participants, and anything inside the Ritual Area, takes 3 Damage, and -3 in a Stat determined at the start of the Round.

Magical Ritual: Astral Assault
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 8 Successes in each room.
  • Mana Needed: 20
  • Participants Needed: 4 in each room, plus an Attacker.
  • Effect: The Attacker makes an Astral copy of themselves. It is Astral as well as any other Affinity. That Copy may go into each room that the Casters have successfully performed the Ritual in, taking a round to move. The Copy does not count as a Monster for the purposes of the 1 Minute Time Limit. If the Attacker dies or is incapacitated , the Copy's HP goes to 0.
  • Miscast: Feedback deals damage to the Participants equal to their Mind. If the Attacker was in the room of the Miscast, they must make a Body Roll. If they roll a majority of failures, they explode.

So, Chess Pieces may seem weird, until you realize that these are the pieces of Enochian Chess, a chess variant associated with the Golden Dawn. These pieces look like the Egyptian Gods. Enochian Chess was used in Divination, which explains the Minor Divination Ritual. The Astral Assault is actually a reference to when Crowley preformed a "Astral Assault" against the Isis-Urania temple.

Also, this reveals Rituals. Anyone can participate in a Ritual, but at least a majority of them needs to know the Ritual. You roll a number of dice equal to your Mind, unless otherwise noted. Only the Participants roll. Good thing about Rituals is you do not have to wait for the Adventurers to enter the Room to start Rituals. Bad news is that you can do nothing but Perform the Ritual that turn, which means the Participants are stuck there. Some Rituals do need items, but that's not important here.

Also, Miscasts. Rituals can be Miscast. If a majority of the Participants fail too many failures, or the Ritual is disturbed in a way that cannot be recovered from, the Ritual Miscasts. They suffer from bad things. The Miscast is the minimum you can expect. It the Ritual was disturbed, it could cause unintended side effects that the QM must determine. (For example, a Fire Affinity replaces the Astral Affinity of Astral Assault, that is enough to cause the Ritual to Miscast. Because Fire was involved, everyone in the room catches fire.)

Now, these guys seem cheap, but notice something: They have no way of attacking, and their HP is 1. But, they are super tiny.

Traps should be next. I'll need to wait for the vote to determine a couple of things there. This will be fun. Please Wait Warmly
 
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Hmm. They're kinda both good AND bad. Three chess pieces, and The Glory. 26 Mana, for the bare minimum to cast Rituals reliably during matches (4 participants minimum, high Mind, majority chess pieces). Chess pieces are actually a vulnerability to our Rituals, because they only have 1 Mind and are thus prone to miscasting, though hopefully the Glory's presence offsets that due to the bonus successes it gives. On the plus side, three chess pieces means we can fuel a ritual almost indefinitely (60 rounds of Scrying, 120 of Blessings)

The Glory also lets us change Ritual keywords, allowing us whatever modifications we can manage from 'Holy, Angel, Otherworldly, Spiritual, Earth' and 'Ritual, Construction, Magic, Angel'. If we add a Neophyte or Zelator into the mix, we now have an actual target for Blessings of the Infinite who won't auto-die when an opponent submits to their only attack, and we add Humanoid and a random element to our list of possible Ritual Keywords.

This does incidentally bring up the question of whether Geomancer's Caltrops can have their keywords altered by The Glory, since they do have the Ritual tag... but don't appear to be actual Rituals.

Neither The Kingdom nor The Power can be usefully buffed with Blessings of the Infinite, because their damage output is not reliant on a stat, and they don't provide any new keywords to use in rituals. Buffing chess pieces is questionable, though i guess giving one more Mind means the next ritual'll be faster... maybe. And probably not fast enough to offset the time spent buffing the piece in the first place. Buffing Glory means tons of Soul damage, but the opponents can just submit to autokill the Glory. Neophytes do decent damage when buffed, but that's about all. Zelators are pricey, but it gives them a very solid chance of activating their elemental effects while also doing good damage.

Thus, we'll need to figure out what the keyword modifications available to us do to each Ritual, and we'll have to design Bosses to include useful Keywords for Rituals. Finally... Astral Assault I was kinda iffy on, at first. Short of sending a Power to guard a door and cheese the 1-minute limit (which isn't even all that effective, because most rooms in our dungeon have multiple doors, so someone can just bypass the Astrally Projected Power), we don't really have any options that work well with it. EXCEPT! It provides us half of a mechanism for roaming bosses or trap-triggered bosses, we just need to set up the boss in a way that the NDDA approves of.

I also should probably ask whether Astrally Projected creatures still benefit from Blessings of the Infinite being cast on them before projecting.
 
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