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Sunday, April 04, 2004

Proposal: More Fun With The Dead

In rule 22 reword the ailment Ghost Ships to:

*Ghost Ship: Once a ship has contracted this ailment, the ailment 'Abandoned' is no longer in effect. However, Mariners with 0 or less morale must be transferred to a Ghost Ship regardless of distance. Ships with this ailment are under the control of the Poet and do not have a Battle Strength regardless of the Morale of its Mariners.

And create a new ailment in Rule 22:

*Undead: Once a Mariner has reached 0 Morale they are transferred to a Ghost Ship of the Poet's choosing regardless of distance. If a Ghost Ship does not exist then that Mariner afflicts the other Mariners aboard their ship with -5 Morale each lacuna until a Ghost Ship is created. Mariners with this ailment are immune to Homesickness. An 'Undead' Mariner aboard a Ghost Ship may perform the 'Curse' once per lacuna. This is done by making the comment in the GNDT of 'Curse You: DICE'. The Curse is successful if the dice rolls a 4 or 5. If the Mariner has 11+ Morale and rolls a 6 they are instantly transferred to the Target Ship and lose the ailment of 'Undead'.

Create a new rule:

Undeath:

Ghost Ships have been known to wander the Sea. They are like every other ship except they do not have a Captain or a Battle Strength. Instead the Poet is in control of the Ghost Ship and may issue any order of attack, dock or any order under Rule 15. The crew of a Ghost Ship is made up of Mariners with the ailment ‘Undead’. (See Rule 22 under Undead.)

Attack: Once per lacuna, each Ghost Ship may declare an attack against any Ship, regardless of the Distance between the two. Ghost Ships may not be attacked by non-Ghost Ships. Ghost Ships cannot use Beheadment as an attack type. When attacking, Ghost Ships do not roll for attack or defense.

The Ritual: The only way for a Target Ship to counter an attack from a Ghost Ship is if a Priest aboard the Target Ship successfully performs the ‘Ritual’. (See Rule 17 under Priest) This Priest has 12 hours to successfully perform the Ritual after a declaration of attack has been made. The Ritual is considered to be in effect for 12 hours after it has been performed. If the Ritual is still in effect or if it is successful the Ghost Ship may not attack the Target Ship.

The Curse: A Ritual may be countered by a successful Curse. Once a Target Ship's Priest has successfully performed a Ritual, a Mariner aboard the attacking Ghost Ship may perform the ‘Curse’. This must be done within 4 hours of the performance of the Ritual. If the Curse was successful, the Ritual is ignored and the attack by the Ghost Ship continues on the Target Ship. If there is more than one Ghost Ship in play a priest may react to a successful Curse with another successful Ritual.

Braaaaains!  And plunder!  Yargh! Self-killed by Keitalia; failed by Satyr Eyes at 23:39 GMT, 04.05.2004. -3 to Keitalia, +1 to Satyr Eyes.