Shrine (no ontology)

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* '''5:''' Satan increases the Contestant's strength by 50% and decreases his/her Pain Sensitivity by 50%. The effect lasts 2d15 turns.
* '''5:''' Satan increases the Contestant's strength by 50% and decreases his/her Pain Sensitivity by 50%. The effect lasts 2d15 turns.
* '''6:''' Leviathan spawns either a Vampire, a Daemon or a Hell Knight (equal chances for each), which will either join the Contestant as an [[ally]] or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
* '''6:''' Leviathan spawns either a Vampire, a Daemon or a Hell Knight (equal chances for each), which will either join the Contestant as an [[ally]] or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
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* '''7:''' Lucifer spawns either a Fiend (80% chances), a Hell Baron (10%), a Manticore (5%) or an Archfiend (5%), which will either join the Contestant as an [[ally]] or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
+
* '''7:''' Lucifer spawns either a Fiend (80% chances), a Hell Baron (10%), a Manticore (5%) or an Archfiend (5%), which will either join the Contestant as an [[ally]] or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
* '''8-16:''' 2 random creatures, between an Imp, a Succubus, an Incubus, a Daemon, a Hellhound and a Satyr (there is a chance that two of the same species may spawn), appear, but are merely peaceful. They may be interacted with, and the Contestant may attempt turning them into allies, without guarantee of success.
* '''8-16:''' 2 random creatures, between an Imp, a Succubus, an Incubus, a Daemon, a Hellhound and a Satyr (there is a chance that two of the same species may spawn), appear, but are merely peaceful. They may be interacted with, and the Contestant may attempt turning them into allies, without guarantee of success.

Revision as of 00:06, 18 March 2018

A shrine is a type of room that is used, depending on the type, for either religious/angelic purposes, or demonic purposes. The angelic version of a shrine is the Cardinal Shrine (simply referred to as shrines), while the demonic versions are called Dark sanctums.

Cardinal shrines

The regular version of the shrine is manned by at least one shrine maiden (and up to 4 maximum), possesses an altar to the Cardinal Gods, an omikuji fortune vending machine, and may occasionally be visited by humans and youkai alike. Shrine maidens have the distinct particularity of being human, but still considered an angelic being.

It is possible for the Contestant to do several things in a shrine.

  • As all shrines have altars, the Contestant may seek divine help by making a prayer. To pray, the player must state so clearly then roll a 2d6. See below for the ways prayer function in cardinal shrines.
  • Before making a prayer, it is possible to place an item on the altar. When praying, if the response is positive, the item may be blessed. If the response is negative, the item may suffer a curse instead. Only one item may be placed on the altar to be eligible for blessings or curses. Nothing will happen if more than one item or if ineligible items are placed on the altar, or if the Gods do not respond (neutral / no response range).
    • The effects of blessings and curses depend on the item type; see below for the list of blessings and curses.
  • Altars can also be used to initiate meditation, which helps relieve Stress. A meditation session takes 2d10*3 turns; during which the Contestant will heal -0.1% Stress/turn.
  • If the shrine maiden is present, so is her donation box; it is possible to make a donation to her. If she isn't present, the box is closed.
  • The Contestant may also use the omikuji vending machine - first, he/she must make a wish or state a desire, then insert 25 P$ to obtain fortune reading. Depending on the results, something might happen.

Praying and its effects

Praying is a simple affair: State so clearly, then roll a 2d6. Depending on the score and on other various modifiers, the Gods may manifest a positive response, a negative response, or neither.

Without modifiers:

  • Positive response range: Only occurs on a 12.
  • Neutral / No response range: Between 6 and 11.
  • Negative response range: 5 or less.

Affecting the prayer score

If the modifiers were to increase the prayer score over 12, it is considered to be 12. Similarly, if they were to decrease the prayer score under 2, it would be considered to be 2.

  • Donations to the shrine maiden: The prayer score may be influenced by a donation, using the following formula: (([Donation] - 250) / 250). The result is then rounded up and added to the prayer score as a bonus.
    • The formula has limits. If the result were to be negative, then it is treated as zero. If the result were to exceed 4, it is treated as 4.
    • Due to the way the formula works, donations inferior to 375 P$ have no effect on prayer score, and donating over 1250 P$ is wasteful as the prayer score bonus will max out.
    • Stealing donation money at any point (including trying to steal back a donation that was just made) will anger the Gods and trigger an automatic negative response.
  • Attacking/Killing the shrine maiden: If a prayer hasn't been performed yet, the prayer score will be immediately set to 2 regardless of other modifiers. If a prayer was already performed, two random Angelic creatures spawn hostile to the Contestant. The shrine maiden (if she isn't dead) and any Angelic creature in the room turn hostile and will engage the Contestant in a fight.
  • Using the omikuji machine: Can only be used once per prayer.
    • Divine blessing: +3 points
    • Great blessing: +2 points
    • Small blessing: +1 point
    • Small curse: -1 point
    • Great curse: -2 points
    • Divine curse: -3 points
    • Anything else: +0 points
  • Desecrating the altar: Altar desecration consists in attacking, damaging, spilling bodily fluids on, or otherwise trying to deface or degrade the altar. If a prayer hasn't been performed yet, the prayer score will be immediately set to 2 regardless of other modifiers. If a prayer was already performed, two random Angelic creatures spawn hostile to the Contestant. In addition, the shrine maiden and any Angelic creature in the room turn hostile and will engage the Contestant in a fight.
  • Reputation: The Reputation score of the Contestant with the Angelic faction affects the prayer score as well.
    • +750 Rep and above = +3 points
    • Between +500 and +749 Rep = +2 points
    • Between +250 and +499 Rep = +1 point
    • Between -249 and +249 Rep = +0 points
    • Between -490 and -250 Rep = -1 point
    • Between -699 and -500 Rep = -2 points
    • -700 Rep and below: Generally, at such a low reputation score, the Contestant will be denied access to Angelic towns to begin with. But should a Contestant trespass into an Angelic town and somehow decide to make a prayer to the shrine, he/she will suffer from a -3 points malus.

NOTE: Beware, as shrine maidens and certain Angelic creatures have the Divine-gating ability, which can spawn further Angelic creatures to come to their aid, and further fill the rooms with potential enemies if they turn hostile to the Contestant! It is generally a Bad Idea™ to provoke the wrath of the Gods or a shrine maiden.

Divine responses

A positive response may have one of the following effects:

  • If an eligible item was placed on the altar, it will be blessed.
  • 2/3 chance of spawning an angelic creature which will be peaceful to the Contestant, and will follow him/her - either permanently as an ally if the Contestant had none, or temporarily, tagging along with the Contestant for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the angelic creature will leave the Contestant.
    • The possible angelic creatures are semi-random ; 5% chance of an angel, 70% chance of a guardian angel, 10% chance of a random Cardinal Beast (equal 1/4 chance for each species), 10% chance of an Auror, and 5% chance of an Archauror.
  • 1/3 chance of spawning a divine gift: a random Supply crate.

A negative response may have one of the following effects:

  • If an eligible item was placed on the altar, it will be cursed.
  • If the shrine maiden was present, she will turn hostile and summon two random Cardinal Beasts as allies, which will also be hostile to the Contestant.
    • If the shrine maiden was NOT present, the Gods will spawn two random angelic beings, which will be hostile.

Blessings and curses

  • Firearms: A blessing will repair 5000 durability points. A curse will remove 5000 durability points.
  • Class 4, 5L, 5S weapons and Handgear: A blessing will spawn one extra weapon of the same type. A curse will break the weapon and render it unusable.
  • Magazines, moon clips, speed-strips and speedloaders: A blessing will refill the magazine (or eqv.) with ammunition of a random type. A curse will break the item and render it unusable.
  • Other weapon accessories: A blessing will spawn one extra item of the same type. A curse will break the item and render it unusable.
  • Ammunition: A blessing will spawn a standard box of ammunition containing a random amount of ammunition of the same caliber and ammo type. A curse will make all of the ammunition on the altar unusable (it will fail to fire, the powder has gone bad, the primer is dead, etc.)
  • Food: A blessing will spawn 1d4 extra items of the same type. A curse will cause the food item to become laced with venom.
  • Meds: A blessing will spawn 1 extra item of the same type. A curse will destroy the item instead.
  • Mushrooms: A blessing will spawn 1d4 extra items of the same type. A curse will destroy the item instead.
  • Clothing and armor: A blessing will repair the clothing by 1 unit. A curse will damage the clothing by 1 unit.
  • Load-bearing equipment: A blessing will spawn one extra random piece of LBE. A curse will destroy the piece of LBE.
  • Valuable metals: A blessing will identify and appraise the item. A curse will destroy the item.
  • Gems: A blessing will identify and appraise the item. A curse will turn the item into an equivalent piece of colored glass (if it isn't one already), which will also be identified and appraised.

Dark sanctums

Dark sanctums are the demonic equivalent, with altars to the Demon Lords (a dark altar). There is no omikuji vending machine, and the only ones usually hanging in this type of shrine are demons. The demonic equivalent of a shrine maiden is a dark maiden. Just like their counterparts, they are human, but considered to be part of the faction they work for - in this case, dark maidens are considered demonic beings. Like their Angelic counterparts, between 1 and 4 dark maidens can be found working at a dark sanctum at any given time.

The Contestant may do the following in a dark sanctum:

  • Prayers are possible in dark sanctums the same way as in regular shrines, and is performed the same way (roll 2d6, plus modifiers).
  • Items placed on dark altars may not receive blessings or curses.
  • Altars can also be used to initiate meditation, which helps relieve Stress. A meditation session takes 2d10*3 turns; during which the Contestant will heal -0.1% Stress/turn.
  • If the dark maiden is present, so is her donation box; it is possible to make a donation to her. If she isn't present, the box is closed.
    • If the dark maiden is present, a donation of at least 750 P$ will prompt the dark maiden to offer a session of "demonic relaxation", for the purpose of relieving stress. If accepted, the Contestant will be lead into the dark sanctum's secret room, subtly dubbed the "pleasure chamber". A session of "demonic relaxation" will last 2d20*4 turns, during which the Contestant will heal -0.3% Stress/turn.

Praying in a dark sanctum

Just like in a regular shrine, simply state intent to pray clearly, then roll a 2d6. Depending on the score and on other various modifiers, the Demon Lords may manifest a positive response, a negative response, or neither. Help from the Demon Lords is noticeably harder to summon than the Gods as it is much easier to obtain a negative response, and there is no neutral response range. The rewards of a positive response, however, are much more varied and potentially helpful.

Without modifiers:

  • Positive response range: Between 10 and 12.
  • Neutral / No response range: Between 6 and 9.
  • Negative response range: 5 or less.

Affecting the prayer score

  • Donations to the dark maiden: Same as with the regular shrine maiden, with the same formula: (([Donation] - 250) / 250). The result is then rounded up and added to the prayer score as a bonus.
    • The formula has limits. If the result were to be negative, then it is treated as zero. If the result were to exceed 4, it is treated as 4.
    • Due to the way the formula works, donations inferior to 375 P$ have no effect on prayer score, and donating over 1250 P$ is wasteful as the prayer score bonus will max out.
    • Stealing donation money at any point (including trying to steal back a donation that was just made) will anger the Demon Lords and trigger an automatic negative response.
  • Attacking/Killing the dark maiden: The prayer score will be immediately set to 2 regardless of other modifiers, and the dark maiden turns hostile.
  • Desecrating the dark altar: Altar desecration consists in attacking, damaging, or otherwise trying to deface or degrade the altar. It will set the prayer score to 2 and render the dark maiden hostile. Some actions that were considered desecration on regular shrines (such as spilling bodily fluids) may not be considered as such, and can in fact be welcomed, in dark sanctums.
  • Reputation: The Reputation score of the Contestant with the Demonic faction affects the prayer score as well.
    • +750 Rep and above = +3 points
    • Between +500 and +749 Rep = +2 points
    • Between +250 and +499 Rep = +1 point
    • Between -249 and +249 Rep = +0 points
    • Between -490 and -250 Rep = -1 point
    • Between -699 and -500 Rep = -2 points
    • -700 Rep and below: Generally, at such a low reputation score, the Contestant will be denied access to Demonic towns to begin with. But should a Contestant trespass into a Demonic town and somehow decide to make a prayer to the sanctum, he/she will suffer from a -3 points malus.

Demonic responses

A positive response triggers a 1d16 roll. Depending on the roll result, one of the following effects may occur:

  • 1: Asmodeus spawns either an Incubus or a Succubus (equal chances for each), which will either join the Contestant as an ally or tag along peacefully with him/her for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
  • 2: Beelzebub spawns 4 random food items.
  • 3: Mammon spawns 5d200 P$.
  • 4: Belphegor heals the Contestant and allies completely, for free.
  • 5: Satan increases the Contestant's strength by 50% and decreases his/her Pain Sensitivity by 50%. The effect lasts 2d15 turns.
  • 6: Leviathan spawns either a Vampire, a Daemon or a Hell Knight (equal chances for each), which will either join the Contestant as an ally or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
  • 7: Lucifer spawns either a Fiend (80% chances), a Hell Baron (10%), a Manticore (5%) or an Archfiend (5%), which will either join the Contestant as an ally or tag along peacefully with him/her, for one traveling session in the UA. Upon reaching the destination, if a temporary ally, the demonic creature will leave the Contestant.
  • 8-16: 2 random creatures, between an Imp, a Succubus, an Incubus, a Daemon, a Hellhound and a Satyr (there is a chance that two of the same species may spawn), appear, but are merely peaceful. They may be interacted with, and the Contestant may attempt turning them into allies, without guarantee of success.

A negative response may have one of the following effects:

  • The dark maiden, if present, turns hostile.
  • 1d4 random creatures from the 8-16 roll appear, as hostiles.

NOTE: Beware, as dark maidens have the capability to summon backup through demon-gating, and the creatures that can be spawned through negative response or the dark maiden's demon-gating may also be demon-gaters themselves! It is also a Bad Idea™ to anger the Demon Lords or the dark maiden, and since it is easier to trigger a negative response than in a cardinal shrine, Contestants should tread carefully when dealing with Demonics.

Empty shrines

Empty shrines are abandoned. They are no longer staffed and no longer holy places at all, and their fate is generally to end up in the Uncivilized Area as one possible roomstyle. All furniture is missing, except from the altar and the donation box, though the altar is essentially disabled and no longer in connection with either the Cardinal Gods or the Demon Lords.

As such, no shrine maiden or dark maiden is ever present in an empty shrine, altar desecration is impossible as it is no longer in use, and all divine/demonic communication is no longer possible. Empty shrines are not completely devoid of use, however ; some of them may have broken vending machines (with possible money still inside) or bookshelves (with possible books), the donation box might also still contain a little money.

See also