Let's make Charisma meaningful.
Let's give peaceful players a chance to develop characters that have some utility in the power balance of the hearthlands.
200k LP Skill: Ordained.
Purchasing this skill allows you to form a religion, or recruit for any Religion you join.
This unlocks the ability: "Wyrd of Power"
New incremental skill: Theology
Religion -
- If you form a religion you are the head of religion. If the head of the religion dies, the religion disbands unless you have designated a successor. The successor must also have the skill ordained, and be part of the same religion.
- Any member of a religion receives bonus damage and additional armor deflection when fighting a member of another religion, or a hearthling without a religion.
- The damage bonus and deflection value is the cubed root of the sum of the (Charisma of every member of the religion÷5).
- Members of a religion receive a religious charm. When wearing the charm around their neck, below applies.
- Religion Check: To attack a member of the same religion, you must pass a check. The geometric mean of your psyche x stealth must be greater than the geometric mean of their charisma and theology. This check is ignored if the other individual currently has the crime debuff.
- To leave a religion, you must place you charm in your study. After three days, studying completes, and you gain the permanent wound, "Skeptic." It causes only -1 HHP, provides a +5 modifier to intelligence, but reduces charisma and psyche by 9 each.
- Head of Religion may excommunicate in the same way that a law speaker may exile.
- Excommunicated individuals must still leave the religion before they join another, but do not receive a penalty until they do. They are conferred no bonuses unless the excommunication is lifted, and receive no religion check.
Charisma power:
- Wyrd of Power may be activated. When activated, nobody in another religion that is not the Wyrd speaker's (but not those without any Religion) may step within a number of tiles of the wyrdspeaker equal to the square root of the geometric mean of the Wyrd speaker's charisma and theology. They bypass this restriction if they can pass the above religion check. The Wyrd speaker may only be attacked if the attacker passes the religion check.
- Power of Wyrd may only be activated once per 24 hours, and the field lasts until the Wyrd speaker moves, or for thirty minutes, whichever is first.
What does this mean:
- There will be some incentive to limit players you can attack by joining a religion.
- The larger the religion, and therefore the greater your limitation on those you can attack, the greater the benefit is.
- Peaceful players have some utility.
- It's entirely optional (Power of Wyrd does not effect atheists)
- More sandbox tools.