Orc In A Spacesuit on 17 Apr 2003 16:48:02 -0000

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[Spoon-business] Props: Mass and Movement

No props this nweek? I'll do my part to fix that. Here's the two props I sent to -Discuss last nweek, with tweaks as suggested, as well as the (suprisingly little) changes made necessary as a result of props passed last nweek, as well as preparation for any of the current props passing.

I propose the following:
{{__Carryable Objects and Mass__

In this proposal, the delimiters "{-{" and "}-}" are used to group multiple changes to a single rule.

Create the following rule:
All grid objects have the attribute Mass, which is a number. The default Mass is 5.

If an entity that has Strength holds objects whose combined Mass are greater than 10 times eir Strength, e gets -X Speed, where X is the difference in 10 times eir Strength and the combined Mass of the objects. If an entity that has Strength holds objects whose combied Mass is at least 20 times eir Strength, e may not board or disembark from an Airspeeder, catch or pick up any object, purchase any object that is moved into eir inventory upon purchasing, or enter the Grid. No entity that has Strength may pick up, catch, Force Catch, Force Pull, Force Intercept or purchase any object if it would result in the entity holding objects with a combined mass greater than 25 times eir Strength. The previous two sentences takes precedence over any rule that permits any of those actions.

Each Airspeeder has the attribute Maximum Load. If the total Mass of all objects within the Airspeeder, including objects held by players, is greater than that Airspeeder's Maximum Load, then Airspeeder may not move. The previous sentence takes precedence over all rules that permit an Airspeeder to move. The default Maximum Load of an Airspeeder is 1000. [[Perhaps upgrades could improve this, and maybe upgrades could also weigh it down]].

Gnomes in Gnome Bags have 0 Mass. This supercedes other effects that modify or dictate the mass of Gnomes in Gnome Bags.

Following is a list of Base Masses for different kinds of objects. An object's Mass is equal to this Base Mass plus the Mass of all objects that it contains, carries, or possesses. The default Base Mass is 5.

Any object with a Constitution: 10 times its Constitution
Any beverage: 1
Sledge-O-Matic: 40
Shield: 20
Ball of Wax: 2
Ball of Earwax: 2
Shears: 4
Sponge: 2 (Dry)
Sponge: 8 (Wet)
Towel: 3 (Dry)
Towel: 10 (Wet)
Athame: 15
Big Stick: 20
Pinball Gun: 15
Small Lump of Scrap Metal: 25
Large Lump of Scrap Metal: 70
Gnome: 10 [[Those in bags count as 0, see above]]
Football: 2
Bonus Box: 5
Ring: 1
Bread: 2
Olive: 1
Beer Can: 1
Ice Cube: 10
Ice Sphere: 15
Boomcage: 3
Airspeeder: 1000 (without upgrades)
Big Rock: 10000 (without Siren)
Big Rock: 10100 (with Siren)
Ancient Monolith: 10000
Siren Bait: 10
Army: 10000
Improvements: 5000
The Improbable: 5000
Can of Whoopass: 5
Toad: 4
Service Mall: 10000 (includes components)
The Casino: 30000
The Tower of Babel: 30000
Temples: 20000
Hand: 3
Olive Trees: 150
Barney: 1000
Petunia: 10
Insta-Rule: 10

If an object contains or carries any other object(s), the Mass of the carried or possessed object(s) is added to the Mass of the object that contains or possesses them. (So a 100-Mass Human with a 20-Mass Shield would count as 120 Mass. And if that 120-Mass Human enters a 1000-Mass Airspeeder, that Airspeeder would count as 1120 Mass.)

In Rule 301/32, __The Grid__:
In section B.3, replace the first and third instances of "player" with "Player, a Gremlin, or the Yeti", and the second, fourth, and fifth instances of player with "object". [[Inventories aren't just for players anymore.]] Change "a" to "an" as necessary for proper grammar. In addition, add the following to that section: {{Possessing a carryable object is the same as containing a carryable object.}}

In section B.4, change the first instance of "player" to "Player, Gremlin, Robot, or the Yeti". Change the third paragraph to "If the square thrown at contains a Player, a Gremlin, Robot, or the Yeti, e may Catch the thrown object. E may declare this catching any time while the object is Airborne. When an object is Caught, it enters the Catcher's possession."
[[End changes to Rule 301, __The Grid__]]
[[End proposal __Carryable Objects and Mass__]]

I don't propose the following, as this is only for discussion:

In this proposal, the delimiters "{-{" and "}-}" are used to group multiple changes to a single rule.

In Rule 256/15, __Gremlins__, Section B.6, replace the second and third sentences with {{The two location that Curt and Rod are in are Adjacent. Moving between these two locations is known as "Climbing through the Window". It is illegal for any object which possesses Curt or Rod, and Curt and Rod themselves, to enter the location of another Window Gremlin. [[Interdemensional forces won't let you pull them together; just drop the one you're carrying first.]]}}
and replace the last sentence with
{{Whenever the weather is updated, Curt and Rod will each gain 9 Movement and walk 3 times, each time to a random adjacent location that e may legally walk to, if possible.}}

In Rule 301/32, __The Grid__:
Append to section A.1:
{{Two squares are adjacent if both their x and y coordinates differ by no more than 1.}}

In section A.2, replace the 2nd and third paragraphs with:
MO's have the attribute Movement, which is an integer; SO's do not. An object's Movement is set to eir Speed at the beginning of each nweek, or 3 if it does not have a Speed.

If an action costs Movement, it may not be taken unless the object has at least that amount of Movement and pays that amount of Movement. In addition, no object may take an action that costs movement if it or any object it contains or possesses has had a decrease in Movement during the current nday. Finally, an object may not take any action that costs Movement if it would directly cause any object to enter a location that it is illegal for it to enter. [[Basically, you gotta pay movement to move, or get carried by something else that pays for itself and carries you along (airspeeders).]]

If it is illegal for a an object to be in a location, it is also illegal for that object to enter it.

Replace section B.2 with:
A MO may Walk to any adjacent location, provided that it is legal for the object to enter that location. When an object Walks to a location, it is moved to that location. Walking costs 3 Movement.

Walking may also be referred to as Flying, Cruising, or Running. [[Because airspeeders don't walk.]]

Warping costs 8 Movement. When an object Warps to a location, it is moved to that location. [[Note that permission is not given here for anything to warp -- it's for Aliens and IID's and such.]]

Whenever an object performs an action that costs Movement and changes its location, it is considered to moved along a ray from the center of its original location to the center of its new location. The same goes for any objects that it contains or carries.

In section D.1, change "2+2n points" to "2+2n points and 1 Movement".

Change Section E.3 to the following:
There exists an entity named the Yeti, which has the Race Yeti and Gender Male. At the start of the 1st nday of each nweek, if the Yeti is on the Grid, he Leaps if able to a random square that is not more than 8 units from his location repeatedly until he cannot. Leaping costs 8 Movement, and moves the Leaper to the location e Lept to. At the start of the 1st nday of each week, if the Yeti is Dead, a Winter Gnome appears on a random empty location on the Grid, that location becomes Frozen, and the Yetis is moved to that location. At the start of the 1st nday of each week, if the Yeti is not on the Grid, he moves to a random Location on the Grid.

If the Yeti enters a square (not location, so not in Limbo) containing a carryable object, if e is able, e picks up that object. The Yeti attempts to a catch objects that he can catch randomly; there is a 50% chance e will each time e is able.
[[End changes to Rule 301, __The Grid__]]

In Rule 394 , __Monday Night Football!__, in section C.2, add the sentence, "Tackling costs 1 Movement.", and remove section D.2, and renumber remaining sections accordingly.

Change Rule 662, __Impaired coordination__ to the following:
{{If any player attempts to Walk, or cause any Airspeeder to Cruise, a 1d6 is rolled. The new position of the airspeeder or player is set to the following, based on the roll, instead of the intended positon:
1 - No change
2 - direction traveled is rotated 45 degrees clockwise.
3 - direction traveled is rotated 45 degrees counterclockwise.
4 - direction traveled is rotated 90 degrees clockwise.
5 - direction traveled is rotated 90 degrees counterclockwise.
6 - The move takes place as intended, and the object loses 1 Movement.
7 - The move takes place as intended, and the object loses 2 Movement.
8 - If it is a player, e Trips and Falls, Fumbling the Football if it is in eir posession. E moves normally. If it is an Airspeeder, the Airspeeder Crashes, and does not move. When an Airspeeder Crashes, it loses 20 HP and 4 Movement, and all objects within it that have HP lose 1 HP.

If any object would be moved illegally as a result of this, the movement does not occur, though it still counts as the player Walking or the Airspeeder Cruising, and still costs the requisite Movement. Note that these effects may result in an object having negative Movement.

If an entity that is Inebriated uses a Laser Gun to Shoot at another object, a 1d4 is rolled. On a 1, the target does not lose any Integrity. On a 2, the target loses 3d3 Integrity instead of 4d3.

If an entity that is Inebriated causes eir Airspeeder to launch a KEMOSABE Missile, a 1d20 is rolled. On a 3 or 4, it is launched in a random direction. On a 2, the Missile is shot straight upwards; it is removed from the grid for 7 ndays, after which it enters and Detonates in the location it was launched from. On a 1, it immidiatly detonates in the location it was launched from.
[[End new text of Rule 662, __Impaired coordination__]]

Change Rule 949, __Great Heights__, to the following:
{{It is illegal to Walk to a location if the elevation Walking object's current location differs by 4 or more from the target location.}}

In Rule 1071, __Airspeeders__:
In section A, replace "Speed, which is initially 5." with "Speed, which has a base value of 15, and is a Stat.

Append to section B, "Boarding costs 1 Movement. It is illegal to cause the Football to enter an Airspeeder (including boarding one when you possess it)."

Replace the first paragraph of section C with the following:
If an entity is in an Airspeeder that e owns, that Airspeeder is not Snuggled, and the Football is not in that Airspeeder, e may cause that Airspeeder to Cruise to an adjacent, legal location.

Append to section D, "Disembarking costs 1 Movement."

In the first sentence of section E, replace "all players" with "all objects that are not carried by something other than the airspeeder". [[So your precious items don't go flying.]]
[[End changes to Rule 1071, __Airspeeders__]]

In Rule 1075, __Wealthy Bastard Speeder Upgrades__, change "A Speeder with Afterburners may move one additional space per nweek." to "Having Afterburners grants an Airspeeder +3 Speed."

In Rule 1137, __The Police__, change all instances of "move" to "cruise".

Change the second paragraph of Rule 1143, __Barney__ to:
At the beginning of each nweek, or at the beginning of each nday if Barney is Wired, Barney Walks 3 times, each time in the direction of the nearest Speeder that is not Snuggled to his location. }}In that same rule, change all instances of "move" to "Walk", and all instances of "moves" with "Walks".

In Rule 1183, __The Infinite Improbability Drive__, change the first paragraph to the following: {{If the owner of a Speeder possesses a Ford Prefect Gnome, e may change the Speeder into a Speeder with an Inifinite Improbability Drive (IID). This causes the Gnome to turn into a Petunia, a carryable, throwable, MO. [[Quite improbable, is it not?]] The owner of a Speeder with an IID, if e is in it may cause it to Warp to any location on the Grid. In addition to the normal effects of Warping, this causes the Speeder and all objects it contains to have their Movement set to 0 if it is positive, and additional effects based on the roll of a 1d100:

On any roll from 1 to 42, there are no additional effects.}}

Append to Rule 1186, __Lake Caffeine__, "Players, Barney, and Gremlins gain +X Speed while Wired, where X is eir Constitution divided by 3. When a player, a Gremlin, or Barney becomes Wired, e gains Movement equal to X divided by 3, if e has not already become Wired during the current nweek."

In Rule 1271/0, __Races__, after the sentence that starts "If any of an object's stats...", add: {{All objects that have a Speed also have the attribute Movement, which is an integer. At the beginning of each nweek, each player's Movement is set to eir Speed.}}

In Rule 1326, __Armies__:
Replace section A.5 with:
{{Each Army type has a Speed. Their base Speed is equal to the base Speed for objects whose Race equals the Army's Type. Borg Armies have a Speed of 6. The General of an Army may cause the Army to Walk at any time it is legal for the Army to do so.}}

Delete the Speed column from the table in section B.

Change section B.3.4. to "Alien Armies may Warp, unless they have Warped during the past 10 ndays."
[[End changes to Rule 1326, __Armies__]]
[[End proposal __Movemnent__]]

These props should both function independently or if they are both passed. I believe that I addressed the concerns stated by others about these last week, either with changes to the props or an explaination of why things are the way they are in the prop. In case anyone missed it, here's one highlight: If we say that "any Flurbles that exist have the attribute Color, and that Color is Mauve", then whether or not any Flurbles exist won't cause any problems. And even having no other definition or provision for Flurbles in the game won't cause any problems either. Just that bit about Flurbles being Mauve won't have any effect. So, there is nothing inherently buggy in stating things about Petunias or Robots or such, if there is no provision for them to even exist. Although I did take out Robots in the prop.

Orc in a Spacesuit

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