automailer on Wed, 20 Jul 2005 10:39:08 -0500 (CDT) |
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[s-b] [auto] Wonko amends p175 |
Wonko has amended p175. --------------------------------- Proposal 175/1: Rewriting lots of stuff A Proposal by Wonko Last modified on nweek 94, nday 5 [[ /1: Made prices on Talismans optional; Talismans can only be Forged if they have a price. Also added clauses to prevent clobbering p160 and p170 (i.e., reimplement their changes with the new rule layout iff they passed). ]] Create a rule in section 10 of the ruleset: {{ == Household Objects == A Household Object is any object that can be located within a Room of the House. Players are Household Objects. Unless the rules specify otherwise, no Household Object may ever occupy more than one Room. If a Household Object is marked as Carryable, then any player who is in the same room as that object may take it; it is then held by that player and stays with em until removed. Players may not take Household Objects held by other players unless explicitly permitted by the rules. When a player leaves the game or ceases to have a location within the House, all Household Objects e was carrying are dropped in the room e was most recently in. A player may give a Household Object e holds to another entity if and only if both entities agree to the trade or the rules specifically permit it. Any player may drop a Household Object e holds in the room e is in at any time. }} Create a rule in section 9 of the ruleset: {{ == Tools == Certain objects may be designated as Tools. Each Tool has a body of text associated with it called its Effects; this describes what happens when a player uses the Tools, and may also include general effects of having the Tool, being near it, and other such things. The Effects field of a Tool may only be changed as explictly permitted by the rules. It is acceptable to have a subsection of an existing rule be the Effects field of a given Tool. The Effects of a Tool may include static effects, triggered effects, and/or activated effects. [[ Examples: static effect: "as long as you hold this, X applies to you" or "X always applies" triggered effect: "When X happens, Y happens" activated effect: "You may do X to have Y happen" ]] Each Tool also has a Game Document associated with it called its Appearance; this may be an empty text (and is if no Appearance has been specified for that Tool), but in general it should be a description of what the Tool looks like, either in plain text or via a link to an existing image outside of the game (such as the url of a gif or some such thing). No Tool may ever be created that has the same name as an existing Tool but a different Effects field (however, this does not limit the number of identical copies of a given Tool that may exist). }} Replace the text of rule 7-2 with: {{ == Talismans == Talismans are Tools. Each Talisman has a Rarity, which must be one of Unique, Rare, Absurdly Common, Common. No player may Forge a Unique Talisman if a copy of it already exists. No player may Forge a Rare Talisman if e already holds a copy. Absurdly Common Talismans can be forged more quickly, according to the paragraph below. Each type of Talisman may have a Price, which is a list of objects. If the price of a Talisman type lists X SP for any number X, this is shorthand for "A Soul or group of Souls with combined value X SP or greater". Any player who has at least one of the objects in a given Talisman type's price may attempt to Forge a Talisman of that type, or may contribute the object(s) to another player's attempt to Forge a Talisman of that type. [[Note that Talismans without prices cannot be Forged, and must be created through other means. ]] If, at the end of the 4th, 8th, or 12th nday of an nweek, a player has been attempting to Forge a Talisman for four or more ndays, and for four or more ndays enough objects have been contributed to the forging to fulfill the price, then the Forging resolves: a new Talisman of that type is created in the possession of the player who attempted to Forge it. This destroys the objects spent for the price, except for Souls. Souls spent this way become Bound to that Talisman. This happens at the end of each nday for Absurdly Common Talismans. When a Talisman is destroyed, all Souls Bound to it become Lost. Talismans are Carryable Household Objects. }} If p170 passed, add to the preceding rule the text "Each Talisman has a Type, which is simply a string of characters that serves only as a means for rules to discriminated between different groups of Talismans." at a location of the Manager's choosing. If p160 did not pass, remove the mentions of 'Absurdly Common' as a rarity from the preceding rule. Repeal rule 7-4. Replace the text of rule 7-1 with: {{ == Fun With Souls == Souls are Carryable Household Objects. When an Outsider who was never a Player before becomes a Player, a Soul is created in eir possession and bearing eir name. The player who holds a Soul may be referred to as that Soul's Master. Each Soul has a State. If a Soul is bound to a Talisman, its state is Bound. If a Soul is held by a Player, its state is Found. If neither of these are true, the Soul is Lost. Players who aren't their own Soul's Master may not pick up new Souls. No player may take a Soul if they already hold three; if a player ever holds more than three Souls, e drops them at random until e only has 3. Souls may have an attribute called Value. The Value of a Soul is expressed in Soul Pennies, or SP. If the Soul corresponds to an existing Player (hereafter called its Owner), then its Value is always equal to 100 plus twice its Owner's Amplitude. Otherwise, its value doesn't change except when the rules say it does. }} Repeal rule 7-5. --------------------------------- This Message was sent automatically by the Wiki. Please do not reply to the sender of this message, as your replies will be ignored. Thank you. _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business