automailer on Sun, 24 Jul 2005 14:33:13 -0500 (CDT) |
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[s-b] [auto] EugeneMeidinger amends p170 |
EugeneMeidinger has amended p170. --------------------------------- Motion 170/5: We require interesting targets eh? A Proposal by EugeneMeidinger Last modified on nweek 94, nday 9 [[ /5 Subgame actions removed. /4 Story added Subgame actions added /3 Wand type Stats go to 30 If you take a nap I can haul you to the dynamic room. I'm evil! Now you drop talismans when you freak out. If I did it right. If you freak out you can find your way back to the house. Secret tunnels. I wanted some one way doors. Basic Potions. ]] [[ "What?" "Ugh. Ok I'll try to explain it again, Peter," I said in an irritated pitch, "The House is a sort of nexus pulling at the souls," said I using finger quotes on the word house. "That's absurd!" "I know what I'm talking about. It's what I do remember? Now listen very carefully because I'm running out of time." "Fine," said peter with the stubbornness of a mule. "When you enter the gallery, ignore what everyone is doing and take a good look at the floor. You'll find a trap door. Go in while everyone is distracted. It should lead to a storage room. I'll meet you there." "Wait. How could you possibly kno..." "Because I may have caused it all. I have to go now. Catch! You'll need this in the tunnels" Then I tossed to Peter a container of tea and ran off as fast as I could to try and get to the core of the house. By the time I had reached the house a things had gotten far worse than I had thought. ]] Add to rule 7-1 the following: {{ All talismans have a type. A type is a marker for rules to differentiate talismans. }} Give all talismans a type of charm. Give all talismans whose name begins with a w or a d the type of wand. Add the following rule to section 10: {{ ==Stats== Each player has the attributes of Health, Alertness and Calm. These attributes are called stats. Each stat is an integer in a range of 0 to 30 and is set to ten initially. If a stat would exceed its limit, it is set to the extreme of that limit instead. If a player's Health reaches zero, the following happens: *Eir soul becomes lost. It has the same location as the player. *All talismans belonging to that player of the type "weapon" or the type "potion" are destroyed. *Eir Health is set to ten. If a player's Alertness reaches zero, the following happens: *That player is now "asleep". *That player is now carryable. *While that player is "asleep" eir stats cannot be altered except by the rules. *While that player is "asleep" e cannot take any action regulated by rule 10-1 If a player's Calm reaches zero, the following happens: *All talismans belonging to that player are no longer in that player's possession.[[This works if talismans have the location of thier owner. Did I do this right?]] *That player's location is change to the room called "West of House". *That player's calm become 1. If a player has been "asleep" for the length of two nweeks or another player "wakes" em in a manner allowed by the rules, the following happens: *That player is no longer asleep *That player is no longer carryable. }} Set the stats of each player to be 10. Create the following room {{ __West of house__ Description: The area outside the house. It's cold and raining. You are lost. A broken frame sits on the yellow grass. Ordinances::Once every period, the calm of all players in this room is increased by 4. A player ,as a subgame action, may attempt to "find the house". If a player does so, a d6 is rolled and if that d6 results in a 6 then that player is successful A player may only may only enter The Front Hall if e has successfully found the house. A player may only may only enter The Secret Tunnels if e has a calm of 28 or higher. Exits::The Front Hall, The Secret Tunnels }} Create the following room: {{ __The Secret Tunnels__ Description:: It is dark and foreboding. There is an malevolent air all around. You can't see much but you can feel some frames on the walls. Ordinances::At the end of each period, the calm of all players in this room is reduced by 9 if they did not enter this room during this period. Exits:None. }} Add The Secret Tunnels to the list of exits for The Gallery. If p173 passed, add The Storage Room as an exit of The Secret Tunnels. Create the following talismans: {{__Vial of Goldenseal__ Price: 30 GC Rarity:Absurdly Common Type:Potion Appearance:A glass vial containing a green liquid. Effects: Sacrifice:Increase your health by 3. }} {{__Cup of Coffee__ Price: 30 GC Rarity:Absurdly Common Type:Potion Appearance:A brown liquid of chalky texture. Effects: Sacrifice:Increase your alertness by 6 and decrease you calm by 3. }} {{__Cup of Green Tea__ Price: 30 GC Rarity:Absurdly Common Type:Potion Appearance:A cup of calming tea. Effects: Sacrifice:Increase your calm by 6 and decrease your alertness by 3. }} --------------------------------- 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