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| [s-b] [auto] Wonko submits p221 |
Wonko has submitted a new Motion, p221.
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Motion 221/0: Formalizing Death
A Proposal by Wonko
Last modified on nweek 95, nday 9
[[
Motivation: I'd really like to be able to put somebody to sleep or make them panic directly, say by a Talisman or Superpower, so I think it makes more sense to define events like Dying and Waking Up rather than to die them directly to stat changes.
]]
Amend r10-2 to read:
{{
== 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 initially 15. If a stat would exceed its limit, it is set to the extreme of that limit instead.
If a player's Health reaches zero, e dies.
If a player's Calm reaches zero, e panics.
If a player's Alertness reaches zero, e becomes asleep.
When a player dies the following occur:
* E drops all Carryable Household Objects e was carrying (including eir own Soul).
* Any Potions dropped this way are destroyed.
* E is moved to the Front Hall.
* Eir Health becomes 15.
When a player panics the following occur:
* E drops all Carryable Household Objects e was carrying except for Souls.
* E is moved to West of House.
* Eir calm becomes 1.
While a player is asleep the following are true:
* E is a Carryable object
* Eir Alertness increases by 2 at the beginning of each period.
* E cannot move, use Talismans, Attack players, or take actions specified by Room Ordinances
* If e is Attacked or eir Alertness equals or exceeds 20, e wakes up immediately.
When a player wakes up, the following occur:
* If e was being held as a Carryable object, e is dropped.
* Eir alertness is increased by 1.
At the beginning of each Period, each player who has been asleep for at least two nweeks wakes up.
Any player may wake up a sleeping player in the same room, but only at any time e could normally use a Talisman and only if the sleeping player's Alertness is 3 or greater [[i.e., you can't do it during combat or while asleep]].
}}
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