automailer on Mon, 16 Jan 2006 15:16:13 -0600 (CST)


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[s-b] [auto] Triller submits p346


Triller has submitted a new Motion, p346.

---------------------------------
Motion 346/0: Room Ordinances And Rules Include Numerous Glitches.
A Proposal by Triller
Last modified on nweek 104, nday 4

[[ ROARING ]]
[[ There exist in the House Rules and Room Ordinances
an undefined value, several grammatical problems, and a
few things I'd like to change on GPs. ]]
[[ r/0 there are holes here that need to be filled. Please
comment liberally as to solutions ]]

In Rule 10-2, first paragraph, append:
{{
Any occurrance of "Hit Point" or "HP", whether singular
or plural, shall be interpreted to mean Health.
}}

Change the Title of Rule 10-4 to:
{{
Skills
}}

[[ make "find the house" cost 1AP. correct d6 to 1d6.
'may only may only' appears twice: correct this.
weird comma  "player ,as"; fix this too.
use cost:effect form.
Make it the end of every period. ]]
[[ the existing ordinance is not too clear on whether you need to
find the house to enter the Tunnels once your Calm reaches 28.
comments? ]]

Change the Ordinances of West of House in their entirety to:
{{
At the end of every period, the Calm of all Players in this room is increased by 4.
1AP: attempt to "find the House".
To "find the House," roll 1d6: If the result is 6 then that Player has "found the House." 
A Player may not leave West of House until e "finds the House."
A Player may only enter The Secret Tunnels if e has a calm of 28 or higher. 
}}

[[ Remove poetic form; state plainly. Reorder 'Acuity and Strength
and Nimbleness' to correspond with Skills in 10-4. Use standard 
Applied Effects syntax. ]]

Change the Ordinances of Training Room in their entirety to:
{{
Combat is not allowed in the Training Room. 
1AP: roll two 1D3.
The result of the first roll will determine the Skill to be changed:
1 = Strength
2 = Nimbleness
3 = Acuity
If the result of the second roll is a 1, then increment the Skill
determined by the result of the first roll. 
}}

[[ move Attic entry restrictions from Upper Hall to Attic ]]
[[ change automatically & the next time to immediately ]]
[[ existing states "No Talismans can be used from Great Aunt
Mabel's Attic." WTF? Should this be "used in?" comments. ]]
[[ and what of a second Talisman from this room? How can there
be 2 souls of Mabel? And then what if the Talisman is destroyed.
The soul reverts to the player that held the Talisman. ]]

Remove the last sentence from Ordinances of the Upper Hall.

Change the Ordinances of Great Aunt Mabel's Attic to read in
their entirety:
{{
A Player with a Nimbleness of at least 8 and a Strength of at most 5 may enter this Room from the Upper Hall.
No more than one Player may be in this Room at any given time; no Player in any room may take any action that would result in multiple players being in this room. At the end of the first full period a Player is in this Room, they receive one Talisman at random. This Talisman cannot be Unique if another copy of the same Talisman already exists. The Soul of  Great Aunt Mabel is bound to this Talisman. No Talismans can be used from Great Aunt Mabel's Attic. If a Player recieves a Talisman in Great Aunt Mabel's Attic, they are immediately moved to the Upper Hallway.
}}

Triller
---------------------------------



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