Sonnet Nazi on Thu, 21 Jul 2005 14:12:40 -0500 (CDT) |
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[s-d] Re: Wonko amends p175 |
On 7/21/05, automailer@xxxxxxxxxxxxxxx <automailer@xxxxxxxxxxxxxxx> wrote: > Wonko has amended p175. > > --------------------------------- > Proposal 175/2: Rewriting lots of stuff > A Proposal by Wonko > Last modified on nweek 94, nday 6 > > [[ > /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). "iff" is an incorrect spelling. No burn, but please change. > /2: Specified that Souls Bound to Talismans held by a player do not count as > Souls held by that player. > ]] > > 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. Souls Bound to Talismans held by a given player do > not count as Souls held by that player. > > 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. [[Note > that you may drop your own Soul in this manner. ]] change to "if e already holds three" > 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 > Wonko gains 1 grammatical burn. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss