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Cycle 15/Proposal Drafting
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== Skill Upgrades == Create a new subrule of '''Players''' entitled '''Hearts''' with the text:<blockquote>All players have 2 maximum hearts initially. When a player takes damage, they loose that many hearts. This does not decrease their maximum hearts. If a player has less than 1 heart, they die.</blockquote>Create a new subrule of '''Hearts''' entitled '''Death''' with the text:<blockquote>If a player dies, they are sent to space 0 and their hearts are restored to their maximum hearts.</blockquote>Create a new subrule of '''Players''' entitled '''Level''' with the text:<blockquote>Experience Points are an item. They cannot be traded. Skill Points are items. They cannot be traded. All players have a level equal to ββ(x)β, where x is the number of Experience Points possessed by that player. When a player's level increases to the succeeding integer, they gain 1 Skill Point.</blockquote>Create a new subrule of '''Players''' entitled '''Attributes''' with the text:<blockquote>All attributes are items that cannot be traded. A player may use 1 Skill Point to select an attribute and grant themself 1 of it. Attributes do not have to be used and their effect is always applied to the player that owns it. The following table details the available attributes and the effect that possessing them has on the player.</blockquote> {| class="wikitable" |+ !Name !Effect |- |Vitality |Increases the your maximum hearts by 1. |- |Speed |Roll 1 additional d4 when moving. |- |Perseverance |Select 2 additional spaces when moving. |- |Rizz |You gain a +10% chance to roll again when gambling (values over 100% are treated as 100%). |- |Insightfulness |Gain 1 additional garbage if you gain garbage when landing on a Garbage Pile space. |} Create a new subrule of '''Attributes''' entitled '''Traits''' with the text:<blockquote> A trait is a type of item that cannot be traded. If a player would have multiple of the same trait, they are removed until they have only 1. Traits are obtained by performing a specific method, as outlined below.</blockquote> {| class="wikitable" |+ !Name !Effect !Obtaining |- |Infernal Heart |When you have 1 heart, select between 0 and 3 (you may choose) additional spaces when moving. |Land on or pass through a Hazard type space (with non-blank pseudo-type) whilst having 1 heart and not dying from it. |- |Double Trouble |For each set of the same values rolled in movement, roll kd6, where k is the number of same values. |Roll at least two of the same number in movement. |- |Dice Deuce |If you roll any 2s in moving, you may reroll those dice. This applies recursively. |Roll at least two 2s in movement. |- | | | |} Create a new subrule of '''Spaces''' entitled '''EXP''' with the text:<blockquote>"EXP" is a type of Space. When a player lands on an EXP type space, they gain 3 Experience Points. When a player passes through an EXP type space, they gain 1 Experience Point.</blockquote>Change spaces -212, -207, -35, -25, -15, 15, 35, 200 and 209 to type EXP. Create a new subrule of '''Spaces''' entitled '''Thorns''' with the text:<blockquote>"Thorns" is a type of Space. When a player passes through a Thorns type space, they take 1 damage.</blockquote>Append "Thorns" to the list in '''Hazard'''. Create a new subrule of '''Spaces''' entitled '''Molten Coals''' with the text:<blockquote>"Molten Coals" is a type of Space. When a player lands on a Molten Coals type space, they take 1 damage.</blockquote>Append "Molten Coals" to the list in '''Hazard'''. Create a new subrule of '''Spaces''' entitled '''Caltrops''' with the text:<blockquote>"Caltrops" is a type of Space. When a player passes through or lands on a Caltrops type space, they take 1 damage.</blockquote>Append "Caltrops" to the list in '''Hazard'''.
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