|
|
| Line 202: |
Line 202: |
|
| |
|
| = Ephemeral Rules = | | = Ephemeral Rules = |
|
| |
| == Humors ==
| |
| Each Player has 4 Humor values; Blood, Yellow Bile, Black Bile and Phlegm. Each of these values are initially 100.
| |
|
| |
| A Player's humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.
| |
|
| |
| During a given Phase, Players' Humor values cannot change until the state of the Pestilence Loop has been Announced that Phase. If a Player attempts to take an action which would change their Humor values prior to the state of the Pestilence Loop being Announced, that action instead does not occur.
| |
|
| |
| Any actions that have the potential to change a player's humors can only be taken while they have not generated coins during the current phase.
| |
|
| |
| == Expelling ==
| |
| Once per phase, each player can lower one of their humor values to a specified integer value between 10 below the current value and 0 by saying they do so in #game-actions.
| |
|
| |
| == Replenishing ==
| |
| Once per phase, each player can raise one of their humor values by 10 by saying they do so in #game-actions.
| |
|
| |
| == Metabolism ==
| |
| If a player's humors are imbalanced, they have a SCRS of 2, otherwise they have a SCRS of N+1, where N is the number of ailments they have. Whenever a player rolls a 1 when generating coins, that player gains an ailment. Directly after generating coins, and potentially gaining an ailment, their ailments are applied. (If ailments cannot be applied, a player could not generate coins.)
| |
| == Ailments ==
| |
| Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency.
| |
|
| |
| When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain.
| |
|
| |
| Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another and their existing Ailment festers instead.
| |
|
| |
| When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a random potency between 1 and 10, randomly decide whether to negate that potency, and give it a unique name.
| |
|
| |
| When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.
| |
|
| |
| == The Pestilence Loop ==
| |
| The Pestilence Loop is an entity which has 4 Humor values of the same types as the Humors of players: Blood, Yellow Bile, Black Bile, and Phlegm. Each of these values is initially 100.
| |
|
| |
| The Pestilence Loop's Humors are considered balanced if no Humor is below 50 or over 150, and they are all within 10 of each other.
| |
|
| |
| Once per Phase, any player may Announce the state of the Pestilence Loop by declaring their intent to do so in #game-actions. Their message should include the mean values (rounded to the nearest integer) of the four Humors across all Players who have generated coins at least once this Loop; the Humors of the Pestilence Loop are then set to these values.
| |
|
| |
| If, at the end of a Phase, the Pestilence Loop's Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). If instead, at the end of a Phase, the Pestilence Loop's Humors are imbalanced, Loop Instability is increased by 1.
| |
|
| |
| == Temperaments ==
| |
| Each type of Humor has an associated Temperament:
| |
|
| |
| * Blood: Sanguine (BL)
| |
| * Yellow Bile: Choleric (YB)
| |
| * Black Bile: Melancholic (BB)
| |
| * Phlegm: Phlegmatic (PH)
| |
|
| |
| A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.
| |
|
| |
| Each phase, before they generate coins, each player can randomly select a temperament, which is their Goal Temperament for that phase. When a player has the same temperament as their Goal Temperament for that phase after generating coins, once during that phase, any player can grant that player 1 Nomicube.
| |
|
| |
| == Reagents ==
| |
| Reagents are items. Reagents of the same type are fungible. Players can purchase a reagent for 2 coins by stating as such in #game-actions.
| |
|
| |
| When a player gains a Reagent of an unspecified type, they must roll a dN, where N is the number of types of Reagents that exist plus one, to determine which type of Reagent they get. If the result is less than N, they gain a Reagent of the corresponding type in order of creation. Otherwise, a new type of Reagent is created for them to gain.
| |
|
| |
| When a new type of reagent is created, the player that triggered it must give it a unique name.
| |
|
| |
| == Concoctions ==
| |
| Concoctions are items. Concoctions of the same type are fungible.
| |
|
| |
| Players can brew a Concoction by stating as such in #game-actions. To do so they must select a set of reagents they own, containg reagents of at least two different types, to use as the recipe. The reagents used as the recipe are then destroyed. If the recipe is already associated with a type of Concoction, the player gains a Concoction of that type. Otherwise, the player gains a new type of Concoction which is then associated with that recipe.
| |
|
| |
| Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.
| |
|
| |
| Players can throw a concoction they own at a specified player by stating as such in #game-actions, causing the specified player to consume the concoction. Each can only throw one concoction at each other player per phase.
| |
|
| |
| == Festering ==
| |
| When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative.
| |
|
| |
| == Temperament Powers ==
| |
| While a player has a temperament of Choleric, they can purchase a reagent for 1 coin instead of 2, and if their humors are unbalanced, each of their humors decreases by 5 when they purchase a reagent.
| |
|
| |
| While a player has a temperament of Melancholic, their SCRC is 1 higher, and if their humors are unbalanced, each of their humors decreases by 5 when they generate coins.
| |
|
| |
| While a player has a temperament of Phlegmatic, they can remove a specified ailment from themselves if they haven't already this way this phase, and if their humors were unbalanced beforehand, each of their humors decreases by 5 after doing so.
| |
|
| |
| == Withering ==
| |
| For each player, once per phase, if in the prior phase, that player didn't generate coins, any player can reduce one of their humors by 10 by specifying the player and the humor in #game-actions.
| |