Cycle 14/Ruleset: Difference between revisions

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When a person becomes a player, they gain 1⚡.
When a person becomes a player, they gain 1⚡.
Dying Experience is also tracked based on person, and is initially 0. When a player ceases to be a player, increase that person's dying experience by 1. When a player ceases to be a player, their transferable items are transferred to the Community Storehouse.


=== Banishment ===
=== Banishment ===
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Winter: During winter, the  Obelisk's N referenced above is lesser by 1 (still to a minimum of 1).
Winter: During winter, the  Obelisk's N referenced above is lesser by 1 (still to a minimum of 1).


When the Obelisk is observed it gains an amount of 🩸 equal to the number of Cuts it has.
When the Obelisk is observed it gains an amount of 🩸 equal to the number of Cuts it has plus the number of 🐦 it has.


=== Grebes ===
=== Grebes ===
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*❤️‍🔥Infernal Heart
*❤️‍🔥Infernal Heart
*🐦 Grebes  
*🐦 Grebes  
*🪨 Brimstone
*💤 Restfulness


Unlike other Ritual Components, ⚡ and 🐦 cannot be traded.
Unlike other Ritual Components, ⚡, 💤 and 🐦 cannot be traded.
 
No player should have more than 4⚡, If at any point a player owns more than 4⚡, the superfluous ⚡ are transformed into 💤.


=== Community Storehouse ===
=== Community Storehouse ===
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== Tasks ==
== Tasks ==
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡. If the Task is specified as being a Recreational Task, the player also gains 3💤.


Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task that utilizes Experience, that Player should substitute their Experience value in that Task as appropriate. After a Player performs a Task their Experience in that Task is incremented by 1.
Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task that utilizes Experience, that Player should substitute their Experience value in that Task as appropriate. After a Player performs a Task their Experience in that Task is incremented by 1, or 2 if they have any 💤, in which case they lose 1 💤.


Subsections immediately under this rule describe Tasks.
Subsections immediately under this rule describe Tasks.


===Mining===
===Mining===  
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎 for each 4+ rolled on 2d6.
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎 for each 4+ rolled on 2d6 and 1 🪨 for each 6+ rolled.


The following conditions add or subtract dice from the above roll:
The following conditions add or subtract dice from the above roll:
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|Where N is the Experience the Player has in this Task.
|Where N is the Experience the Player has in this Task.
|}
|}
===Pot Synthesis===
A player with sufficient items can combine ⌈M/2⌉ - 1 🪨 and 2M - 5 💎 in their possession to add an additional pot to the Greenhouse Botania, where M is the number of pots in the Greenhouse Botania.
===Hiking===
As a Recreational Task, a player can hike in the wilderness surrounding the Town, creating a new Landmark. The player must determine the following attributes of the new Landmark:
* Name: a unique name of the player's choice.
* Description: a description of the player's choice.
* Distance from Town: the result of a d100/10.
* Bearing from Town: the result of a d360.


==Rituals==
==Rituals==
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If a Gathering is not completed by the end of the phase in which it was started, it fails, and each Contributor of each Ritual Component Withdraws said Ritual Component. A Gathering can only be completed if the Ritual's Prerequisite (if any) is met.
If a Gathering is not completed by the end of the phase in which it was started, it fails, and each Contributor of each Ritual Component Withdraws said Ritual Component. A Gathering can only be completed if the Ritual's Prerequisite (if any) is met.
When a Gathering is completed, a random contributor and a random curse are chosen. That curse is then applied to that contributor.


Subsections immediately under this rule describe Ritual Types.
Subsections immediately under this rule describe Ritual Types.
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'''Prerequisite''': A Gathering of the Ritual that Rends the Obelisk has not yet been completed this week.
'''Prerequisite''': A Gathering of the Ritual that Rends the Obelisk has not yet been completed this week.


'''Cost''': 1⚡, 3💎, 4🌿 2⚗️. The amount of ⚡ needed to successfully perform the Ritual is increased for each Grebe aiding the Obelisk as follows, from left to right: 1, 1, 2, 2, 3 (for example, if there were to be three Grebes aiding the Obelisk, the cost would be 5, as 1⚡, the starting amount, + 1⚡+ 1⚡+ 2⚡= 5⚡)
'''Cost''': 1⚡, 3💎, 4🌿 2⚗️. The amount of ⚡ needed to successfully perform the Ritual is increased for each 🐦 the Obelisk has as follows, from left to right: 1, 1, 2, 2, 3 (for example, if there were to be three Grebes aiding the Obelisk, the cost would be 5, as 1⚡, the starting amount, + 1⚡+ 1⚡+ 2⚡= 5⚡)


'''Effect''': The Obelisk receives 1 Cut, causing it to bleed.
'''Effect''': The obelisk recieves 1 Cut. 1 🪨 for each different contributor to the ritual is added to the Community Storehouse.


=== Ritual that Destroys a Grebe ===
=== Ritual that Destroys a Grebe ===
'''Prerequisite''': The Obelisk has at least 1 🐦.
'''Prerequisite''': The Obelisk has at least 1 🐦.


'''Cost''': 1⚡, 2🩸
'''Cost''': 1⚡, or nothing if the gathering starter has at least 1 🐦


'''Effect''': The Obelisk loses 1 🐦
'''Effect''': The Obelisk loses 1 🐦
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'''Effect''': The Obelisk is destroyed.
'''Effect''': The Obelisk is destroyed.
=== Ritual of Murder ===
'''Prerequisite:''' The victim is tagged on their discord username as part of starting the ritual. The victim has not objected. 48 hours have passed since the start of the ritual.
'''Cost:''' 1 💎
'''Effect:''' The specified player (the victim) ceases to be a player. The Community Storehouse is granted 1 ❤️‍🔥, and is also granted N additional ❤️‍🔥, where N is the victim's Dying Experience.
=== Ritual to Appease the Obelisk ===
'''Prerequisite:''' At least a total of 20 ❤️‍🔥 exist in possession of players or the community storehouse.
'''Cost:''' 1 💎
'''Effect:''' Rules to the contrary notwithstanding, all players become winners of the game, the obelisk becomes a Good Boy, and the cycle ends.


==Winning and Losing==
==Winning and Losing==
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Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.
==Curses==
A Curse is an action the Obelisk can take to harm players. Curses have a cost in 🩸 and effect and are listed in the table below.
When a curse is applied to a player, if the Obelisk can afford the cost then it loses that many 🩸. After the cost has been paid, if the player has a 🐦, it protects them from the curse and they lose 1🐦. Otherwise, the curse's effect is applied.
In the table below XP refers to the experience of the starter of gathering that triggered the curse in the "Start a Gathering" task.
{| class="wikitable"
|+
!Name
!Cost
!Effect
|-
|Curse of Blood
|0🩸
|The Obelisk gains 5🩸.
|-
|Curse of Return
|0🩸
|All 🩸 owned by the victim is transferred to the Obelisk.
|-
|Curse of Moss
|1+XP🩸
|All of the victim's 💎 turn into 🌿.
|-
|Curse of Banishment
|2+XP🩸
|The victim is banished for 7 days.
|-
|Curse of Abandonment
|2+XP🩸
|All 🐦 owned by the victim are transferred to the Obelisk.
|-
|Curse of Futility
|2+XP🩸
|If gains are boosted, they cease to be boosted.
|-
|Curse of Frost
|2+XP🩸
|The current season is set to Winter.
|-
|Curse of Forgetfulness
|2+XP🩸
|The player loses 2 experience in the Task (or Tasks) they have the most experience in.
|-
|Curse of the Nests
|2+XP🩸
|The Obelisk gains 1🐦, unless it already has 5 or more.
|-
|Curse of the Murmuration
|3+XP🩸
|All 🐦 owned by any players are transferred to the Obelisk.
|-
|Curse of Haste
|4+XP🩸
|The Obelisk advances 1km.
|-
|Curse of Enduring
|6+XP🩸
|The Obelisk loses 1 Cut.
|-
|Curse of Ruin
|6+XP🩸
|A random type of Ritual Component must be selected and then all Ritual Components of that type are destroyed
|}