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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*🐦 Grebes | *🐦 Grebes | ||
*🪨 Brimstone | *🪨 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. | ||
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===Pot Synthesis=== | ===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. | 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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'''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== | ||