Cycle 14/Ruleset: Difference between revisions

Implement proposal **🩸 thief (🦹?)**
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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, theΒ  Obelisk's N referenced above is lesser by 1 (still to a minimum of 1).
Winter: During winter, theΒ  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 ===
On the observation of the Obelisk each phase, if an odd number is the result of the dice roll that happens after the observation of the Obelisk, the Obelisk summons an entity, named a "Grebe" to aid it, in addition to moving the distance as per the rules when said odd number is rolled. There can only be a maximum of 5 Grebes aiding the Obelisk at once. If the amount of Grebes ever exceeds this amount, the extra Grebes immediately cease to exist (due to some mysterious existential force).
On the observation of the Obelisk each phase, if an odd number is the result of the dice roll that happens after the observation of the Obelisk, the Obelisk summons a 🐦 to aid it, gaining 1 🐦, in addition to moving the distance as per the rules when said odd number is rolled. The Obelisk can not have more than 5 🐦. If the amount of 🐦 it owns ever exceeds this amount, the extra 🐦 immediately cease to exist (due to some mysterious existential force).


==Items==
==Items==
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*🩸Blood of Stone
*🩸Blood of Stone
*❀️‍πŸ”₯Infernal Heart
*❀️‍πŸ”₯Infernal Heart
Unlike other Ritual Components, ⚑ cannot be traded.
*🐦 Grebes
*πŸͺ¨ Brimstone
*πŸ’€ Restfulness
Β 
Unlike other Ritual Components, ⚑, πŸ’€ and 🐦 cannot be traded.
Β 
No player should have more than 4⚑, If at any point a player owns more than 4⚑, the superfluous ⚑ are transformed into πŸ’€.


=== 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 3πŸ’€.


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 πŸ’€, in which case they lose 1 πŸ’€.


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


===Mining===
===Mining=== Β 
A player can enter the Crystal Quarries to mine for πŸ’Ž. That player gains 1πŸ’Ž for each 4+ rolled on 2d6.
A player can enter the Crystal Quarries to mine for πŸ’Ž. That player gains 1πŸ’Ž for each 4+ rolled on 2d6 and 1 πŸͺ¨ 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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===Herbalism===
===Herbalism===
A player can cultivate Herbs from the Greenhouse Botania. That players gains 1🌿 for each 4+ on 6d6.
As a Task, a player can cultivate herbs/plants from the Greenhouse Botania.


The following conditions add or subtract dice from the above roll:
====Greenhouse Botania====
The greenhouse Botania initially holds 4 pots. When a player performs the herbalism task, they may do one of the following:
Β 
* Propagation: Any unoccupied pot in the Greenhouse Botania can have herbs placed in it, where this player selects up to 1 herb per pot from the Horticultural Encyclopaedia, removing the appropriate resources from their inventory to do so.
* Hydration: Any pot with a herb in it can be selected (once per pot) by this player, incrementing its growth stage by 1 (initially 0) and receiving the rewards as listed in the Horticultural Encyclopaedia. If a herb's growth stage would be incremented beyond its 'Stages of Growth', this instead does not occur.
* Harvesting: Any herb can be selected to be removed. If it is on its final growth stage ('Stages of Growth'), you receive rewards (refer to Horticultural Encyclopaedia). After harvesting the relevant pot is empty.
If a player attempts to interact with a pot and this would cause them to lose more of a component than they own, the interaction instead does not occur.
Β 
====Horticultural Encyclopaedia====
The following table details the possible herbs/plants and their attributes (where all instances of N refers to the number of experience in herbalism that player has):
{| class="wikitable"
{| class="wikitable"
!Dice
|+
!Condition
!Name
!Resource Cost
!Stages of Growth
!Reward at each growth stage
!Reward upon harvesting
|-
|Feather Fluff
|1 - ⌊N/12βŒ‹ 🌿
|5
|⌊N/4βŒ‹ 🌿
|3 🌿
|-
|Kraken Root
|3 🌿
|9
|Nothing
|2N + 3d8 🌿
|-
|Yaqqip
|5 - ⌊N/2βŒ‹ 🌿
|2
|⌊N/6βŒ‹ + 1 🌿
|⌊N/4βŒ‹ + 1d3 🌿
|-
|Porcupine Tree
|13 - N 🌿
|4
|N + 1d6 🌿
| N - 1d5 🌿
|-
|Trungleweed
|1d3 - ⌊N/3βŒ‹ πŸ’Ž
|1
|Nothing
|N + 3d3 🌿
|-
|-
| +2d6
|Beetwood
|If the Gains are Boosted.
|9 🌿 or 5 🌿 and 2 πŸ’Ž
|6
|1d(N + 3) 🌿
|N + 1d6 🌿 and 1dN πŸ’Ž
|-
|-
| +4d6
|Ponzi Plant
|If the current Season is Calm Spring.
|6 🌿 or 6 πŸ’Ž
|3
|Nothing
|Roll 1d(N + 2); if the result is 1,2 or 3, reward is nothing; otherwise, 12 🌿 or 12 πŸ’Ž (player's choice)
|-
|-
| -4d6
|Baneberries
|If the current Season is Winter or the Long Night.
|4 🌿 and 1 🩸
|4
|2dN 🌿
|1 βš—οΈ
|-
|-
| +Nd4
|Darkvine
|Where N is the Experience the Player has in this Task.
|99 🌿
|}
|20
|1d6 🌿
|1 ❀️‍πŸ”₯
|}If a resource cost would be negative due to experience, it is instead 0.
Β 
Only within Herbalism, the following modifiers conditionally apply:
Β 
* If the season is Winter, N is decreased by 3 to a minimum of 0.
Β 
* If the season is Calm Spring, N is increased by 2.
Β 
* If the gains are boosted, N is increased by 4.


===Alchemy===
===Alchemy===
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|-
|-
| +Nd2
| +Nd2
|Where N is the number of Cuts the Obelisk has (see Rituals, below).
|Where N is the amount of 🩸 the Obelisk has.
|-
|-
| +Nd2
| +Nd2
|Where N is the Experience the Player has in this Task.
|Where N is the Experience the Player has in this Task.
|}
|}
(For example. If the obelisk had 2 Cuts, the player had 3 Experience, and the obelisk was 8 kilometers away, the player would roll 5d8 and gain 1🩸 for each 8 rolled.)
(For example. If the obelisk had 2 🩸 and the player had 3 Experience, the player would roll 5d2 and transfer 1🩸 from the obelisk for each 2 rolled. Note that in this example, a maximum of 2 would be transferred.)


=== Befriend a Grebe ===
=== Befriend a Grebe ===
As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If the player gets at least 1 6+ on 1d10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that Player.
As a Task, a Banished player who currently has no 🐦 can attempt to get to know and befriend a 🐦 in the Obelisk's possession. If the player gets at least 1 6+ on 1d10, 1 🐦 is transferred from the Obelisk to the player.  


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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=== Instructing a Grebe ===
=== Instructing a Grebe ===
A player that has a Grebe aiding them can attempt to have the Grebe aiding them collect materials from the wastes outside of the gates. That player rolls 6d6 and gains (or suffers) the following effects:
A player that has a 🐦 can attempt to have their 🐦 collect materials from the wastes outside of the gates. That player rolls 6d6 and gains (or suffers) the following effects:  


* +1πŸ’Ž for each 5+ rolled
* +1πŸ’Ž for each 5+ rolled
* +1🌿 for each 3+ rolled (this is additive with the former).
* +1🌿 for each 3+ rolled (this is additive with the former).
* If the Player got 3 or more 1s on the above roll, the Grebe aiding them becomes Wild and flees into the wastes, no longer aiding the player who befriended them or the Obelisk.
* If the Player got 3 or more 1s on the above roll, they lose 1 🐦. (It becomes wild and flees into the wastes.)


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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===Start a Gathering===
===Start a Gathering===
A player can Start a Gathering by posting their intent to do so in #rituals, specifying its associated ritual type.
A player can Start a Gathering by posting their intent to do so in #rituals, specifying its associated ritual type.
===Foraging===
A player can forage for Herbs from the wastes. That players gains 1🌿 for each 4+ on 3d6. The following conditions add or subtract dice from the above roll:
{| class="wikitable"
!Dice
!Condition
|-
| +3d6
|If the Gains are Boosted.
|-
| +2d6
|If the current Season is Calm Spring.
|-
| -2d6
|If the current Season is Winter or the Long Night.
|-
| +Nd4
|Where N is the Experience the Player has in this Task.
|}
===Pot Synthesis===
A player with sufficient items can combine ⌈M/2βŒ‰ - 1 πŸͺ¨ and 2M - 5 πŸ’Ž 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⚑, 3πŸ’Ž, 4🌿 2βš—οΈ. 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⚑, 3πŸ’Ž, 4🌿 2βš—οΈ. 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 πŸͺ¨ for each different contributor to the ritual is added to the Community Storehouse.


=== Ritual that Destroys a Grebe ===
=== Ritual that Destroys a Grebe ===
'''Prerequisite''': There is at least one Grebe aiding the Obelisk.
'''Prerequisite''': The Obelisk has at least 1 🐦.


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


'''Effect''': One Grebe ceases to exist, no longer aiding the Obelisk.
'''Effect''': The Obelisk loses 1 🐦


=== Ritual that risks our survival ===
=== Ritual that risks our survival ===
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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 πŸ’Ž
'''Effect:''' The specified player (the victim) ceases to be a player. The Community Storehouse is granted 1 ❀️‍πŸ”₯, and is also granted N additional ❀️‍πŸ”₯, where N is the victim's Dying Experience.
=== Ritual to Appease the Obelisk ===
'''Prerequisite:''' At least a total of 20 ❀️‍πŸ”₯ exist in possession of players or the community storehouse.
'''Cost:''' 1 πŸ’Ž
'''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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==== Banishment Proposal ====
==== Banishment Proposal ====
The voting period for a banishment proposal is the phase that started after the proposal was submitted. A banishment proposal is popular if it has more votes in favor than votes against. When a banishment proposal is created, it must specify a player as the target of the vote, as well as the intended Banishment Duration. When a banishment proposal takes effect, its only effect is to Banish the target for the specified duration. Rules to the contrary notwithstanding, neither votes from Banished players nor the proposal's target count as votes on a banishment proposal, and Banished players cannot create banishment proposals.
The voting period for a banishment proposal is the phase that started after the proposal was submitted. A banishment proposal is popular if it has more votes in favor than votes against. When a banishment proposal is created, it must specify a player as the target of the vote, as well as the intended Banishment Duration. When a banishment proposal takes effect, its only effect is to Banish the target for the specified duration. Rules to the contrary notwithstanding, neither votes from Banished players nor the proposal's target count as votes on a banishment proposal, and Banished players cannot create banishment proposals.
==== Sacrificial Proposal ====
The voting period for a Sacrificial Proposal is the same as if it were an Urgent Class Proposal. A Sacrificial Proposal is popular if it has no more than 3 votes against it.
Rules to the contrary notwithstanding, only a reputable player can submit a Sacrificial Proposal.
When a Sacrificial proposal is adopted, in addition to its other effects, the author ceases to be a player, and the Community Storehouse is granted 1 ❀️‍πŸ”₯.


== Judges ==
== Judges ==
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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 πŸ‘ reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more πŸ‘ than πŸ‘Ž 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 πŸ‘ reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more πŸ‘ than πŸ‘Ž 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 πŸ’Ž 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
|}