Cycle 13/Ruleset: Difference between revisions
Updated to reflect ruleset as of the Third Loop, Phase I. |
Updated to reflect the proposals passed at the end of Phase II. |
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= 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. | |||
== Expelling == | |||
Any player can lower one of their humor values to a specified integer value between its current value and 50 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 == | |||
Once per phase, players may Metabolize by stating as such in #game-actions. To do so they must roll a dN where N is the number of Ailments they have plus 2, and if the result is 1, they gain an Ailment. After doing so their Ailments are applied. | |||
At the start of each phase each player has a SCRS of 0. After metabolizing during that phase it is either 6 if their humors are balanced or 2 if they are not. | |||
== 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. | |||
When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a potency between -10 and 10, 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. | |||
At the end of each Phase, the Pestilence Loop's Humors are each set to the mean value of the corresponding Humors of all players who have Metabolized at least once this Loop. If, after this is done, the Pestilence Loop's Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). Instead, if after this is done, the Pestilence Loop's Humors are imbalanced, Loop Instability is increased by 1. | |||
== Temperaments == | |||
Each type of Humor has an associated Temperament: Sanguine, Choleric, Melancholic, and Phlegmatic are the Temperaments associated with the Humors of Blood, Yellow Bile, Black Bile, and Phlegm, respectively. | |||
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, 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, once during that phase, any player can grant that player 1 Nomicube. | |||