Cycle 13/Ruleset: Difference between revisions

Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase IV.
Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase V.
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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.  
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.  
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 potency between -10 and 10, and give it a unique name.
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.
When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.
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== Temperaments ==
== 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.
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.
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.
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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 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.
== 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.