Sunday, December 31, 2017

Kowabungaaa

My back hardens and becomes like the shell of a turtle - I acquire Carapace!
My groove and swagger increases to totally funky fresh levels - I acquire Nimble!

Sunday, December 31, 2017

Proposal: A new years resolution

self killed failed by card

Adminned at 04 Jan 2018 08:59:41 UTC

Make a new rule titled Resolutions with the text

If a proposal has been self killed and it would have otherwise passed at the time it was self-killed, the author of that proposal gains 25 suspicion.

Proposal: Three Final Acts, take 3

4 days old 5-0 with 2 defs enacted by card

Adminned at 04 Jan 2018 08:57:50 UTC

In “Distance”, replace “At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5” with:

Twice a day, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5, but this action can only allow them to change locations at most once a day.

Add to the ruleset the following rule named “Endgame”:

A Failed Experiment can perform a Heroic Action by making a blog post for this purpose. The Heroic Actions possible are the following:
- Understand the Truth: This Heroic Action can only be performed if your Distance is above 50, as you gaze upon the vast cities and civilization beyond.
- Save your Family: This Heroic Action can only be performed if you have performed “Understand the Truth” and your Distance is 0, as you return to the lab to recover and carry the larvae of your brethren.
- Escape: This Heroic Action can only be performed if you have performed “Save your Family” and your distance is above 50. Performing this action makes you achieve victory.

For any Failed Experiment with a distance greater than 15, set their Distance to 15.

In “Hunger”, replace “At-will, they can reduce their HP by any amount to lose the same amount of Hunger.” with:

At-will, they can reduce their HP by an amount less than their HP to lose the same amount of Hunger.

For the Acid Spitter and Swordfingers abilities, replace “a Nearby Failed Experiment” with:

a Nearby Failed Experiment other than themselves

For the Soulbreather ability, replace “You may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1” with:

If your HP is above 1, you may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1

For the Roselips ability (if it exists), replace “a Nearby Failed Experiment” with:

a Nearby Failed Experiment other than yourself

In “Death”, replace “As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment.” with:

As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment, except for their distance which is not modified.

In “Capture”, replace “On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0.” with:

On a roll of 2 or greater, their Suspicion is set to 75.

In perfect conditions it would take 9 days to do the whole trip (starting from 0). The twice-a-day limit might seem superfluous with the location change already being limited, but it prevents the hack of moving back and force to get captured and come back to 0. I also remove suicide possibilities.

Proposal: More abilities

self-killed failed by card

Adminned at 31 Dec 2017 04:30:05 UTC

Add to the list of Abilities the following:

- Beefarm (Manifest 50): One of your arms is massively muscular. As a weekly action, you can attempt to Throw another Nearby Failed Experiment by increasing your Hunger by X amount and rolling DICEX, where X is a positive integer of your choice, up to 10. If that roll has a result which is above 1, the Throw is successful and you manage to move the target up or down (this direction is your choice) an amount of Distance which is equal to the result of the roll. This movement ignores the restrictions of crossing Marked Distances.

- Roselips (Manifest 30): Your lips hide a series of tiny, poisonous stingers. As a weekly action, you can set the HP of a Nearby Failed Experiment whose HP is 4 or less, to 0. Doesn’t affect targets with Carapace.

- Smellycheeks (Manifest 40): You can easily paste your scent onto your surroundings to mark your territory. By increasing your Hunger by 20 and making a Blog Post for this purpose, you can Mark your current Distance value. You can only Mark one Distance value at a time - any new Marks you make remove your prior Marks. While you are at your Marked Distance and your HP is at least 50% of its Max HP value, no Failed Experiment other than yourself can cross it.

A way to make others move more, a roguish weapon, and a way to make others move less.

Proposal: Three Final Acts

self-killed, failed by card

Adminned at 31 Dec 2017 04:29:12 UTC

If the proposal “Three Acts” has been self-killed, enact the proposal “Three Acts”.

Just so it’d take two self-killings to remove them.

Saturday, December 30, 2017

I think those ninja turtles were really onto something

Blessed be thine cheese, hallowed by thine warm and tender bread, graceful be thine toppings. I call upon thee, Hut of the Pizza, to grant me answers about what lies beyond life and death, and I acquire Spirit Form!

Glasses are going to be expensive

I acquire Third Eye

I forgot to do this, sorry.

Proposal: The Cleanup Crew has arrived !

self killed failed by card

Adminned at 31 Dec 2017 04:24:26 UTC

Set all of the Director’s GNDT variables and Abilities to the default values that a new Failed Experiment would have if they joined at that moment, except for Distance which is set to 100.

At the beginning of the Groups rule, add:

(The following rule does not apply to the Director, who cannot be part of a group)

Replace “At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5” with:

At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5, except if they have not yet performed this action on the current day. If that is the case, the Failed Experiment must first roll a DICE2: on a roll of 1 they encounter the Cleanup Crew (see corresponding rule).

Add a Cleanup Crew rule with the following text:

When a Failed Experiment encounters the Cleanup Crew they must evade it or, if they possess Acid Spitter, Swordfingers or the Killer Tube, can instead choose to confront it:
Evading: Roll a DICE3:
- On a roll of 1, you fail and get attacked: you lose HP equal to one DICE6.
- On a roll of 2, you manage to escape: you may change your distance by 1.
- On a roll of 3, you manage to hide from the crew but are forced to wait until the path is clear: you will not be able to change your distance any more for the current day (unless you become Dead or Captured that day).
Confronting: When confronting the Cleanup Crew, the Director is considered nearby you. Perform Acid Spitter or Swordfingers, or use the Killer Tube, on the Director (this does not count as a Weekly Action for the abilities):
- If the Director loses HP as a result of the action, but does not become Dead, you successfully countered the attack: you may change your distance by 1.
- If the Director became dead as a result of the action, you have cleared the path: you may change your distance by up to 5.
- If the Director did not lose HP as a result of the action, you failed to counter the attack: you lose HP equal to one DICE6.

Add to the Death rule:

Whenever the Director is Dead, their GNDT variables and their Abilities are immediately set to the default values that a new Failed Experiment would have if they joined at that moment, except for Distance which is set to 100.

To complicate the distance game a little.

Proposal: Three Acts

vetoed—card

Adminned at 30 Dec 2017 19:43:36 UTC

Add to the ruleset the following rule named “Endgame”:

At-will but twice per week at most, a Failed Experiment can perform a Heroic Action by making a blog post for this purpose. The Heroic Actions possible are the following:
- Understand the Truth: This Heroic Action can only be performed if your Distance is above 50, as you gaze upon the vast cities and civilization beyond.
- Save your Family: This Heroic Action can only be performed if you have performed “Understand the Truth” and you Distance is 0, as you return to the lab to recover and carry the larvae of your brethren.
- Escape:  This Heroic Action can only be performed if you have performed “Save your Family” and your distance is above 50. Performing this action makes you achieve victory.

Inspired by Kevans idea but you go back and forth more so there’s more chances for positive and negative interaction, and it would take aprox 1-2 weeks to do in ideal conditions.

Deliberately didn’t change Distance rules so that it’s less of a daily grind thing and more of a choice of deciding to pay up to make a tactical move or wait for a better opportunity.

Thursday, December 28, 2017

New Player

Hi! I’m PineTreeQ and I would like to join the game.

Back to the Lab

Axemabaro and Pokes both idle out after a week’s inactivity. One more idling will take BlogNomic into Dormancy.

Proposal: Border Line

self killed, failed by card

Adminned at 30 Dec 2017 06:16:57 UTC

In Distance, after “Those with a Distance of 30 or higher are on the Road.”, add:-

Those with a Distance of 50 or higher are across the Border.

For any Failed Experiment with a distance greater than 15, set their Distance to 15.

Add a subrule to Distance called “Freedom Victory”:-

If a single Failed Experiment was the first Failed Experiment to be across the Border, that Failed Experiment has achieved victory.

In “Distance”, replace “At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5” with:-

As a daily action, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5

Time for a victory condition?

Wednesday, December 27, 2017

Proposal: Persistence

reached quorum 4-0 enacted by card

Adminned at 29 Dec 2017 10:10:49 UTC

Amend

As a daily action, a Captured Failed Experiment may attempt to escape the nets by rolling DICE3. On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0.

to

As a daily action, a Captured Failed Experiment may attempt to escape the nets by rolling DICE3. On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0. If your current Captured state has lasted more than 72 consecutive hours, performing this action also sets your Suspicion to 75.

This is totally self-serving, but I’m fed up of being stuck lol.

Sunday, December 24, 2017

Seasonal Downtime

Under Rule 3.4, BlogNomic is now in Hiatus until the 27th. Happy Seasonal Downtime, everyone.

Saturday, December 23, 2017

Proposal: Combo Rework

Self-killed. Failed by Kevan.

Adminned at 28 Dec 2017 11:53:26 UTC

Rename “Combos” to “Proclamation” and replace its ruletext with the following:

A Failed Experiment can perform actions and have their effects applied to the gamestate via making a Proclamation post for this purpose, which is a blog post with [Proclamation] in the title.

A Proclamation has two parts:
* Description: This is an explanation of the actions taken, in clear and unambiguous natural language.
* Gamestate Changes: This is a statement of the gamestate before and after the actions performed in the Proclamation. This section tracks the gamestate about these changes in particular.

If any actions in such a Proclamation requires a die roll or other random event that is visible to the public, Failed Experiments must make all those rolls in the same GNDT comment before posting the Proclamation, along the string “[Proclamation]” at the start. This is a Proclamation Roll Comment until its associated Proclamation has been posted. A Failed Experiment with a Proclamation Roll Comment cannot perform any action besides posting its associated Proclamation (and the actions consequently made via it).

A step upwards from that previous combo suggestion, which seems to be going well.

A bit less wordcount than Combo and lets you make those complicated posts in better ways, and clears out ambiguity about how these “via-proxy” actions are made in regards to the gamestate.

Proposal: Unwanted Guests

Timed out 2 votes to 0. Enacted by Kevan.

Adminned at 28 Dec 2017 11:52:58 UTC

In “Groups”, replace “Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is removed from their previous group and then added to the target group.” with:-

Members of the target group can approve the request by posting a comment on that post containing the FOR icon. If all members of the specified group have approved the request and fewer than 48 hours have passed since the post was made, then any Failed Experiment may move the Failed Experiment who published the post to the specified group.

If any Group memberships do not match this wiki version from the 23rd, then revert them to that wiki version.

Flipping group membership around, making it less automagical, and dissolving any groups that were formed during Seasonal Downtime, in case anybody puts out a request at 11:59pm tonight (which can’t be refused if we’re in hiatus for three days).

Saturday, December 23, 2017

Awake Now

I unidle, quorum is still 4.

hooray for xfinity’s free hour of wifi

Thursday, December 21, 2017

Proposal: Layman’s combo

reached quorum 4-0 enacted by card

Adminned at 24 Dec 2017 09:31:10 UTC

Add to the Combo rules the following:

A Failed Experiment may, instead of describing a combo as a sequence of actions, clearly and unambiguously describe the chain of actions in natural language along a final statement which summarizes the totality of the gamestate changes as a consequence of the performance of their combo.

Probably eventually polish the Combo rule into just being something along the lines of the sentence above.

Proposal: Orphanage

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 23 Dec 2017 14:12:06 UTC

Add to the special case rules the following rule with the name “Orphan Variables”, and set it to Active:

An Orphan Variable is a gamestate variable which, if it weren’t for this rule, wouldn’t be tracked on neither a wiki page nor the GNDT. A Orphanage wiki page exists, which tracks Orphan Variables, and when an Orphan Variable’s value is changed, its is recommended to be performed along a blog post which states that it has been changed.

Safety net for those times when we write rules poorly. Mechanic is Kevan’s original idea.

Proposal: Tourism Drive

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 23 Dec 2017 14:10:24 UTC

Reword the City effect to:-

You can either attend a doctor for help (if your Suspicion is below 10, restore 5 of your HP), hail a taxi (if your Suspicion is below 10, increase or decrease your Distance by up to 5), raid dumpsters (lower your Hunger by 5) or go on a rampage (raise the Suspicion of all Failed Experiments by 10).

Proposal: Too Many Wolves

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 23 Dec 2017 14:03:25 UTC

In “Groups”, replace “a Story Post with the [Lone Wolf] tag” with “a Story Post with the [No Group] tag”.

At best confusing and at worst a weird scam that we have two separate mechanics using the term “Lone Wolf”.

Proposal: Fixing spirit

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 23 Dec 2017 14:00:19 UTC

Replace “Each Group with more than one member and that has existed for more than 72 consecutive hours, can, once per week, have a member of it make the Group gain 1 Spirit.”
with:

Each Group has a Spirit value, tracked in the Failed Experiments wiki page, that defaults to 0 and can never fall below 0. The Spirit of a Group with only one member is always 0. A Group member can, once per week, make the Group gain 1 Spirit, if the size of the Group has been constantly above 1 in the 72 consecutive hours before executing the action.

Fixes a few loopholes and specifies where the value is tracked.

I say, therefore I do?

I have some doubts about how to do things which you are allowed to do, but that there is no explicit method via the which you do - you just can. For example, Group Spirit isn’t tracked anywhere.

If I wanted to make my Group gain 1 Spirit, would having just made a post saying that I did, be enough? Or a comment somewhere? Is this applicable for the general case? You just need to mention somewhere clearly that you do something, to perform something that has no explicit method via the which you do it?

Note that anything tracked already has a way to be performed, via:

For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Failed Experiment’s action is (and can only be) applied by editing that data in that place.

(Which makes me wonder how this interacts with Combos, because Combos skip that part and allow you to do things en masse, but when was the timing of the actions then? When the Combo says you did as per the one-second-per-action thing or when you editted in the thing?)

But stuff that isn’t tracked, doesn’t, hence my doubts.

You can just say that you do it, therefore, you do? (or rather, you did do it, and you’re just letting everyone know with that message)

Thursday, December 21, 2017

Proposal: Abilities fixes

Timed out 3 votes to 0, Enacted by Kevan.

Adminned at 23 Dec 2017 13:58:48 UTC

Replace “A number of Abilities have been observed during research, listed below. Each ability has a Manifest cost.” with:

A number of Abilities have been observed during research, listed below. Each ability has a Manifest cost. A Failed Experiment can never acquire an ability they already have.

If any of the following sentences exist in the ruleset:
“A Failed Experiment with no Abilities may acquire two different Abilities by increasing their own Suspicion by the total of the Abilities’ Manifest costs, and making a blog post describing the acquisition of these Abilities.”
“Unless doing so would make them become Captured, a Failed Experiment may acquire one or more Abilities at any time by increasing their own Suspicion by those Abilities’ total Manifest costs, and making a blog post describing this acquisition.”

replace it with:

Unless doing so would make them become Captured, a Failed Experiment may acquire one or more Abilities at any time, and making a blog post describing this acquisition. When a Failed Experiment acquires an ability this way, or any other way, they must increase their own suspicion by the Manifest cost of that ability.

Call for Judgment: Acid Backwash

4-1 reached quorum/time out enacted by card

Adminned at 23 Dec 2017 06:12:47 UTC

Cuddlebeam joined Diabecko’s group (https://blognomic.com/archive/group_breaking_and_entering), took Acid Spitter from Diabecko (https://wiki.blognomic.com/index.php?title=Failed_Experiments&diff=5138&oldid=5135) and then left the group. The rationale for being able to join the group is given by Cuddlebeam:

Note that due to faulty wording, just the request itself lets me join, via “A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index).”

The relevant rule paragraph is:

A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index). Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is removed from their previous group and then added to the target group.

I disagree with Cuddlebeam and believe that the entire rule paragraph adds conditions onto joining, and that the first sentence of the rule cannot be interpreted in a vacuum as allowing unconditional group joins. As such, remove Acid Spitter from Cuddlebeam and add it to Diabecko.

Proposal: A Big Coat

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 21 Dec 2017 19:49:34 UTC

In “Abilities”, replace “A Failed Experiment with no Abilities may acquire two different Abilities by increasing their own Suspicion by the total of the Abilities’ Manifest costs, and making a blog post describing the acquisition of these Abilities.” with:-

Unless doing so would make them become Captured, a Failed Experiment may acquire one or more Abilities at any time by increasing their own Suspicion by those Abilities’ total Manifest costs, and making a blog post describing this acquisition.

Change the Manifest cost of “Sneaky” from 0 to 10, and rename it “Third Eye”.

Allowing a gradual reveal of abilities. (Although Sneaky shouldn’t remain free, as there’d be no reason not to take it.)

Proposal: Forcibly joining Groups Scam fix

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 21 Dec 2017 19:48:22 UTC

Amend “A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index). ” to:

A Failed Experiment may request to change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index).

Retroactively annul any Group changes (and any Group Spirit spendings) that have happened between this Proposal being made and it being enacted.

It would’ve been grand if the proposal that let us puppeteer others in a Group would’ve passed, that would’ve been my plan to win (just puppeteer everyone else into making me win when the time came), but oh well. Plugging it now because why not.

I got a spare Acidspitter if anyone would like to trade it for something.

Story Post: [Lone Wolf] Back out again

Aaaand I’m out.

Story Post: [Group] Breaking and Entering

I join Group 3 (Diabecko’s group).

Note that due to faulty wording, just the request itself lets me join, via “A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index).”

It’s similar to how this works, same wording: “A Failed Experiment with no Abilities may acquire two different Abilities by increasing their own Suspicion by the total of the Abilities’ Manifest costs, and making a blog post describing the acquisition of these Abilities.”

Proposal: Special Case Rules fix

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 21 Dec 2017 19:46:53 UTC

Amend

Special Case Rules that are inactive do not have an effect on the gamestate aside from existing as text in the ruleset.

to

The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.

“aside from existing as text in the ruleset” is weak imo, because all that text needs to be formally enforceable is pretty much just that - to exist as text in the ruleset. This allows the text to exist, yet makes it so that it’s as good as gibberish. Also removes the whole “what is gamestate” doohickeys.

Proposal: Minimum Viable Nomic

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 21 Dec 2017 19:46:12 UTC

Add a rule called “Dormancy” to the “Special Cases” section:-

If there are fewer than five Failed Experiments, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.

Make the “Dormancy” rule Active.

Bringing this one back, after it got repealed a couple of weeks ago as a quick fix for Special Case inactivity being ambiguous.

For my money, it’s very important that when the nomic gets quiet, the impetus should be to shake old players awake and recruit some new ones, rather than to slyly encourage the silence in the hope that your rivals will get bored and leave you room for the win. When the Dormancy rule was running before, we had some players returning or joining within a few days of Dormancy kicking in, and the dynasty being revitalised. (Without it, I suspect we’d just have seen a bit more silence and either a snooze-you-lose victory, or a proposal among two bored players and one Emperor to end the dynasty.)

Tuesday, December 19, 2017

Story Post: Cranky Grasstooth

Every morning I find myself wishing it was… um… how do they call it again… you know… when the leaves turn red and the cold comes around, and… ok sometimes they’re yellow really, or brownish I suppose… so you’ve got red or yellow or brownish leaves and it’s getting real cold, and… actually it’s after them leaves turn red, though the cold comes sooner but still, when the leaves fall to the ground… they fall… oh wait I remember… no that’s not it… so anyways the leaves are long gone and that’s a good thing because, um… well no it’s not that good is it, with them small-ears wandering over here every so often, and those naked trees don’t do much to hide Grasstooth, so yeah forget about it that’s not what I meant… so best keep those branches fluffy or whatever, but still that time when, I mean, after the red leaves fall, and the brown ones too, and there’s not much to eat anymore… um… that’s not too good either… cause I get hungry easily you know,  and the grass doesn’t grow so well then, and… well they don’t call me Grasstooth for nothing, that’s for sure, cause that stuff is tasty, but even so I ain’t no cow, so now and again I like to have my bite of something that squeals, and yep they tend to get harder to find too, I mean when it’s cold and all… although once in a while one of them small-ears comes along and… well they’re not always alone really, but yeah they taste good, almost better than grass, and I don’t need to eat so much after, sure don’t, and yep the cold helps a lot with keeping them fresh… though that isn’t really necessary cause I tend to stuff myself in the first days, bones and all… that’s one of my other gifts, and… where was I… so then I eat and feel kind of sluggish for days on end, but then I don’t have to go eat grass anymore, so I just lay down and listen, cause I listen a lot you know, I mean it’s not like I want to listen, but it’s just there, like I can’t not hear it cause it’s so loud, so at some point you just gotta take it in, and I learn a lot… like them small-ears back over there, rambling on about whatever they feel like rambling on about… about them secrets they have, they’ve got many secrets I tell you, and Grasstooth hears them all… like the buttons, I know the buttons, cause I hear them beeping everyday, and that’s how I managed to get in the other day… but wait I’ll tell you that later, cause it’s a long story, and I was talking about… um… hey speaking of buttons I remember that one small ear, was coming back from my daily meal when I heard him, had them buttons on him too, got no idea what the hell he was trying to open, I mean there’s no friggin door here, so I was listening to him, thinking, what, is he trying to open up a tree or something, and he’s tapping his buttons, and then suddenly this thing comes alive and, it reminded so much of… oh yeah I wasn’t finished talking about that… so, about the leaves and all, and apart from the cold and all… you know what I like about it… well its all those birds are gone… those… evil… I mean not all of them, but enough that I can actually sleep, cause yeah I like listening, but them birds got nothing to say, they’re just chirping around, and whistling, and all happy and all, and I just want to get some damn sleep, so every now and again I just need to rip one of them little tongues out, but they’re hard to catch alive you know… and it’s not so satisfying when they’re dead, so I don’t do it often, but sometimes the small-ears wander by to actually kill them for me, I have no idea why, but it’s real nice of them, if it wasn’t for those horrible things they… hey reminds me, the other day, this small-ear comes along, walking around like he owns the place, saw me lurking in the grass, took me for something else maybe, and I was stupid to let him get close, but yeah it was too far to run for cover, so he got me just like the birds, and it sure hurts, but damn not so much as the ears, I mean they were ringing long after I took the last bite out of him… so yeah I ran and pounced on him real good, you should have seen the look on his face, and the scream, he squealed real loud… sort of like them brothers back there, cause I hear them scream a lot too… well it’s not always the same one, cause when they scream it’s usually the last time I hear them… and that screaming, well it’s worse than the birds, well not as loud, and not every FRIGGIN DAY but it’s kind of hard to bear, like couldn’t they knock em out before burning them or something… I mean sure they’re trashing them but still… so I just couldn’t stand it the other day and you know what I did, well I went there, yep, old Grasstooth knows the buttons, and Grasstooth knows the way, and well things had changed, but you know being alone all these years I found some new, um, gifts… so I got in there easy, and I just let those screamers out, just so they wouldn’t scream, and now they’re squirming around like maggots, wondering what the hell to do, and I’ve been watching them all day, thinking they got no chance, cause over there, on the other side, small-ears don’t like us… nope, not at all… well maybe not all of them, cause one time… I usually stay away… but I saw group of small-ears, and I don’t know what they were doing, but they didn’t sound like the others… I mean, no, they did sound like them… actually they all sound different really… but they were acting real strange, kind of like my brothers back there, although the brothers weren’t enjoying themselves too much to be honest… at least not like these small-ears, and they just didn’t care about me, so I got close… felt like I wasn’t so lonely for once… but then this thing, this machine started, and it’s hard to describe but the pain was awful, maybe the worst I ever felt, and yeah they knew how to give pain back where I come from… but this time I can’t remember it all except I found myself back in the grass and had small-ears taste inside my mouth… couldn’t hear the birds for a while either. Sort of like when the leaves are gone.

Monday, December 18, 2017

Proposal: A Bigger Net

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 20 Dec 2017 17:01:48 UTC

In “Capture”, replace “As a Daily Action, a Captured Failed Experiment may role X DICE12, where X is their Max HP. If the values of any of those dice are less than or equal to the Failed Experiments HP then their Suspicion is set to 75, their Distance is set to 0, and their hunger is set to 0.” with:-

As a daily action, a Captured Failed Experiment may attempt to escape the nets by rolling DICE3. On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0.

For any Failed Experiments which became Captured between this proposal being made and it being enacted, and who are not currently Captured, set their Suspicion values to 150.

Seems wrong that freshly-escaped specimens care the least about being caught (to the point where it’s a purely beneficial thing because it reduces your Suspicion and Hunger). There should always be a consequence to racking up a lot of Suspicion, whatever your HP.

(I think the escape equation might be flawed anyway - even the weakest, nearest-dead 1HP experiment still has a 65% chance of rolling the dice they need to escape. At 2HP there’s an 89% chance you’ll be fine.)

Story Post: Is the Earth edible?

I’ve heard things about “Mother Earth” and such. And people are yummy. Very yummy.

So does that mean I can eat… Mother Earth? The earth itself. Sounds reasonable. What else do trees or buildings eat anyways, to stay alive and upright. Maybe I could become as big and strong as a building! That would be nice.

This upper layer of fluffy brown stuff isn’t yummy though. Maybe deeper inside there’s better stuff. I use my claws to try to dig into the ground, trying to find something delicious within.

This is my Search post as per the Cranky Grasstooth rule, at Distance 0.

Proposal: Lone Wolf

Timed out 3 votes to 0. Enacted by Kevan.

Adminned at 20 Dec 2017 14:32:09 UTC

Add an Ability called “Lone Wolf”:

- Lone Wolf (Manifest 0): This ability, once per dynasty, can be acquired at any moment, other restrictions on Ability acquisitions notwithstanding. This Ability cannot be transferred or lost once acquired by someone. As a Weekly Action and only if a Group with more than one member exists, a Lone Wolf can set their Suspicion to be half its current amount as they’re able to be more sneaky, or tease a Group which has more than one member and increase the Hunger of each member of it by 50% of their current amount. A Lone Wolf is never part of a Group, other Group mechanics notwithstanding.

In case groups are too strong or you just don’t want to group.

Proposal: Group Spirit

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 20 Dec 2017 08:46:36 UTC

Add to the rule “Groups” a subrule called “Group Spirit”:

Each Group with more than one member and that has existed for more than 72 consecutive hours, can, once per week, have a member of it make the Group gain 1 Spirit. Any Failed Experiment which is a member of a Group with Spirit can perform the following actions by paying the corresponding Spirit cost from the Spirit of their Group:

- Synchronize (1 Spirit): Set the Suspicion of all members of the group to be the average of the Suspicion of all members of the group.
- Penguin Feeding (1 Spirit): Set the Hunger of all members of the group to be the average of the Hunger of all members of the group.
- Horizontal Gene Transfer (1 Spirit): Transfer one Ability from one Member to another.

Proposal: Hive Aid

Self-killed. Failed by Kevan.

Adminned at 20 Dec 2017 08:45:14 UTC

To “Groups”, add:-

If two Failed Experiments are part of the same Group, the first may force the second to take any action defined within the dynastic ruleset (making any decisions required by that action), as if the second Failed Experiment had taken the action themselves.

After the comment about the “tedious logistics” of potential movement coordination, maybe groups would be a good way to make that less tedious and take it as read that it can happen.

Butterfly Net

Grynk idles out after a week passing with no comments or proposals from them. Quorum remains 4.

He’s alive !!!

MY GNDT changes are a bit chaotic but to summarise I randomly chose my abilities (woundlicker, acid spitter), my diet (humanised toxiphage…), and the distance to advance.

Monday, December 18, 2017

Story Post: [Revive: [Diabecko]] Up again

Aaand you’re back up!

Proposal: Hitting the Wall

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 18 Dec 2017 16:48:50 UTC

Replace “a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase or decrease their Distance by up to 5” with:-

a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5

Proposal: Basics

Self-killed. Failed by Kevan.

Adminned at 18 Dec 2017 09:52:38 UTC

Remove “As a daily action, a Failed Experiment may raise their HP by up to 4, if they also raise their hunger by 5 times the amount they raised their HP.” from the ruleset.
Remove “At any time, a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase or decrease their Distance by up to 5.” from the ruleset.

Add to the ruleset the following subrule in “Abilities”, with the name of “Basic Skills”:

Any Failed Experiment can perform the following actions:
- Punch: As a daily action, increase your Hunger by 20 and roll a DICE3 to attempt to Punch another Nearby Failed Experiment. If that roll’s result is 2 or 3, the Punch was successful and your target loses 1 HP.
- Regenerate: As a daily action, a Failed Experiment may raise their HP by up to 4, if they also raise their hunger by 5 times the amount they raised their HP.
- Surrender: At-will, increase your Suspicion by any positive integer amount.
- Suicide: At-will, lower your HP by by any positive integer amount.
- Move: At-will, a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase or decrease their Distance by up to 5.

Proposal: Dead Wood

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 18 Dec 2017 09:21:43 UTC

Reword the “Death” rule to:-

If a Failed Experiment’s HP is 0, then they are considered Dead. Dead Failed Experiments cannot achieve Victory. A Dead Failed Experiment without the Spirit Form Ability cannot take actions in the dynastic ruleset except for those in this rule. Dead Failed Experiments cannot have their Hunger or HP altered, except by effects which explicitly apply to Dead Failed Experiments.

As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment.

Add two abilities:-

  • Spirit Form (Manifest 25): You may continue to take actions while Dead.
  • Soulbreather (Manifest 5): You may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1.

Splitting and simplifying the elaborate Death/Revive/Ghost(?) rule out into abilities, and giving dead specimens their own optional respawn button.

Sunday, December 17, 2017

Proposal: Screaming for Icecream

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 18 Dec 2017 09:20:31 UTC

Add to “Hunger”:

A Failed Experiment whose Hunger becomes 100 or higher becomes Berserk if they aren’t already. Becoming Berserk raises your Suspicion by 30 if it’s the first time you’ve become Berserk within 48 hours, as you roar for food.

If a Failed Experiment has 99 or less Hunger and they are Berserk, they become no longer Berserk.

Berserk Failed Experiments cannot perform any Dynastic Action except those which cause their Distance to change or cause their Hunger to lower.

Berserk Failed Experiments cannot achieve Victory.

We need a penalty for high Hunger

Proposal: Farming

Self-killed. Failed by Kevan.

Adminned at 17 Dec 2017 15:31:55 UTC

If “Location Abilities” did not pass, this proposal has no effect.

Add a new rule called “Potatoes”:

Each Failed Experiment has a number of Potatoes, defaulting to 0, and tracked in the GNDT. As a weekly action, any Failed Experiment can eat from 1-5 Potatoes, reducing their Potatoes by that number. Each Potato a Failed Experiment eats reduces their hunger by 2.

Replace “Fields: Performing this Location Action does nothing.” with

Fields: You can plant or harvest potatoes. Increase or decrease your Potatoes by 1, or, if the last time you took this action, you decreased your Potatoes by 1, you may instead increase your Potatoes by 2.

Add an ability to the Ability list:

  • Potato Whisperer (Manifest 50): When a Failed Experiment with Potato Whisperer harvests Potatoes, they may gain 1 more Potato then they normally would.

Proposal: Glarsh Zero

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 17 Dec 2017 15:30:26 UTC

Add three Abilities to the Ability list:-

  • Nimble (Manifest 20): Whenever a Nimble Failed Experiment alters their own Distance under another rule, they may then alter it by an additional 1 in either direction.
  • Sewer Dweller (Manifest 10): While they are in the City, a Sewer Dweller cannot be affected by the Abilities of other Failed Experiments.
  • Carapace (Manifest 40): Whenever a Failed Experiment with a Carapace would lose an amount of HP from a sentence other than this one, it loses one less HP instead (to a minimum of 1). Effects which set HP to a specific value are unaffected.

If “Man’s Reach” passed, replace “cannot be affected by the Abilities of other Failed Experiments” with “is not considered to be Nearby any Failed Experiments (except those which are also Sewer Dwellers)” in the created rule.

Proposal: Man’s Reach

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 17 Dec 2017 15:27:48 UTC

To the rule “Distance”, add:-

Two Failed Experiments are Nearby one another if they have the same Distance value. A Failed Experiment is always Nearby itself.

Throughout the ruleset, replace “one member of their group” with “a Nearby Failed Experiment”.

Throughout the ruleset, replace “another Failed Experiment which shares the same Location as them” with “a Nearby Failed Experiment”.

In “Distance”, replace “to increase their Distance by up to 5” with:-

to increase or decrease their Distance by up to 5

Following on from group repeal discussions, making the same-group and same-Location abilities more close range (your Swordfingers aren’t 10km long, you can’t Woundlick a group member on the far side of the city, etc), and allowing doubling back.

A wild Failed Experiment appears!

I intend to join BlogNomic and become a Failed Experiment.

I was walking along the road one day, minding my own business. This was a road I frequently traveled, but only to a certain point. Today I decided that I would venture farther, and so I did. After an hour or so of walking, I came upon a small city. I decided to enter it. It was quite a peculiar city, as there seemed to be nobody walking about. It was coming upon evening, however, so I figured that everybody was already inside. I continued to walk further, until I reached a field. At this point, I considered turning back, as there didn’t seem to be anything of much interest. But, nevertheless, I continued onward. I had to pull up some dry grass to put in my lantern to provide some light. After walking for another half hour, I saw what looked like a forest in the distance. I wanted to investigate it, so I started to run towards it. It took about twenty minutes to get into the forest. I slowed to a walk again, and continued on. All of a sudden, I heard strange noises from behind the trees. This frightened me, and I started to run out of the forest. But my efforts were futile. The noises came from a strange creature, looking like it was a failed laboratory experiment straight out of a sci-fi TV show. This creature was able to run faster than I could, and got in front of me. Before I could even try to escape, it spit acid directly in my face, and knocked me out.

I woke up in a laboratory. I didn’t feel like a human anymore. I was quite hungry, and was still hurting from the acid. I then realized… I had become a Failed Experiment!

Proposal: Location Abilities

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 17 Dec 2017 15:25:06 UTC

Amend “The Forest, the Fields, the City and the Road are Locations.” to:

The Forest, the Fields, the City and the Road are Locations. If a Failed Experiment is at a Location, they may perform a Location Action, depending on their location, as a weekly action. The following are the Location Actions (and their associated Location):

- Forest: You can hunt or forage for food. Lower your Hunger by 10.
- Fields: Performing this Location Action does nothing.
- City: You can try to attend a doctor for help. If your Suspicion is below 10, restore 5 of your HP.
- Road: You can try to hijack a car or hitch a ride. Increase or decrease your Distance by up to 15.

[Revive: [Diabecko]] RISE

Get up you silly bum, now is not the time to be napping!

Proposal: Lowering Suspicion II

Vetoed. Failed by Kevan.

Adminned at 17 Dec 2017 15:23:01 UTC

This proposal has the text of the illegal proposal Lowering Suspicion.

Gimme the weapons

Ok so for some reason my mouth now tastes like butt but this hand looks cool as heck!

I acquire Acidspitter and Swordfingers as my Abilities!

Time to be a highroller

Friday, December 15, 2017

Proposal: Isolation Crank

Reached quorum 4 votes to 0. Enacted by Kevan. Cranky ceases to be a Failed Experiment and quorum remains 4.

Adminned at 16 Dec 2017 12:10:38 UTC

In “Cranky Grasstooth” replace “old and senile Failed Experiment” with “old and senile escapee”.

Cranky probably shouldn’t have full Failed Experiment rights, counting towards quorum, having a GNDT row, etc.

Thursday, December 14, 2017

Proposal: Lowering Suspicion

Illegal proposal, edited to be in the proposal category after more than 15 minutes had passed.

Adminned at 16 Dec 2017 12:09:52 UTC

In the rule Death, change this text:

5. Set NAME’s Max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME’s HP to 1.

to this:

5. Set NAME’s Max HP to either 2 less than it was, or 1 (whichever is higher), set NAME’s HP to 1, and set NAME’s distance to that of the Failed Experiment performing the action.

In the rule Abilities, change this text:

Each ability has a Manifest cost.

to this:

Each ability has a Manifest cost and an Oddity.

and this:

Each Failed Experiment’s Abilities are tracked on the Failed Experiments wiki page.

to this:

Each Failed Experiment has an Oddity, which is the sum of the Oddities of their Abilities. It, along with Abilities, are tracked on the Failed Experiments wiki page.

Set the Oddity of the Ability Greenback to 2.

Add to the list of Abilities the following:

- Human Mimic (Manifest 0, Oddity -1): You know can act just like a human. If you only have one diet, which is Humanized, the Oddity of this ability is -2.

If the proposal “Abilities” passes, set the Oddity of the Ability Swordfingers to 2. Set the Oddity of the Ability Sneaky to 0. Set the Oddity of the other Abilities described in that rule to 1.

To the rule Suspicion and the following text:

If the Suspicion of a Failed Experiment is less than 0, it becomes 0.

If the Suspicion of a Failed Experiment has not changed in the last 24 hours (1 Day) they may role 1DICEX, where X is 100 minus 25*their Oddity (If X is negative or zero, role 1DICE1 instead). If the result is greater than or equal to their Suspicion, than their Suspicion is lowered by 25. Otherwise, their Suspicion becomes 101.

 

Proposal: Removing groups

Self-killed. Failed by Kevan.

Adminned at 16 Dec 2017 12:08:46 UTC

Repeal the Groups rule.

If the phrase “The Forest, the Fields, the City and the Road are Locations.” is not in the ruleset, replace:

Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road.

with:

Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road. The Forest, the Fields, the City and the Road are Locations.

Add to the Distance rule:

When two different Failed Experiments are in the same Location and the absolute difference between their Distance is less than 2, they are considered in Proximity.

Replace:

To perform the action, the Failed Experiment’s group must have a Suspicion level equal to or lower than the required Suspicion level of the action.

with:

To perform the action, the Failed Experiment must have a Suspicion level equal to or lower than the required Suspicion level of the action.

Replace:

As a daily action, a Failed Experiment with a Greenback may reduce the Hunger of one member of their group by 1.

with:

As a daily action, a Failed Experiment with a Greenback may reduce their Hunger or the Hunger of one Failed Experiment in their proximity by 1.

Remove “A Dead Failed Experiment can join any group they want without needing to make a story post. They can do this as many times as they want.”.

Replace:

As a Daily Action a Dead Failed Experiment may increase the Suspicion of every member of the group by 5, or increase the Suspicion of the group member with the most Suspicion level by 15. If the group has more than one such member, the Failed Experiment may choose any of those eligible.

with:

As a Daily Action a Dead Failed Experiment may increase the Suspicion of every Failed Experiment in one Location by 5, or increase the Suspicion of one Failed Experiment by 15.

Replace:

Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a group member who is Dead.

with:

Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a Dead Failed Experiment.

Remove “Captured Failed Experiments are part of no group: They leave the group they are part of, and can neither form a new group nor join another group.”.

If it exists in the ruleset, replace:

As a weekly action, a Failed Experiment with a Woundlicker may raise the HP of one member of their group by 2.

with:

As a weekly action, a Failed Experiment with a Woundlicker may raise their HP or the HP of a Failed Experiment in their proximity by 2.

If it exists in the ruleset, replace:

A plastic brick with buttons on it. Can be used by its possessor to reduce the Hunger of each member their group to zero by making a Story Post which details how they utter their request to the deity “Pizza Hut”.

with:

A plastic brick with buttons on it. Can be used by its possessor to reduce their Hunger and the Hunger of each Failed Experiment in their proximity to zero by making a Story Post which details how they utter their request to the deity “Pizza Hut”.

Remove the groups and the Group Index Counter from the Failed Experiments wiki page.

The group mechanic doesn’t play well with distance, and the latter is more interesting.
(I hope I didn’t forget anything)

Proposal: Treasure Hunt

Reached quorum 4 votes to 0. Enacted by Kevan. Quorum remains 4.

Adminned at 16 Dec 2017 12:08:23 UTC

If the Director doesn’t vote FOR this proposal, it has no effect.

Add a rule called “Cranky Grasstooth” with:

Cranky Grasstooth is an old and senile Failed Experiment from long ago which has taken residence in the forest near the lab. He knows about certain “Treasures” which are throughout the world, ones which, according to him, hold great “Magic”. However, he doesn’t remember too well all of the details - but his ramblings can provide valuable insight as to where they might be. As a Weekly Action, the Director shall post a Story post which details ramblings from Cranky Grasstooth (or some other story input), providing cryptic clues as to where the Treasures may be.

The Treasures are the following:

- Killer Tube: A weird metal contraption which makes a very loud noise when you pull on a little lever on it. At-will, it’s possessor can reduce the HP of any Failed Experiment to 1. Can be only used once.
- Energy Berries: A bunch of small, white berries which make you feel very very “awake” when you eat them. Can be used by its possessor to set their HP and Max HP to 50, but after 168 hours (7 days), their HP is set to 0 and their Max HP is returned to its previous value. Can be only used once.
-Wishing Brick: A plastic brick with buttons on it. Can be used by its possessor to reduce the Hunger of each member their group to zero by making a Story Post which details how they utter their request to the deity “Pizza Hut”. Can only be used once.

Each Treasure is hidden at a certain Distance value, which is determined by the Director in a timely fashion after this ruletext is added to the ruleset.

As a Weekly action and by increasing their Suspicion by 10 and making a Story post to this purpose, a Failed Experiment can Search their current Distance value. The Director shall then reply to such a post with a comment that contains the string “Success” or “Failure”, depending on if there was a Treasure at that Distance or not. If noted to be successful by the Director in this way, the Failed Experiment acquires the Treasure which was hidden there.

Proposal: Abilities

Timed out/quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 Dec 2017 12:06:44 UTC

Amend “Each Failed Experiment’s Abilities are tracked on the Failed Experiments wiki page.” to:

Each Failed Experiment’s Abilities are tracked on the Failed Experiments wiki page. The following are the Abilities (their name and effect) that Failed Experiments can have:

Add to the list of abilities the following:

- Woundlicker (Manifest 40): Your saliva is rich in a special ooze which promotes healing. As a weekly action, a Failed Experiment with a Woundlicker may raise the HP of one member of their group by 2.
- Acid Spitter (Manifest 40): You can spit acid. As a Weekly Action, an Acid Spitter may attempt to spit acid onto another Failed Experiment which shares the same Location as them, by rolling a 1d3 and paying 2 HP. If that roll gives a value of 2 or 3, reduce their HP by 6.
- Bulky (Manifest 50): You’re very robustly built. Your Max HP is increased by 12.
- Sneaky (Manifest 0): You need to have 150 Suspicion instead of 100 to be Captured.
- Swordfingers (Manifest 40): You got massive, but overly flashy organic blades on one of your hands. As a Weekly Action, a Failed Experiment with Swordfingers may attempt to slash another Failed Experiment which shares the same Location as them, by rolling a 1d3 and increasing their own Suspicion by 20. If that roll gives a value of 2 or 3, reduce their HP by half its current amount.

Amend “Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road.” to:

Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road. The Forest, the Fields, the City and the Road are Locations.

 

Wednesday, December 13, 2017

Proposal: Divided we fall

Self-killed. Failed by pokes.

Adminned at 14 Dec 2017 11:48:39 UTC

Replace:

At any time, a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase their Distance by up to 5.

with:

The verb “move” can be used to refer to a change in the value of a Failed Experiment’s Distance.

At any time, a Failed Experiment may increase their Suspicion or Hunger by 1 to move by 1 if they are Exposed, and up to 5 if they are not Exposed.

Add to the Distance rule:

The absolute difference between the Distances of two members of a same group cannot be higher than 2. If this requirement is not met after a Failed Experiment has moved, that Failed Experiment leaves their current group and forms a new group on their own.

Allows players to move in both directions, and forces groups to stay together.

Proposal: Research Clipboard

Reaches quorum, 5-0. Enacted by pokes.

Adminned at 14 Dec 2017 11:47:56 UTC

In “Abilities”, replace “If they have not done so yet, a Failed Experiment can choose two abilities from the list below. Each ability has an associated Suspicion cost. When a Failed Experiment possesses an ability, their Suspicion level is increased by the associated Suspicion cost.” with:-

A number of Abilities have been observed during research, listed below. Each ability has a Manifest cost. A Failed Experiment with no Abilities may acquire two different Abilities by increasing their own Suspicion by the total of the Abilities’ Manifest costs, and making a blog post describing the acquisition of these Abilities. Each Failed Experiment’s Abilities are tracked on the Failed Experiments wiki page.

Replace the Greenback ability with:

Greenback (Manifest 40): Detachable, nutritious vegetable matter grows along the Experiment’s spine. As a daily action, a Failed Experiment with a Greenback may reduce the Hunger of one member of their group by 1.

If the text “Gain a new ability, they may do this even if they already have two” exists in the ruleset, replace it with:-

Gain a new Ability by increasing their Suspicion by the Ability’s Manifest cost

Clarifying where Abilities are tracked, and when their cost is applied. Also cleaning up Greenback a bit; “daily action” instead of “once a day”.

Proposal: Adjective-based action

Self-killed. Failed by pokes.

Adminned at 14 Dec 2017 11:45:42 UTC

Add a rule called “Traits” with the following:

Each Failed Experiment has three or less traits, which are tracked on the GNDT. These traits are Adjectives, for example: Slimy, Tall, Calm or Strong. A Failed Experiment only has “Infant” as a Trait by default. A Failed Experiment can, once ever, Molt to attempt to set their traits to become up to three new ones, by making a Story post for this purpose with the [Molt] Tag, with it stating the traits that they are trying to acquire. If the Director posts a comment with the string “APPROVED” onto a [Molt] Story post, the Molt is successful and the Failed Experiment’s traits becomes those they have stated in that [Molt] post.

As a weekly action, a Failed Experiment can attempt to perform a Feat, by making a Story Post to this purpose with the [Feat] tag, which details how they use their Traits (along their environment and context, if relevant) to perform a certain accomplishment, along changing a certain amount of values which the GNDT tracks by up to a difference of 5 in total, which must be themed after the story detailed in the Feat story post. For example, rising the HP of a Failed Experiment by 2 and reducing that of another by 3.

Trying out having a different kind of GNDT gameplay which isn’t just our usual numbers and mechanics.

Proposal: Repetition in Combos

Self-killed. Failed by pokes.

Adminned at 14 Dec 2017 11:45:26 UTC

Replace

Each action and the portion of the gamestate changed from that action are kept on their own line.

with:

Each action and the portion of the gamestate changed from that action are kept on their own line. Each of these actions can be, if clearly stated to be such:

- A repetition of an action a certain amount of times (and each of those actions in the sequence of repetitions are to be made one after the other and not simultaneously), for example “Eating an Apple, 100 times”.
- A cluster of actions, (and each of those actions in the cluster to be made one after the other and not simultaneously), for example “Opening a Bottle, then Filling it with water”
- A repetition of a cluster of actions. For example, “Opening a Bottle, then Filling it with water; 100 times”

To replace the tedium of just pulling it off the old fashioned way. This should allow to make loops with an extremely high amount of repetitions too.

Proposal: United States of America

Reaches quorum, 4-0. Enacted by pokes.

Adminned at 14 Dec 2017 11:38:45 UTC

Change this text in the rule Health:

Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.

to this:

Each Failed Experiment has an HP, which defaults to 12, and a Max HP, which also defaults to 12. Both are tracked in the GNDT under one column with the name “HP” and the form X/Y, where X is the HP and Y is the Max HP.

If a Failed Experiment’s HP is greater than their Max HP, their HP is set to their Max HP.

Create a new rule “Death” with the text:

If a Failed Experiment’s HP is 0, then for the purposes of this rule, they are considered Dead.

A Dead Failed Experiment can join any group they want without needing to make a story post. They can do this as many times as they want.

The only two Actions in the dynastic ruleset a Dead Failed Experiment can perform are the following:

As a Daily Action a Dead Failed Experiment may increase the Suspicion of every member of the group by 5, or increase the Suspicion of the group member with the most Suspicion level by 15. If the group has more than one such member, the Failed Experiment may choose any of those eligible.

The only Action a Failed Experiment who is not Dead may perform to change the values the GDNT tracks of a Dead Failed Experiment is the following five-part Atomic Action:

1. Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a group member who is Dead.
2. Increase their own Suspicion by 40.
3. Decrease their own HP by 3.
4. [Optional] Gain a new ability, they may do this even if they already have two.
5. Set NAME’s Max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME’s HP to 1.

Dead Failed Experiments cannot achieve Victory.

Create a new rule “Capture” with the text:

If the Suspicion of a Failed Experiment is greater than 100 for the purposes of this rule they are considered Captured.

Captured Failed Experiments are part of no group: They leave the group they are part of, and can neither form a new group nor join another group.

The values the GDNT tracks of a Captured Failed Experiment cannot be changed by any other Failed Experiment, and the only action in the dynastic ruleset they are allowed to perform is the following:

As a Daily Action, a Captured Failed Experiment may role X DICE12, where X is their Max HP. If the values of any of those dice are less than or equal to the Failed Experiments HP then their Suspicion is set to 75, their Distance is set to 0, and their hunger is set to 0.

Captured Failed Experiments cannot achieve Victory.

 

Last Try: If you have negative comments, and the proposal in not yet six hours old, don’t vote: I will add them as edits.

Tuesday, December 12, 2017

Proposal: United States

Self-killed. Failed by Kevan.

Adminned at 13 Dec 2017 19:09:31 UTC

Create a new rule “States” with the text:

Each Failed Experiment has a state, tracked in the GDNT, which is a string: either Escaped, Captured, or Dead. It defaults to Escaped.

If a Failed Experiment’s state is Escaped, they follow all dynastic rules and sub-rules except for “Captured” and “Dead”. Otherwise, they are treated as an Idle Player for all Dynastic rules with a name not equal to their state, except Reviving.

If a Failed Experiment’s HP is 0, their state becomes Dead.
If a Failed Experiment’s Discretion becomes 0, their state Becomes Captured.

To this rule, add three sub-rules, the first of which should be called “Captured” with the following text:

When a Failed Experiment becomes captured, and additionally as a Weekly Action, they may role 8 DICE12. If any of those dice have a value greater than their HP, their state becomes Escaped, and their Discretion becomes 30. Failed Experiments with the state of Captured automatically are ejected from the group they are currently in, and form a new group consisting only of their self.

The second sub-rule is named “Dead” with this text:

A Failed Experiment may join any Group they like, which they can switch at any time. As a Daily Action they may lower the Discretion level of every member of the group who’s state is not Dead by 5, or lower the Discretion level of the group member with a state which is not Dead and who has the lowest Discretion level by 15. If the group has more than one such member, the Failed Experiment may choose any, but only one of those who fill those requirements.

The third sub-rule is named “Reviving” with this text:

Any Failed Experiment who has more than 5 HP, 75 or more Discretion, and is a member of a group with another Failed Experiment who’s state is Dead may perform the following five part Atomic Action:

1. Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a group member who’s state is Dead.
2. Decrease their own Discretion by 35.
3. Decrease their own HP by 3.
4. [Optional] Gain a new ability, they may do this even if they already have two.
5. Set NAME’s state to Escaped, their Max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME’s HP to 1.

Change this text in the rule Health:

Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.

to this:

Each Failed Experiment has an HP, which defaults to 12, and a Max HP, which also defaults to 12. Both are tracked in the GNDT.

If a Failed Experiment’s HP is greater than their Max HP, their HP is set to their Max HP.

Ty diacebo

Proposal: Fixing the group mechanics

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 19:07:35 UTC

Replace the text:

Failed Experiments are part of a group. Each group is listed in the “Failed Experiments” wiki page under a section named “Groups”, with one line per group, containing the names of the group’s members. If a Failed Experiment has not yet grouped with another Failed Experiment, they form a one-member group.

with

Failed Experiments are part of a group. Each group is listed in the “Failed Experiments” wiki page under a section named “Groups”, with one line per group, containing the names of the group’s members. If a Failed Experiment has not yet grouped with another Failed Experiment, they form a one-member group.

A variable called Group Index Counter is added to the Failed Experiment wiki page. Each group has a unique index that serves to identify the group (this index is noted on the group’s line in the wiki page). When a new group is created, it is given an index equal to the Group Index Counter, and the Group Index Counter is then immediately increased by one.

Upon enacting this proposal, each existing group is given a unique index ranging from 1 to the number of existing groups, and the value of the Group Index Counter is set to the number of existing groups + 1.

Replace the text:

A Failed Experiment may change groups by posting a Story Post with the [Group] tag and specifying which group they want to join. Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is added to the group and removed from their previous group.

with:

A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index). Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is removed from their previous group and then added to the target group.

A Failed Experiment who is not part of a one-member group can leave their group by posting a Story Post with the [Lone Wolf] tag. This post takes effect immediately: the Failed Experiment is removed from their current group and forms a one-member group.

When a group has no members, it is removed from the Failed Experiments wiki page.

Add to the Groups rule:

“Team” and “Group” are synonyms.

Story Post: [Group] Activating Friendship Glands

This is my request to join Pokes’ group

States

Create a new rule “States” with the text:

Each Failed Experiment has a state, tracked in the GDNT, which is a string: either Escaped, Captured, or Dead. It defaults to Escaped.

If a Failed Experiment’s state is Escaped, they follow all dynastic rules and sub-rules except for “Captured” and “Dead”. Otherwise, they are treated as an Idle Player for all Dynastic rules with a name not equal to their state, except Reviving.

If a Failed Experiment’s HP is 0, their state becomes Dead.
If a Failed Experiment’s Discretion becomes 0, their state Becomes Captured.

To this rule, add three sub-rules, the first of which should be called “Captured” with the following text:

When a Failed Experiment becomes captured, and additionally as a Weekly Action, they may role 8 DICE12. If any of those dice have a value greater than their HP, their state becomes Escaped, and their Discretion becomes 30. Failed Experiments with the state of Captured automatically are ejected from the group they are currently in, and form a new group consisting only of their self.

The second sub-rule is named “Dead” with this text:

A Failed Experiment may join any Group they like, which they can switch at any time. As a Daily Action they may lower the Discretion level of every member of the group who’s state is not Dead by 5, or lower the Discretion level of the group member with a state which is not Dead and who has the lowest Discretion level by 15. If the group has more than one such member, the Failed Experiment may choose any, but only one of those who fill those requirements.

The third sub-rule is named “Reviving” with this text:

Any Failed Experiment who has more than 5 HP and 75 or more Discretion is a member of a group with another Failed Experiment who’s state is Dead may perform the following Atomic Action:

1. Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a group member who’s state is Dead.
2. Decrease their own Discretion by 35.
3. Decrease their own HP by 3.
4. [Optional] Gain a new ability, they may do this even if they already have two.
5. Set NAME’s state to Escaped, their max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME’s HP to 1.

Change this text in the rule Health:

Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.

to this:

Each Failed Experiment has an HP, which defaults to 12, and a max HP, which also defaults to 12. Both are tracked in the GNDT.

Looooooong Proposal; worked very hard on it.

Proposal: On the Run

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 15:17:05 UTC

Enact a new rule, “Distance”:-

Each Failed Experiment is at a Distance from the Laboratory, being an integer value of kilometres, defaulting to zero, and tracked in the GNDT.

Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road.

If a given Distance value has only one Failed Experiment at it, then that Failed Experiment is considered to be Exposed.

At any time, a Failed Experiment who is not Exposed may decrease their Discretion by 1 or increase their Hunger by 1 to increase their Distance by up to 5.

If “The Worse Part of Valour” enacted, replace “decrease their Discretion by 1 or increase their Hunger by 1” with “increase their Suspicion or Hunger by 1” in the created rule.

Proposal: The Worse Part of Valour

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 15:15:02 UTC

Replace “Discretion” with “Suspicion” throughout the dynastic ruleset. Set each Failed Experiment’s Suspicion to be 100 minus the value that their Discretion had immediately before the previous sentence’s enactment.

For each of the following pairs of quoted strings, replace the first string (if it is present) with the second:-

  • “Failed Experiments have a Suspicion level, tracked in the GNDT, that defaults to 100.” → “Failed Experiments have a Suspicion level, tracked in the GNDT, that defaults to 0.”
  • “Suspicion level equal to or higher” → “Suspicion level equal to or lower”
  • “equal to the lowest Suspicion level of the members” → “equal to the highest Suspicion level of the members”
  • “their Suspicion level is reduced by the associated Suspicion cost” → “their Suspicion level is increased by the associated Suspicion cost”
  • “If they have lost no Suspicion ever, their Hunger is always 0, and if it isn’t 0, it becomes 0.” → “If their Suspicion is zero, they may set their Hunger to 0 at any time.”
  • “by paying X Suspicion” → “by gaining X Suspicion”
  • “can increase their Suspicion by 35” → “can decrease their Suspicion by up to 35”

Remove “If a Suspicion level falls below 0, it becomes 0.” from the ruleset if it is present.

Flip Discretion to become Suspicion, and tweak the Humanized diet to avoid checking one variable historically and automatically updating another.

Proposal: Metabolism

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 15:08:05 UTC

In “Hunger”, add:

Each Failed Experiment has special metabolic needs. By default, they can fairly easily feed off others of their own kind, however, each may evolve to need different nutrients to fit their needs. Each Failed Experiment has a “Diet”, which is tracked in the GNDT in its own column, which can hold one Diet or two (For example, “Solar Cannibal”). A Failed Experiment can change their Diet to become two of their choice, once per dynasty. The Diets are one of the following:

- Infant: A Failed Experiment with this diet can only reduce their hunger via the Greenback’s mechanic. This is also the default Diet.
- Cannibal: A Failed Experiment with this diet loses Hunger equal to the HP that they, via the use of an Ability, cause other Failed Experiments to lose.
- Solar: A Failed Experiment with this diet can use sunlight to sustain themselves, like a plant. They can lose 5 Hunger as a Weekly Action.
- Humanized: A Failed Experiment with this diet just needs average human food to survive. If they have lost no discretion ever, their Hunger is always 0, and if it isn’t 0, it becomes 0.
- Toxiphage: A Failed Experiment with this diet feeds off of toxic waste. At-will, they can reduce their HP by any amount to lose the same amount of Hunger.

Proposal: Abilities

Fewer than a quorum not voting against. Failed 2-3 by Kevan.

Adminned at 13 Dec 2017 15:04:57 UTC

Add to the list of Abilities the following:

- Natural Weaponry [X] (discretion cost: 10 * X): The Value of X is chosen upon acquiring this Ability, with X being an integer. Once per day, a Failed Experiment with this ability can Attack another Failed experiment by paying X discretion. The Attacked Failed Experiment loses HP equal to the X value of the Natural Weaponry of the attacker.

- Mimic (discretion cost: 10): As a weekly action, a Failed Experiment with this ability can increase their discretion by 35 (5 per day). A Failed Experiment with this ability has their maximum HP set to 1.

- Simbiotic (discretion cost: 10): By paying 1 HP, a Failed Experiment with this ability can transfer (giving or taking) HP between themselves and another Failed Experiment on their team.

- Megabrain (discretion cost: 30): By paying 1 HP, a Failed Experiment with this ability can transfer (giving or taking) Discretion between themselves and another Failed Experiment on their team.

- Guyverized (discretion cost: 20): You can Protect (or switch who you’re Protecting) a Failed Experiment of your choice by making a Story Post which clearly indicates this and paying 1 HP. You can only Protect one Failed Experiment at a time. Whenever the Failed Experiment you’re Protecting would lose HP, you lose it instead.

Tuesday, December 12, 2017

Proposal: Health and Healing

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 09:33:26 UTC

In “Hunger”, replace “Once a week, a Failed Experiment’s hunger level increases by 10.” by “As a weekly communal action, any Failed Experiment may increase every Failed Experiment’s hunger level by 10.”

Add a new rule, “Health”:

Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.

As a daily action, a Failed Experiment may raise their HP by up to 4, if they also raise their hunger by 5 times the amount they raised their HP.

Proposal: Abilities

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2017 09:32:01 UTC

Add to the “Hunger” rule:

Once a week, a Failed Experiment’s hunger level increases by 10.
If a Hunger level falls below 0, it becomes 0.

Add to the “Discretion” rule:

If a Discretion level falls below 0, it becomes 0.

Make a new rule “Abilities” containing the following text:

If they have not done so yet, a Failed Experiment can choose two abilities from the list below. Each ability has an associated Discretion cost. When a Failed Experiment possesses an ability, their discretion level is reduced by the associated discretion cost.
- Greenback (discretion cost: 40): Once a day, the Failed Experiment produces one fruit that can be used to reduce the hunger level of one member of their group by 1. The fruit must be used on the day it is produced.

This is just a starting point. It’s getting very late here so I’ll leave this for now and let others build on it.

Proposal: Initial mechanics

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 12 Dec 2017 11:43:54 UTC

Create a wiki page named “Failed Experiments”

Make a new rule “Hunger” containing the following text:

Failed Experiments have a Hunger level, tracked in the GNDT, that defaults to 0.

Make a new rule “Discretion” containing the following text:

Failed Experiments have a Discretion level, tracked in the GNDT, that defaults to 100.

Certain actions have a required discretion level. To perform the action, the Failed Experiment’s group must have a discretion level equal to or higher than the required discretion level of the action.

Make a new rule “Groups” containing the following text:

Failed Experiments are part of a group. Each group is listed in the “Failed Experiments” wiki page under a section named “Groups”, with one line per group, containing the names of the group’s members. If a Failed Experiment has not yet grouped with another Failed Experiment, they form a one-member group.

A Failed Experiment may change groups by posting a Story Post with the [Group] tag and specifying which group they want to join. Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is added to the group and removed from their previous group.

If an action has a Group Effect, the effect is applied to all members of the group that the performing Failed Experiment belongs to.

Each group has a Discretion level, equal to the lowest discretion level of the members of the group.

Ascension Address: The incident

“This is head of security sir. There was an, um, incident this morning.”

“Again ? We can’t afford to lose staff members at this rate. It’s growing increasingly awkward to justify this, and—”

“—Not to worry. No-one has died yet. It appears we have experienced an act of sabotage or something of that nature. Whoever it was managed to penetrate the building undetected and proceeded to override the cell-locking system.”

“Oh for Pete’s sake please tell me none of the specimens got away.”

“Quite a few actually, but fortunately all of them were due for termination this week. No financial loss on this one.”

“Some good news there I suppose. Send out a team and fix the problem on the spot before someone gets killed, or worse, they find out what we’re doing here.”

“Already on the field.”

“Perfect then. What about the specimens ? Are any of them dangerous ?”

“Hard to say. The lab chief assured me they are quite harmless. No psychokinesis, no invisibility, nothing of that sort. I think one of them grows some kind of fruit on its back, so discretion might be an issue. In any case predictability isn’t their primary asset, particularly in an uncontrolled environment, so who knows what could happen.”

“Just don’t give them enough time for the hunger to kick in.”


Change “Master” to “Director” and “Tesserer” to “Failed Experiment”. Repeal all dynastic rules, and change the status of none of the Special-Case rules.

Sunday, December 10, 2017

Declaration of Victory: The die is cast

Becomes unanimous after 12 hours. Congratulations to Diabecko! Enacted by pokes.

Adminned at 11 Dec 2017 11:12:12 UTC

Kudos to Cuddlebeam for nearly winning and only losing because of a technicality. Hope they won’t hold it against me :).

Call for Judgment: Shooting the Moon

Reaches quorum, 3-0. Enacted by pokes.

The rolls have two fours.

Adminned at 10 Dec 2017 20:46:34 UTC

I believe that “The orientation of the tesseract is set as determined by a DICE8 roll in the GNDT, where 1 is North, 2 is South, 3 is East, 4 is West, 5 is Up, 6 is Down, 7 is Ana, and 8 is Kata.” means that the orientation of the Tesseract is reset after each time the Instability reaches 5, as this is what we had been doing so far, and is implied by that the original proposal adding this text would have no clear effect on gameplay otherwise, since the orientation had already been set.

In this interpretation, the chance that Cuddlebeam could have run their combos to completion is essentially zero. But I presume that Cuddlebeam’s intention in posting the combos, even if they couldn’t be done to completion, was to do them for as long as possible until a listed action would have failed. By my count: after “[Combo] Setup”, Cuddlebeam had 14 power, and the Instability was 3. Each iteration of “[Combo] Loop” raises the Instability by 3, and then increases power by 2. Running the loop 12 times would give Cuddlebeam 38 power, enough for 76 wisdom, above Diabecko’s 75. In running the loop 12 times, the Instability would have reached 5 seven times, requiring 7 rolls of a DICE8 to reorient the Tesseract. If the roll were a 3 or 4, this would have destroyed all of the Fire shards, stopping the combo as written.

Upon enacting this CfJ, roll 7 DICE8 in the GNDT. If any are 3 or 4, replace the rule “Merit” with “The Tesserer named Diabecko has achieved victory.” If none are 3 or 4, replace the rule “Merit” with “The Tesserer named Cuddlebeam has achieved victory.”

Sunday, December 10, 2017

Declaration of Victory: Cuddlebeam wins

Fails upon another DoV enacting. Failed by pokes.

Adminned at 11 Dec 2017 11:14:31 UTC

It’s the 10th of December and I got the most Merit, so I’ve achieved victory.

Explanation

Using the Heat Spell 3 times while I have two Tessered Acts for making 2 Fire Shards each lets me gain 4 Fire Shards for the price of paying just 3 Fire Shards. With the 1 Fire Shard profit in that loop, I cast Ashes to Ashes which gives me 2 Power.

So I use that loop an obnoxious amount of times to gain a huge amount of Power, and therefore, Merit.

The weird Combo posts are just to “program” the looping. (I’ll try some explicit loop-specific Combo utility proposals next dynasty, could be good).

[Combo] Loop Repetition & Locking out others

1 Make a Combo Post with 1,000,000 Cool Sequences, and for the purpose of this text here, a Cool Sequence is the action stated below between three X signs (“XXX” and “YYY” for the purpose of this document are readability spacers too instead of being gibberish), with eleven statements following after it of “wait one second (no change->no change)”, however all Cool Sequences after the first have its first statement be the one which is stated below between three Y signs, and the Combo Post is each statement in those 1,000,000 Cool Sequences numbered each as individual actions as appropriate for a Combo Post:
XXX “Perform the action described by the following between asterisks and replacing X by the number of this action in this Combo post, Y by the value of X times 2 plus 14, and Z by the value of X times 2 plus 16: *Publish a Combo post with the title and content of “[Combo] Loop”, except “-A0-” is replaced by “-AX-”,“-BX-” is replaced by “-BX-”, and “(My Power: 14, My Shards: FFFF -> My Power: 16, My Shards: FFF)” is replaced by “(My Power: Y, My Shards: FFFF -> My Power: Z, My Shards: FFF)”* (Such a Combo post hasn’t been posted yet -> Such a Combo post has been posted)” XXX
YYY “Perform the action that would be described if the text in the first Action of this combo post was here instead of this description, excluding the part that would come after the second asterisk. (The Combo post described hasn’t been posted yet -> Such a Combo post has been posted)” YYY (Such a Combo post hasn’t been posted yet -> Such a Combo post has been posted)
2 Make a Fire Shard by paying 3 Power (My Power: 2,000,018 , My Shards:FFF -> My Power: 2,000,015 , My Shards:FFFF)
3 Make a Fire Shard by paying 3 Power (My Power: 2,000,015 , My Shards:FFFF -> My Power: 2,000,012 , My Shards:FFFFF)
4 Make a Fire Shard by paying 3 Power (My Power: 2,000,012 , My Shards:FFFFF -> My Power: 2,000,009 , My Shards:FFFFFF)
5 Set the Tesseract’s Orientation to East by paying 1 Fire Shard (My Shards:FFFFFF , Tesseract’s Orientation: DOWN -> , My Shards:FFFFF, Tesseract’s Orientation: EAST)

[Combo] Loop

1 Publish a Story Post with a title of “[Tessered 0] Chili -A0-” and contents of: “I make 2 Fire Shards”  (No change -> Such a Story post is posted & the text of the post is added to a named “Tessers” of a Wiki page named “The Tesseract”)
2 Publish a Story Post with a title of “[Tessered 0] Chili -B0-” and contents of: “I make 2 Fire Shards after having fulfilled the Tessered Act of “Chili -A0-””  (No change -> Such a Story post is posted & the text of the post is added to a named “Tessers” of a Wiki page named “The Tesseract”)
3 Cast the Heat spell (The Tessered Acts of Chili -A0- and Chili -B0- have 0 power cost reduction each, My shards: FFF, Tesseract’s Instability: no change, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost-> The Tessered Acts of Chili -A0- and Chili -B0- have 2 power cost reduction each, My shards: FF, Tesseract’s Instability: previous value +1, or 0 if that value was 5, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” have +2 boost each)
4 Cast the Heat spell (The Tessered Acts of Chili -A0- and Chili -B0- have 2 power cost reduction each, My shards: FF, Tesseract’s Instability: no change, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost -> The Tessered Acts of Chili -A0- and Chili -B0- have 4 power cost reduction each, My shards: F, Tesseract’s Instability: previous value +1, or 0 if that value was 5, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” have +2 boost each)
5 Cast the Heat spell (The Tessered Acts of Chili -A0- and Chili -B0- have 4 power cost reduction each, My shards: F , Tesseract’s Instability: no change, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost -> The Tessered Acts of Chili -A0- and Chili -B0- have 6 power cost reduction each, My shards: none, Tesseract’s Instability: previous value +1, or 0 if that value was 5, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” have +2 boost each)
6 Make 2 Fire Shards by paying 0 to fulfill Chili -A0- (Chili -A0- is unfulfilled, My Shards: none -> Chili -A0- is fulfilled, My Shards: FF)
7 Remove Chili’s 1 text from the “Tesseract” wiki page (Chili -A0-’s text is on the “Tesseract” wiki page -> Chili -A0-’s text is not on the “Tesseract” wiki page)
8 Make 2 Fire Shards by paying 0 to fulfill Chili -B0- (Chili -B0- is unfulfilled, My Shards: FF -> Chili -B0- is fulfilled, My Shards: FFFF)
9 Remove Chili’s 2 text from the “Tesseract” wiki page (Chili -B0-’s text is on the “Tesseract” wiki page -> Chili -B0-’s text is not on the “Tesseract” wiki page)
10 Cast Ashes to Ashes by paying F (My Power: 14, My Shards: FFFF -> My Power: 16, My Shards: FFF)

[Combo] Setup

1 Make a Fire Shard (My shards: F, My Power: 21 -> My shards: FF, My Power: 18)
2 Make a Fire Shard (My shards: FF, My Power: 18 -> My shards: FFF, My Power: 15)
3 Publish a Story Post with a title of “[Tessered 0] Chili Alpha” and contents of: “I make 2 Fire Shards”  (No change -> Such a Story post is posted & the text of the post is added to a named “Tessers” of a Wiki page named “The Tesseract”)
4 Publish a Story Post with a title of “[Tessered 0] Chili Beta” and contents of: “I make 2 Fire Shards after having fulfilled the Tessered Act of “Chili Alpha””  (No change -> Such a Story post is posted & the text of the post is added to a named “Tessers” of a Wiki page named “The Tesseract”)
5 Cast the Heat spell (The Tessered Acts of Chili Alpha and Chili Beta have 0 power cost reduction each, My shards: FFF, My Wisdom: 0, Tesseract’s Instability: 0, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost -> The Tessered Acts of Chili Alpha and Chili Beta have 2 power cost reduction each, My shards: FF, My Wisdom: 1, Tesseract’s Instability: 1, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” have +2 boost each)
6 Cast the Heat spell (The Tessered Acts of Chili Alpha and Chili Beta have 2 power cost reduction each, My shards: FF, Tesseract’s Instability: 1, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost -> The Tessered Acts of Chili Alpha and Chili Beta have 4 power cost reduction each, My shards: F, Tesseract’s Instability: 2, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” have +2 boost each)
7 Cast the Heat spell (The Tessered Acts of Chili Alpha and Chili Beta have 4 power cost reduction each, My shards: F, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has no change in boost -> The Tessered Acts of Chili Alpha and Chili Beta have 6 power cost reduction each, My shards: none, Tesseract’s Instability: 3, “Grynk [Tessered 10] - 09 DEC 17:54 - I make a shard” and “Grynk [Tessered 10] - 09 DEC 17:57 - I make a shard.” has +2 boost each)
8 Make 2 Fire Shards by paying 0 to fulfill Chili Alpha (Chili Alpha is unfulfilled, My Shards: none -> Chili Alpha is fulfilled, My Shards: FF)
9 Remove Chili’s 1 text from the “Tesseract” wiki page (Chili Alpha’s text is on the “Tesseract” wiki page -> Chili Alpha’s text is not on the “Tesseract” wiki page)
10 Make 2 Fire Shards by paying 0 to fulfill Chili Beta (Chili Beta is unfulfilled, My Shards: FF -> Chili Beta is fulfilled, My Shards: FFFF)
11 Remove Chili’s 2 text from the “Tesseract” wiki page (Chili Beta’s text is on the “Tesseract” wiki page -> Chili Beta’s text is not on the “Tesseract” wiki page)
12 Cast Ashes to Ashes by paying F (My Power: 12, My Wisdom: 1, My Shards: FFFF -> My Power: 14, My Wisdom: 2, My Shards: FFF)

Beginning of a horrendously long combo for infinite Power

TL;DR, the Heat spell lets me spend 1 Shard to get a 4 Power Discount on making a Shard. Just looping from there and then cashing it in with Ash to Ashes.

Story Post: For no reason…

I posted two Tessered acts, then created two water shards to use heat and transfer the acts to Grynk.

Story Post: [Tessered 10] Why not?

I make a shard.

Story Post: [Tessered 10] Hmmm…

I make a shard.

Story Post: Grynk unidles

I thought I voted for something recently, perhaps I didn’t.

Friday, December 08, 2017

Proposal: [Core] Adjustment

Times out 1-2. Failed by pokes.

Adminned at 12 Dec 2017 00:48:26 UTC

Amend:

Section Two contains the rules of the current dynasty;

to

Section Two contains the Dynastic Rules;

I’d argue that the “rules of the current dynasty” also includes the non-dynastic rules, because they’re of use in any dynasty, therefore the current one too, however the wording seems to imply that solely the rules of Section 2 are the ones relevant in a particular dynasty.

So, adjusting that to something more plain and clear.

Thursday, December 07, 2017

Everything but the Kitchen Grynk

Grynk idles after 8 days of inactivity. Quorum remains 3.

Wednesday, December 06, 2017

Call for Judgment: Clarity

Becomes popular, 3-0. Enacted by pokes.

Adminned at 07 Dec 2017 02:14:47 UTC

Repeal “Dormancy” in the Special Case Rules.

Inactive Dormancy

Is the Dormancy rule going to kick in if another player idles? Although the Dormancy rule is currently set to inactive, this only means that it “[does] not have an effect on the gamestate”. But its clause that “actions defined by dynastic rules may not be taken” might not be affected - players’ actions themselves are not, I think, gamestate.

Tuesday, December 05, 2017

No connection

After 11 days of inactivity Trigon idles
I idle myself.
Quorum becomes 2.

I don’t have steady Internet for the foreseeable future, will return when that’s resolved

Sunday, December 03, 2017

Story Post: [Tessered 1] Blah

I give a shard to the Tesser named Diabecko.

Saturday, December 02, 2017

Proposal: Tutoring

timed out and can’t be enacted filaed by card

Adminned at 05 Dec 2017 14:12:50 UTC

Grant 1 Wisdom to all who don’t vote AGAINST this proposal.