Tuesday, December 12, 2017

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.


Kevan: HE/HIM

12-12-2017 09:29:53 UTC

“Health” should be “HP”.

This it looking like too many free actions and triggers here, though. (If a Mimic can never lose or gain HP, while other powers can move HP around, that sets up some infinite loops.)


12-12-2017 11:22:48 UTC

OK, changed. Changed the Mimic thing to be a Max HP cap change, and a 1 HP price cost to those at-wills.


12-12-2017 13:08:02 UTC


Kevan: HE/HIM

12-12-2017 13:23:24 UTC

Does the ruleset react usefully to a “maximum” being imposed like this, if someone has 12 HP and acquires the Mimic ability? I think “action would change one or more of those values to an illegal value” doesn’t quite kick in because the HP value is not being changed by the acquisition, and I’m not sure where “invalid values for game variables can never be used” would leave us at that point.


12-12-2017 14:31:40 UTC

Yep, you’d hit that, but you can deliberately lower your HP with other mechanics - Toxiphage, for example.

I should add that when you acquire it, you lose HP until you have just 1 though, but on another proposal at this point.


12-12-2017 16:52:16 UTC


Kevan: HE/HIM

12-13-2017 08:50:47 UTC

Still wary of a set of mechanics that cost HP and let you steal HP from other players, from a player who (per the end of last dynasty) really likes wild combos. If there’s a loophole in group/team joining, a single Simbiote can kill everyone.



12-13-2017 08:58:07 UTC

You know I really hesitated on this one, and clicking the FOR icon felt like opening pandora’s box, but yeah you’re right. against
(Another thing that bothered me was more to do with the spirit of this dynasty: these are supposed to be “failed” experiments, so with weird abilities, not real powers)


12-13-2017 11:40:28 UTC