Proposal: As leap
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 10 May 2018 10:16:06 UTC
Create the following sub-rule “Goal Checking” to the rule “Goals”:
For the purpose of Goals, the last legal value/s that an entity had (even if that entity is no longer part of the game) is the one that counts.
For example, if John Doe was Alive immediately before Idling and never unidles after that, after that Idling and at the End of the Story, the Goal “Protect a Friend, Target: John Doe” would still be fulfilled.
Amend the following:
Health Points: Defaults to 3.
to
Health Points: Defaults to 3. When a Sailor’s Health Points is 0, they are Dead. Otherwise, they are Alive. A Dead Sailor cannot perform any Dynastic Action except for Clinging to Life as a Daily Action. When a Dead Sailor Clings to Life, they roll a DICE10. If they roll a 1, they gain 1 Health Point.
Amend the following:
Structural Integrity: Defaults to 100.
to
Structural Integrity: Defaults to 100. If the Structural Integrity is above 0, the Haniver is Afloat. Otherwise, it is Sunk. A Sunk Haniver cannot have its Structural Integrity rise above 0.
So that idling entropy doesn’t screw with Protect a Friend/Avenge an Enemy, which would make them really poor Goals (Not only would you have have to fulfill the condition, but they would also have to not have any IRL concerns or apathy which would prevent from them idling; which I feel is a bit screwy to rely on for gameplay of those who actually do want to/can continue playing.)
Kevan: he/him
Not sure I understand what the first bit is trying to do. If a Sailor idles, they stop being a Sailor from the perspective of the dynastic ruleset. This seems to boil down to “an Idle Sailor is also considered to be Asleep” - which would be redundant, because a dynastic clause affecting “Asleep Sailors” wouldn’t hit an Idle Asleep Sailor (because Idle Sailors are not Sailors).