Proposal: Effects for Weapons
Self-killed.
-Ornithopter
Adminned at 09 May 2008 08:56:20 UTC
If the Proposal titled “Mutually Assured Destruction” failed, this Proposal does nothing.
Create a new Rule called “Events”:
Evil Operations are Events.
Spotting an Agent is an Event.The Henchman who resolves an Event is the Resolver.
Each Henchman that participated in an Event (by following the rules of participation stated in that event’s definition) is a Participant.
Add to the stat listing under Rule “Weapons”:
Effects: The effects of a Weapon may either be a) a list of numerical bonuses and their associated attributes b) a list of actions to perform c) a combination of a and b. When a rule states that an Event is resolved, it’s Resolver shall perform the following actions for each Participant: a) perform each action listed in that Participant’s weapon (if it implies a modification of non-attributes gamestate, the Participant is the object of that modification, not the Resolver) b) add any numerical bonuses to the Participant’s associated attributes; this modification of attributes is not permanent and not tracked in the GNDT, it shall only apply during the resolution of the event.
Whew… that was a little complex.
arthexis: he/him
In layman’s terms: if an effect states that an attribute is modified (ie +1 GL, or just 1 GL) the bonus is temporary for the resolution of that operation. Everything else is an action that affects gamestate and is performed by the Resolver (if it specifies modification of a GNDT value, the Participant is the one who gets it)
Example: +1 GL, +2MS +1 FFM
would mean the weapon user has +1 GL and +2 MS for that event and receives a permanent FFM (since FFM is not an attribute)