Proposal: Give me guns
Passes 8-6
-Ornithopter
Adminned at 13 Apr 2008 08:52:52 UTC
If the Proposal titled “Enemies” failed, this Proposal does nothing.
Create a new Dynastic rule titled Weapons:
Weapons exist. They give bonuses for missions. Weapons may only be created by the Overlord or by successful proposals. The Storage Zone wiki page is used to keep track of the weapons, their requirements, bonuses, and whether we have them in the Storage Zone (SZ). There is a column in the GNDT titled Weapon where players may equip a weapon from the storage zone, if they meet the requirements of that weapon. Only one weapon may be equipped by a certain player at a time. Weapons may only be equipped by a player if e is at Antarctica. Weapon bonuses only count for the purpose of Evil Operations.
Any weapon we gain is automatically in the SZ, and may not ever become out of the SZ.
Some weapons have special traits, which give extra bonuses.
Add the following weapons to the Storage Zone:
*Brass Knuckles
Requires 1 MS, 1 GL
Gives 1 MS
In SZ*Extremely minor bomb
Requires 10 INT, 1 GL
Special: Bomb, kills half the people who would normally be killed
In SZ*Puck grenades
Requires 10 MS, 10 INT, 5 GL
Gives 5 MS, 1 INT
Not in SZ*Guns concealed in hockey sticks
Requires 20 MS, 15 INT, 5 GL
Gives 6 MS, 5 INT
Special: Assassination weapon
Not in SZ
Create another new dynastic rule, titled Evil Operations:
There are Evil Operations, which can only be started with a successful proposal. They are jobs that all players may attempt. Each Evil Operation proposal must target one Enemy Group. Each player who joins an Evil Operation must meet the required amounts of Martial Skill, Intelligence, and Goatee Length. To target an Enemy Group, the continent that Enemy Group is in must have an Influence value that meets the requirement for the mission.
Players handle die rolls themselves, in the GNDT.
A player joins an Evil Operation by saying “I’m in.†with their For vote on the proposal, if that player is in the continent with the target.
A player may only start an Evil Operation if they meet the requirements.
The following Evil Operations are possible to start:
*Bomb a Base
Requirements: 10 MS, 30 INT, 10 GL, 10 influence, a bomb equipped
Rolls: DICE100+Combined INT of all players in operation must be greater than 50 times the amount of players in the operation
Success: Target loses DICE45 members, +1 GL for each player in the operation, +5 INT for each player in the operation, +DICE3 influence in enemy group’s continent, loss of bomb
Failure: -5 GL for each player in the operation, -5 influence, loss of bomb*Kill Random Member
Requirements: None
Rolls: DICE50+Combined MS of all players in operation must be greater than10 times the amount of players in the operation
Bonuses: Double the bonus from Assassination weapons
Success: Target loses 1 member, +1MS for each player in operation, +1 GL for each player in operation
Failure: -1 influence, all players in operation lose any weapons they are using*Warehouse Raid
Requirements: 5 MS, 15 INT, 10 GL, 5 influence
Rolls: DICE30+Combined MS must be higher than 20 times the number of players in the operation
Success: Target loses DICE3 members, all of the target’s weapons are now in the SZ
Masked Jedi: