Thursday, January 02, 2014

Proposal: Infirmary

Reaches quorum and passes 10-1. -RaichuKFM

Adminned at 03 Jan 2014 11:14:40 UTC

If the proposal “Revisions always Revisions” fails, this proposal does nothing. Otherwise, add the following text to the sub-rule “Infirmary” of the rule “Modules”:

If this module is active, Survivors may Care For Sick as a weekly action. When a Survivor Cares For Sick, they pick another Survivor with a Vitality of “Famished” or lower and roll a DICE4. If the result is a 1, the chosen Survivor has their Vitality set to “Fatigued”.

Fleshing that modules idea out a bit. I figure caring for a sick person in an infirmary is both more effective and more likely to succeed.

Comments

aran:

02-01-2014 15:23:14 UTC

for

The Cube:

02-01-2014 17:27:48 UTC

imperial This seems a little odd - first-aid by hand increases vitality regardless, but this module only increases low vitality.
Not against it, but it does seem odd to me personally.

Clucky: he/him

02-01-2014 19:02:50 UTC

First aid is a one level increase. This could increase it by more.

Still seems a little powerful… but I guess it’ll take a while to power up for

IceFromHell:

02-01-2014 19:19:35 UTC

for

Larrytheturtle:

02-01-2014 20:20:14 UTC

for

Sacchan:

03-01-2014 01:36:35 UTC

Yes, I wasn’t quite sure how powerful this would be, since it also allows for effortless revival.
I guess its power will depend mostly on the other rules we build around that core. At this point, vitality does not do much, except preventing dead players from winning. I guess we will amend this amendment later, if this becomes too powerful.

jookyle:

03-01-2014 02:08:29 UTC

against

Spitemaster:

03-01-2014 05:26:16 UTC

imperial

Purplebeard:

03-01-2014 07:40:39 UTC

for

Kevan: he/him

03-01-2014 11:18:52 UTC

imperial

RaichuKFM: she/her

03-01-2014 19:07:32 UTC

for Would adding a slight power expenditure balance this better?