Tuesday, December 12, 2017

States

Create a new rule “States” with the text:

Each Failed Experiment has a state, tracked in the GDNT, which is a string: either Escaped, Captured, or Dead. It defaults to Escaped.

If a Failed Experiment’s state is Escaped, they follow all dynastic rules and sub-rules except for “Captured” and “Dead”. Otherwise, they are treated as an Idle Player for all Dynastic rules with a name not equal to their state, except Reviving.

If a Failed Experiment’s HP is 0, their state becomes Dead.
If a Failed Experiment’s Discretion becomes 0, their state Becomes Captured.

To this rule, add three sub-rules, the first of which should be called “Captured” with the following text:

When a Failed Experiment becomes captured, and additionally as a Weekly Action, they may role 8 DICE12. If any of those dice have a value greater than their HP, their state becomes Escaped, and their Discretion becomes 30. Failed Experiments with the state of Captured automatically are ejected from the group they are currently in, and form a new group consisting only of their self.

The second sub-rule is named “Dead” with this text:

A Failed Experiment may join any Group they like, which they can switch at any time. As a Daily Action they may lower the Discretion level of every member of the group who’s state is not Dead by 5, or lower the Discretion level of the group member with a state which is not Dead and who has the lowest Discretion level by 15. If the group has more than one such member, the Failed Experiment may choose any, but only one of those who fill those requirements.

The third sub-rule is named “Reviving” with this text:

Any Failed Experiment who has more than 5 HP and 75 or more Discretion is a member of a group with another Failed Experiment who’s state is Dead may perform the following Atomic Action:

1. Make a story post with the tag “[Revive: [NAME]]” where NAME is the name of a group member who’s state is Dead.
2. Decrease their own Discretion by 35.
3. Decrease their own HP by 3.
4. [Optional] Gain a new ability, they may do this even if they already have two.
5. Set NAME’s state to Escaped, their max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME’s HP to 1.

Change this text in the rule Health:

Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.

to this:

Each Failed Experiment has an HP, which defaults to 12, and a max HP, which also defaults to 12. Both are tracked in the GNDT.

Looooooong Proposal; worked very hard on it.

Comments

Diabecko:

12-12-2017 19:20:01 UTC

Can you remove the line “A Failed Experiment may join any Group they like, which they can switch at any time.” as this contradicts my other proposal on groups ?  (I posted that proposal before this one but because you started writing it first it appears first).

Diabecko:

12-12-2017 19:28:58 UTC

Oh wait, that’s supposed to apply only to Dead players isn’t it. I get it now.

Diabecko:

12-12-2017 19:32:51 UTC

I think this is a missing word here:
“Any Failed Experiment who has more than 5 HP and 75 or more Discretion is a member of a group with another Failed Experiment who’s state is Dead may perform the following Atomic Action:”

Diabecko:

12-12-2017 20:19:45 UTC

(and you forgot to put this in the proposals category :D)

Axemabaro:

12-12-2017 20:22:22 UTC

against  (Failed)