Monday, January 22, 2018

Proposal: This Season’s Must-Have Gadgets

reached quorum/popularity 5-0

Adminned at 23 Jan 2018 01:20:36 UTC

Add some Supplies to the Supplies rule:-

  • Pills: Consumable. The User gains 2 Alertness but loses 1 Health.
  • Tinned Food: Consumable. If the User has a Can Opener, they gain 1 Health and lose 1 Alertness.
  • Can Opener: Can be stored in a Belt slot.
  • Binoculars: Can be stored in a Belt slot. A Resident with one or more Binoculars in their hand slots receives a +2 Bonus to their Alertness.

Add to “Supplies”:-

If an item gives a Bonus to a stat, that stat is increased or decreased by that amount while the condition described is true: this is tracked in the GNDT by noting that modifier after the value (eg. a stat of 5 with separate bonuses of +2 and +1 from items would be listed as “5+2+1”).

In “Stats”, replace all instances of “a stat in this rule” with “a stat in this rule (ignoring Bonuses)”.

If “A Resident with an Alertness of zero is Sleeping.” exists in the ruleset, replace it with “A Resident with an Alertness of zero (before or after applying Bonuses) is Sleeping.”

In “Crates”, replace “no other Resident who has a higher Alertness than the Recipient” with “no other non-Sleeping Resident who has a higher Alertness than the Recipient”.

In the sentence beginning “Each Resident has a level of Alertness”, replace “defaulting to zero” with “defaulting to 1”.

Some new stuff to find in crates, a rule allowing items to give stat bonuses, and fixing the default Alertness value problem.

Comments

card:

22-01-2018 14:09:49 UTC

for

Axemabaro:

22-01-2018 14:33:23 UTC

for

Diabecko:

22-01-2018 15:22:12 UTC

for

PineTreeQ:

22-01-2018 17:20:23 UTC

for