Saturday, December 30, 2017

Proposal: Three Final Acts, take 3

4 days old 5-0 with 2 defs enacted by card

Adminned at 04 Jan 2018 08:57:50 UTC

In “Distance”, replace “At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5” with:

Twice a day, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5, but this action can only allow them to change locations at most once a day.

Add to the ruleset the following rule named “Endgame”:

A Failed Experiment can perform a Heroic Action by making a blog post for this purpose. The Heroic Actions possible are the following:
- Understand the Truth: This Heroic Action can only be performed if your Distance is above 50, as you gaze upon the vast cities and civilization beyond.
- Save your Family: This Heroic Action can only be performed if you have performed “Understand the Truth” and your Distance is 0, as you return to the lab to recover and carry the larvae of your brethren.
- Escape: This Heroic Action can only be performed if you have performed “Save your Family” and your distance is above 50. Performing this action makes you achieve victory.

For any Failed Experiment with a distance greater than 15, set their Distance to 15.

In “Hunger”, replace “At-will, they can reduce their HP by any amount to lose the same amount of Hunger.” with:

At-will, they can reduce their HP by an amount less than their HP to lose the same amount of Hunger.

For the Acid Spitter and Swordfingers abilities, replace “a Nearby Failed Experiment” with:

a Nearby Failed Experiment other than themselves

For the Soulbreather ability, replace “You may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1” with:

If your HP is above 1, you may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1

For the Roselips ability (if it exists), replace “a Nearby Failed Experiment” with:

a Nearby Failed Experiment other than yourself

In “Death”, replace “As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment.” with:

As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment, except for their distance which is not modified.

In “Capture”, replace “On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0.” with:

On a roll of 2 or greater, their Suspicion is set to 75.

In perfect conditions it would take 9 days to do the whole trip (starting from 0). The twice-a-day limit might seem superfluous with the location change already being limited, but it prevents the hack of moving back and force to get captured and come back to 0. I also remove suicide possibilities.

Comments

Cuddlebeam:

12-30-2017 22:21:35 UTC

A Toxiphage could also suicide and do the same trick.

Diabecko:

12-30-2017 22:41:24 UTC

Suicide hacks removed (at least the ones I found)

Diabecko:

12-30-2017 22:48:28 UTC

(forgot Roselips)

Cuddlebeam:

12-30-2017 22:53:58 UTC

I suggest having that Distance doesn’t reset, ever.

Diabecko:

12-30-2017 23:19:04 UTC

Latest changes:
- Death doesn’t change distance (so you just revive on the spot but lose all abilities)
- Capture doesn’t change distance or hunger (suppose they just tied you to a tree while searching for the others, giving you a chance to escape).

Cuddlebeam:

12-30-2017 23:25:46 UTC

greentick from me

card:

12-31-2017 04:22:12 UTC

for

Kevan:

12-31-2017 12:47:48 UTC

imperial

Cuddlebeam:

12-31-2017 17:10:19 UTC

for

PineTreeQ:

12-31-2017 18:25:39 UTC

imperial

Cuddlebeam:

01-02-2018 09:48:22 UTC

this is three days old