Proposal: Mental Meltdown
Enact a new rule, entitled Sanity:
Failed by Mat, Jan 18; 00:13
The effects of manipulating physical matter wiht the mind are tracked in the GNDT under 'Sanity'. Upon enactment, this value is 0 for all Sorcerers. Every time a Sorcerer casts a spell, he or she must subtract 1 from this value.
The effects of a low Sanity depend on the level.
At 0 Sanity: Sorcerer is normal for a Sorcerer, i.e. harmlessly deranged and power-mad.
At -20 Sanity: Sorcerer's mind has begun to unhinge. His or her School immediately becomes the opposite of what it was originally, i.e. an Air / Water Sorcerer would become an Earth / Fire Sorcerer on reaching -20 Sanity. This effect is permanent.
At -30 Sanity: Sorcerer's sense of morality becomes completely lost. Balance is set to -15; any further changes to the Sorcerer's morality under the ruleset can be ignored. The Sorcerer's Balance cannot change from -15 unless the Sorcerer's Sanity becomes either -29 or greater, or further levels of Sanity dictate a chance.
At -50 Sanity: The Sorcerer becomes depressed and looses the will to cast magic. He or she may not cast any spell or craft any geygaw that requires more than 2 energy. This effect expires when the Sorcerer reaches -60 Sanity.
At -60 Sanity: Sorcerer has become reclusive and power-mad. Sorcerer gains an extra 3 points of energy in their two Schools (as dictated under at -20 sanity) every day; however, those points must be used during the course of that day. For every point gained in this way but left unused the Sorcerer looses 15 Power. If the Sorcerer does not come onto BlogNomic for the entire 24 hour stretch, then he or she is immune from this rule for those 24 hours. The Sorcerer's Balance becomes -25 and cannot change unless his or her Sanity becomes -59 or greater, or further levels of Sanity dictate a chance.
At -75 Sanity: The Sorcerer becomes totally insane. He or she gains 5 extra points of Energy in all four Schools per day, immediately gains 200 Power, and may ignore all Balance restrictions on casting spells. Their Balance is set to '¬' and may not be changed until their Sanity becomes -74 or greater. However, they may no longer propose or vote in proposals; additionally, if they are an Admin, they may perform no Admin tasks. They no longer need to subtract 1 from their Sanity when they cast a spell.
If an Sorcerer's Power is reduced to 0, their Sanity is set to -5. All effects of low Sanity are negated if the Sorcerer's Sanity rises back above their respective threshholds.
Failed by Mat, Jan 18; 00:13
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