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Saturday, January 17, 2004

Proposal: Spell-sharing (trivial)

Add the following spells to the bottom of Rule 13:

Wrap up
1, any Energy; 5 Power
Allows the Sorcerer to wrap up the spell mid-casting, effectively preserving it to be finished later. Wrap-up must be cast at the same time as the original spell. The Sorcerer can elect not to pay the full energy or Power costs, defering the remaining costs to when the spell is unwrapped again. The Spell may be transfered to another Sorcerer while wrapped, who may finish it as if it were their own; however, the receieving Sorcerer must pay whatever energy or power costs that remain unresolved. Wrapped spells are tracked in the GNDT under effects, and expire (with any Energy or Power costs already spent wasted) if not unwrapped within 15 hours.


Unwrap
1, any Energy; 5 Power
Allows a Sorcerer to unwrap and complete any Wrapped spell. Once a spell has been unwrapped, it must be paid for and cast immediately, or else the energies will disapate, wasting any Energy or Power already spend on it. An Unwrapped spell cannot be re-wrapped. Note that any Sorcerer can unwrap a spell; however, if any Energy or Power needs to be spent on the spell, then the Sorcerer who is unwrapping it must meet any requirements for casting the spell set out in the ruleset, even if they were not the Sorcerer who orginally cast and wrapped it.


Failed by Squirrel, Jan 19, 20:22 EST

Proposal: $400! Do I hear $450?

In Rule 18 - Auctions replace "24 hours after the posting of the list of auctioned Gewgaws, the Archmage then awards the items to the highest bidders, and subtracts what they bid from their accounts. If an item has no bids on it, then the Archmage decides nobody wants it and sticks it back in his attic, never to be seen again." with

All subsequent bids cannot be for less power or energy than the previous bid and must have more of at least one of them.

A sorcerer who has bid on a Gewgaw, and does not wish (or cannot afford) to beat the current bid may comment that they quit the bidding. When all sorcerers who have bid on the Gewgaw other than the one who made the most recent bid have quit the bidding or when no further bids have been made for 24 hours, the sorcerer who made the highest bid receives the Gewgaw and their bid is subtracted from their statistics. Sorcerers may not quit the bidding if their bid is the highest.

If no sorcerers bid on an Gewgaw within 24 hours of the Archmage putting it on Auction, then the Archmage decides nobody wants it and sticks it back in his attic, never to be seen again.

Unique Gewgaws shall be notated in the following manner:

Gewgaws shall be notated in the following manner:

Unique Gewgaw's name
Effect of Gewgaw, be it an indefinite Effect, a daily use, a one-time use which destroys the Gewgaw, or otherwise.


The list of Unique Gewgaws currently listed among a sorcerer's effects, in alphabetical order by title, is as follows:

(This section to be replaced by the list.)


Enacted by Squirrel, Jan 19, 20:19 EST

Proposal: Creeping Ichor with a Particularly Nasty Odor (Trivial)

If Proposal: Hazey Jane passes:

Add a Gewgaw to the Gewgaw list:


Creeping Ichor
10 Power, 1 Earth, 1 Fire, 1 Air

Whenever a sorcerer who has a positive balance casts a spell that raises their balance, any time within the next 12 hours, the owner of Creeping Ichor may choose to activate the ichor, naming that sorcerer as its target. When activated, the ichor covers the target sorcerer, draining 10 power and 1 of each strain of magic (to a minimum of zero). For the next 24 hours, the target sorcerer must include the word "smelly" in post made to vote on a proposal, or that vote does not count. Only a sorcerer with a negative or zero balance may create the ichor. An ichor is destroyed when activated. If at any time a sorcerer has more than 1 ichor in their possession, all ichors in their possession are destroyed.


...because dark mages are supposed to be mean.

Failed by joranj, conditional failure

Friday, January 16, 2004

Proposal: We Were Little Boys (Trivial)

Add a Gewgaw to the Gewgaws list

Very Small Catapult
2 Earth, 1 Air
The owner of a Very Small Capult may, at any time, deal 1d6 Power damage to any Sorceror. This counts as a Use of a Very Small Catapult. Each Use of this device destroys one Pebble in the owner's Inventory (not, however, granting the 1 Earth from the Pebble); if the owner has no Pebbles, he/she cannot use Very Small Catapult.

Enacted by Bluebottle, Jan 18, 18:19

Proposal: Ashes, Ashes [trivial]

Add a new Gewgaw:
Wild Feed
2 Air, 2 Fire, 15 Power
While in possession of a Wild Feed, at the time when he or she gains Energy as a result of his or her School's attunement, a Sorcerer may post to the GNDT "Wild Feed: DICE:-3*x, where x is the number of Wild Feeds in all Sorcerers' Inventories. The Sorcerer using Wild Feed gains (or loses) the resulting number in Power; if the result is 0, there is no effect. If the Sorcerer holding Wild Feed has a Balance of 0, he or she may post "Wild Feed: DICE:-2*x" instead. A Sorcerer may not use Wild Feed to gain Power in this way more than once a day.

If a Sorcerer's Wild Feed is destroyed in any fashion, he or she has 24 hours to choose to destroy one Wild Feed in another Inventory. If he or she does so, if there are no remaining Wild Feeds at the time of Wild Feed's destruction, or if the 24 hours expire, this option no longer applies.


Failed by Bluebottle, Jan 18, 18:17

Proposal: Hazey Jane (Trivial)

Add a spell to the spell list:

Haze of Light
10 Power, 1 Earth, 1 Air
All spells that cause negative modifications in balance now cost 5 more Power to cast. All spells cast by Sorcerers with negative Balance scores also cost 5 more Power. These effects can stack. Haze of Light lasts for 24 hours. There may be only one Haze of Light in effect at a time. A Sorcerer must have a non-negative Balance to cast Haze of Light. Haze of Light gives the caster +5 to Balance.


giving good Sorcerers something to do...

Failed by Bluebottle, Jan 18, 18:14

Archmage Auction (part II)

Or how about this nifty little device?

Ring of Randomness
Once a day, the wearer of this ring may add 1 to their Reserves of Air magic. When he or she does so, he or she must make a comment to the GNDT ("Ring:DICE"), with the following side effects:

1: Wearer gains 1d6 power
2: Wearer may deal 1d6 Power damage to any other Sorcerer
3: Wearer may not cast any spells for 12 hours
4: Wearer loses 3 Earth, or up to 3 if he or she has less than 3, and adds the amount of Earth lost to his or her Air value
5: Wearer may propose proposals that day, even if he or she has two non-trivial pending proposals. Wearer may not have more than four non-trivial proposals pending.
6: One Gewgaw, which cannot be this ring, in the possession of the Wearer, is destroyed (Wearer's choice). If Wearer owns no Gewgaws other than this ring, then the Wearer loses 1d6 power instead.

Archmage Auction (part I)

While rummaging in my closet, I found this nifty little thing:

Nightgown of Neutrality
The wearer of this nightgown has his or her Balance immediately set to zero, and casts spells that require or cause a change in Balance as if the part mentioning the change in the caster's Balance were removed. Note that this does not allow the wearer to cast spells that require a nonzero Balance to cast.

any takers?



Oh, in the interests of maintaining a reasonable auction, I suggest we follow some simple rules:

If you bid, make sure that both your Power and Energy bids are at least equal to, and that at least one is greater than, the last bid.

Also, put a preferred Energy cost after your energy bid; I'm sure you don't want me randomly taking 10 energy of whatever types I want from your resources.

I suggest you bid like this:

Power 5
Energy 10 (Earth 2, Water 8)

or whatever, and then the next person should make a bid like

Power 5
Energy 12 (Fire 5 Water 7)

but not

Power 300
Energy 3 (Air 3), because they didn't meet the last bidder's energy bid. Understand?

Proposal: Mental Meltdown

Enact a new rule, entitled Sanity:

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

Proposal : Crystal Head Detonation Echo [Trivial]

Add some Gewgaws:-

Life Crystal
3 Water
Each Life Crystal starts with 50 Power, and this is tracked in the GNDT. Whenever a Crystal wearer chooses to spend Power, they may spend it from their Life Crystal instead of their own reserve.

Stone Head
3 Earth
A Stone Head may cast one spell per day on your behalf, provided that the Spell costs no more than 1 Energy and requires no Power. Any effects on the caster are passed back to you.


Add some Spells:-

Detonation
3 Fire
A chosen Gewgaw explodes in a shower of red-hot debris. Lose 1 Balance.

Aether Echo
3 Air
Aether Echo's effect is the same as that of the most recently-cast Spell, unless that spell's total Energy was greater than 3. The caster of Aether Echo may make all decisions required by the spell; it need not target the same Sorceror, for example.


Enacted by Mat, Jan 17; 23:19

Proposal : Vote Your Mind [Trivial]

Remove "Sorcerers that vote AGAINST an enacted non-trivial proposal may each claim 2 Power within 24 hours of that proposal's enactment." from Rule 5 (Enactment).

[ It's a bit niggling that blank or fatuous AGAINST votes for otherwise popular proposals can either mean "I disagree with everyone and dislike this idea" or "ahaha, look, I can get 2 Power if I do this".

I think that votes should be a pure reflection of whether people want a proposal to pass or not; that the percentage of FOR votes should show the percentage of players that find the proposal welcome or interesting, without any shadowy misguidance and metagaming. ]


Enacted by Mat, Jan 17; 22:54

Proposal: Errata (trivial)

In Rule 2 - Sorcerers change “Admin may render a Sorcerer idle if that Sorcerer has failed to vote for more than a week, or if it has asked to become idle. Admins may set to idle a Sorcerer who has asked to become reactivated.” to “Admin may render a Sorcerer idle if that Sorcerer has been listed as an active player for the previous week and has not voted or proposed during that time, or if it has asked to become idle. Admins may set to active a Sorcerer who has asked to become reactivated.”

In Rule 3 - Proposals change “Any Sorcerer may propose a change to the Ruleset or gamestate, provided that...” to “Any Sorcerer may propose a non-trivial change to the Ruleset or gamestate, provided that...”; change “by posting an entry which begins with the paragraph "Proposal : [Title]" in bold text” to “by posting an entry which begins with the title "Proposal : [Title]"”; change “A Sorcerer can submit any number of Trivial proposals at a time.” to “A Sorcerer can submit up to four Trivial proposals at a time.”; and change “Proposals can either be Pending, Enacted, Failed or Expired.” to “Proposals can either be Pending, Enacted, or Failed.”

Move the text of Rule 7 - Time Out in between the third and fourth paragraphs of Rule 5 - Enactment, delete Rule 7, and decrease the number of rules 8-11 by 1.

In Rule 10 - Ascension update all terminology; change “Only once it has been resolved will the Representative be considered to have Ascended, and only then may new proposals and GNDT changes be made. ” to “Once it has been resolved gameplay resume in accordance with the decision made, and only then may new proposals and GNDT changes be made.”; and change “(excluding Rules 1-11 and the Glossary)” to “(excluding Rules 1-10 and the Glossary).”

In Rule 12 - Magic change "There are four different strains of magical energy present in Serl, Water, Earth, Air, and Fire magic." to "There are four different strains of magical energy present in Serl: Water, Earth, Air, and Fire."

In Rule 13 - Spells change “each of which costs some amount of Power, and depletes some combination of Water, Earth, Air, and Fire reserves when the spell is cast.” to “each of which costs some amount of Power, and/or depletes some combination of Water, Earth, Air, and Fire reserves when the spell is cast.”

In Rule 15 - Balance change “which may be any positive or negative number” to “which may be any positive or negative integer.”

[Please comment before voting, because there are a lot of changes to disagree with.]

Failed by Mat, Jan 17; 22:52

Proposal: Convert power

Add a spell to rule 13 with the description:

Conversion
3 units of magic (any type)
The Sorcerer gains one unit of magic of his/her choice.


Enacted by Mat, Jan 17; 22:51

Proposal : Spell - MudStorm [Trivial]

Add the following spell to the "Spells" rule:



Mud Storm
Cost : 2 Earth 2 Water 10 Power
Effect : All Sorceres including the caster gain 1 earth and 1 water
Balance : The caster of this Spell gains 1 blanace.


Failed by Mat, Jan 17; 22:48

Proposal: The Final Curtain [Trivial]

Create a new rule, entitled "Death", reading:
If at any time a Sorcerer's Power is 0 or less, then they are 'dead', (this is noted in the GDNT) and their magical energy (of all types) and power becomes 0. A dead Sorcerer cannot cast spells, craft gewgaws, or increase their magical energy or power above 0.


Failed by Mat, Jan 17; 22:47

Proposal: Dependancy [Trivial]

Add to the end of rule 3:
A Sorcerer can state in his or her proposal that it is dependant on another proposal that is pending at the time, naming that proposal. If the stated proposal fails, then an Admin may declare that the Sorcerer's proposal has "Failed by dependancy". The Sorcerer loses no Power for the Failing of this proposal.


Failed by Mat, Jan 17; 22:44

Thursday, January 15, 2004

Proposal: Storm Clouds

Add the following spell to the "Spells" rule:

Storm
10 Power, 1 Water, 1 Air, 1 Fire
A magically powered storm appears, providing the caster with unnatural, yet dangerous, power. For 24 hours, the caster of this spell may cast any spell by paying 30 Power as the cost of the spell, instead of the usual cost.


And while I'm here, does Dust Storm stop Gewgaw crafting?

Failed by Mat, Jan 17; 22:44

Proposal: Stop Thief!

Enact a new spell:
Thievery
1 unit of any type of energy
Upon invocation, the sorcerer must post "Thievery: DICE-4, target" in the GNDT where Target is the spell's target sorcerer and expend any given unit of energy. If the result is greater than 0, then the sorcerer gains 2*result of the energy type expelled and the target loses 2*result of that same type. Invoking thievery also causes one unit to be subtracted from the invoking sorcerers' balance.


Enacted by Mat, Jan 17; 22:43

Question

Hello all,
I've a question that I think should be dealt with due to interpretation ambiguity.

If one states in a proposal: "If X passes, then Y"

By common interpretation, Y is dependent upon X in order to even have the opportunity of being enacted. However, by logic, the proposal can still reign true if X does not pass and Y meets quorum. How should is be interpretted if one gives such conditional proposal?

Proposal: Angry Mob with Torches This Way, Please

If Rule: Auctions passes, add the following after the third sentence of the second paragraph:
When bidding, a Sorcerer must bid at least as much Energy and at least as much Power as the previous highest bid, and must also bid at least one more point of either Energy or Power. In the case of a tie, the bid with the earliest timestamp takes precedence.

Also, append the following:
The Archmage may edit the description of a Gewgaw being auctioned at any time, so long as no bids have been made. In addition, the Archmage may remove the Gewgaw from bidding at any time before the bidding period is up. In this case, no bids are paid and the post is considered moot.

Edited re: Kevan's and Squirrel's comments on 1/16/04 at 5:20 pm EST.

Enacted by Mat, Jan 17; 22:44

Proposal: I Hate Cold Weather [trivial]

Append the following to Rule: Gewgaws:
Static Storm
2 Air, 2 Fire, 15 Power

While in possession of a Static Storm, and when taking his or her daily School-based Energy gain, a Sorcerer with a Balance less than -2 may use Static Storm to cause 2 points of Power damage to one other Sorcerer. A Sorcerer may not use a particular Static Storm more than once per 24 hours in this way.


Enacted by Mat, Jan 17; 22:44

Proposal: Too Hot For BlogNomic, Vol. 3 [trivial]

A repost of my earlier proposal, now legal.

Add the following after the third paragraph of Rule: Gewgaws:
Sorcerers may wish to Trade Gewgaws among themselves for favors, Spells or other Gewgaws. Trades are often offered privately, but may be negotiated anywhere.

To initiate a Trade, a Sorcerer may remove a Gewgaw from his or her Inventory, noting in the GNDT the name of the Gewgaw and the Sorcerer to whom it is being offered. A Sorcerer may not name himself or herself in this way. After this note is posted, the Sorcerer named has 24 hours to claim the Gewgaw offered and add it to his or her Inventory. If the 24 hours expire and the Gewgaw has not been claimed, it is considered destroyed.


Enacted by Mat, Jan 17; 22:43

Proposal: Too Hot For BlogNomic, Vol. 2 [trivial]

A repost of my earlier proposal, now clarified and legal.

Append the following to Rule: Gewgaws:
Jade Garden
2 Water, 2 Earth, 10 Power
While in possession of a Jade Garden, a Sorcerer with a Balance greater than 0 may use it to gain 2 points of Power while gaining Energy as part of his or her School's attunement. A Sorcerer may not use a particular Jade Garden more than once per 24 hours in this way.


Enacted by Mat, Jan 17; 22:41

Proposal: Too Hot For BlogNomic, Vol. 1 [trivial]

A repost of my earlier proposal, now legal and slightly cheaper.

Append the following to Rule: Gewgaws:
Passing Fancy
1 Water, 1 Air
The next time a Spell cast by another Sorcerer or a Gewgaw held by another Sorcerer would affect the holder of Passing Fancy, he or she is unaffected. Instead, he or she loses Passing Fancy, and the Sorcerer attempting to affect him or her gains it.


Enacted by Mat, Jan 17; 22:40

Proposal: Medallion

Enact a new Rule "Medallion":
There exists an entity known as "The Medallion". This ancient item, when in the possession of a sorcerer, allows him/her to cast spells at half the energy values at which they usually cost (rounded down.) e.g. if Kevan casted the spell "Unstable reaction (2 fire, 1 air)" while in possession of The Medallion, then the energy expenditure would instead be 1 (one) fire and 0 (zero) air.

One acquires The Medallion either by finding it in the netherworld or stealing it from another sorcerer.
To attempt to acquire The Medallion from the netherworld, one most state in the GDNT "Medallion Search: DICE-5" and spend 1 unit of each energy (1 water, 1 earth, etc). If the value is greater than 0, and no sorcerer already possesses The Medallion, then the Medallion is acquired and the sorcerer immediately receives the benefits of possessing The Medallion.

If a sorcerer possesses The Medallion, another may steal it from him or her by casting the spell Acquisition.

There exists only one Medallion. Upon possession, one may update his/her inventory value to reflect having the new object. In addition, the bearer of The Medallion may only invoke an offensive spell on a specific player once per day. i.e. Kevan may invoke Steam Conduit on Mat and again on Brendan, but may not perform that particular spell on Mat again until the next day. Offensive spells are considered those that lessen any attribute of another sorcerer.


Create a new spell:
Acquisition
5 Power, 1 Air
If a sorcerer possesses The Medallion, another may cast this spell at the costs above. Upon casting, the socerer who invoked the spell must comment in the GDNT "Medallion Steal: DICE-4". If the resulting value is greater than 0, the invoking sorcerer successfully steals The Medallion.


Create another new spell:
Banish
10 Power
A sorcerer who wishes to rid the world of the evil attributed to The Medallion's possession may cast this spell. Upon commenting in the GDNT, "Banish:DICE*40", if the resulting value is less than the casting sorcerer's life prior to casting Banish, then The Medallion is once again sent to the netherworld and may only be acquired by searching (as per rule "Medallion"). If a sorcerer successfully banishes The Medallion, he/she is award 20 Power for his/her good deed to the world.


Vetoed by Cayvie, failed by joranj

Proposal: Burning Down The House (Trivial)

I propose that the spell "Unstable Reaction" be deleted from the spell list, and added to the Gewgaw list, with appropriate changes of phrase ("cast" to "create", etc.)

Enacted by Mat Jan 16; 19:51

Javascript Enhancement

I've added a bit of Javascript to the top of the sidebar that searches through the weblog's body text and picks out what it thinks is the oldest pending proposal. It'll get confused by poorly-formed proposal subject lines, or enacted/failed comments that differ from what seems to have become the norm (it searches for "enacted by/failed by/veto(e)d by/passed by"), but should be a useful reminder.

Haven't been able to get it to dig out the permalink to the proposal, though. I'll take another stab another time, but if anyone who knows more Javascript than me wants to have a go, feel free.

Proposal : Lighter Dusting [Trivial]

[ I think Dust Storm probably is too powerful in such a slow game, particularly when it doesn't really inconvenience the caster. Maybe we should limit it to a single target. ]

Reword the effect of the "Dust Storm" spell to:-

A chosen Sorceror gains a "Dust Cloud" Effect. If a Sorceror has a Dust Cloud, he or she may not cast Spells. If a Sorceror has been under a Dust Cloud Effect for more than 24 hours, they may choose to destroy all Dust Cloud Effects upon them.


Enacted by Mat Jan 16; 19:50

Proposal : Checks and Balances [Trivial]

[ "Casting certain spells can either increase or decrease Balance", but none of them do yet. So... ]

Add the following Balance-adjustments to the ends of the following spells (if they exist):-

  • Lightning Blast - Caster gets -1 Balance.
  • Healing Jet - Caster gets +1 Balance if targetting an opponent.
  • Lava Flow - Caster gets -1 Balance.
  • Fire Arrow - Caster gets -1 Balance.
  • Healing Draught - Caster gets +1 Balance if targetting an opponent.
  • Mute - Caster gets -1 Balance.
  • Defibrillate - Caster gets +5 Balance.


Enacted by Mat Jan 16; 19:47

Gegaw Sales

Add to Rule 16, Gegaws:


A sorceror may offer a Gegaw for sale by posting in the GDNT. This posting will give the name of the Gegaw and a price in any combination of Power and the four strains. The sorceror should also denote the Gegaw for sale by placing an asterix (*) after its name in their Effects column. Any other sorceror may purchase the Gegaw for the advertised price, assuming they have at least the required amounts of each element. When doing so, they should transfer the gegaw into their own Effects column (removing the asterix) and the relevant price to the seller.


Self-killed by orkboi, Failed by Mat Jan 16; 19:46

Choose your Path

It's time for the sorcerors to choose their paths.

Add to rule 16, Gegaws:


Altar of Ickiness
5 Power
As long as he or she has not prostrated themselves any time within the last 24 hours, the sorceror who posseses an Altar of Ickiness may prostrate him or herself and then reduce their balance by 1. This is done by making a note in the GNDT. At any time, a sorceror may choose to destroy an Altar of Ickiness in their possession. If that sorceror has a positive balance, they immediately gain 5 power. Only a sorceror with a zero balance or a negative balance may craft this gegaw.

Altar of Really Great
5 Power
As long as he or she has not prostrated themselves any time within the last 24 hours, the sorceror who posseses an Altar of Really Great may prostrate him or herself and then raisetheir balance by 1. This is done by making a note in the GNDT. At any time, a sorceror may choose to destroy an Altar of Ickiness in their possession. If that sorceror has a negative balance, they immediately gain 5 power. Only a sorceror with a zero or a positive balance may craft this gegaw.


Self-killed by Orkboi, Failed by Mat Jan 16; 19:45

The citadel of dust

A new Wizardly abode appears on the landscape. I hereby name Joranj as responsible for my joining Blognomic.

Wednesday, January 14, 2004

Proposal: Prestige

Make a new rule, entitled Politics:

A Sorcerer's standing in the Kingdom is tracked in the GNDT, as Prestige. Prestige may be affected by the spells a Sorcerer casts, as well as many other factors. Upon the enactment of this rule, all Sorcerers have a Prestige of 0, except the Archmage, who has a Prestige of 100. Prestige can be either a positive or negative number.

Any factors that could affect a Sorcerer's Prestige that is not listed elsewhere is the ruleset (e.g. under a Spell's or a Gewgaw's listing) must be listed here.

Proposals: Every time a Sorcerer's proposal passes, they may claim 2 Prestige. Every time a Sorcerer's proposal fails, they must lose 1 Prestige. If a non-Trivial proposal is decreed Trivial by its voters, the proposer looses 3 Prestige. The enactment or otherwise of Trivial proposals has no other effect on Prestige.

Bullying: If a Sorcerer casts an offensive spell against a Sorcerer with less than half of his or her own Power, he looses 5 Prestige points. If a Sorcerer casts an offensive spell against a Sorcerer with more than double his or her own Power, they gain 5 Prestige points.

New conditions for Prestige loss and gain may be Proposed as trivial proposals by any Sorcerer.


Failed by Mat Jan 16; 8:47

Proposal : Light Dusting [Trivial]

To the spell "Dust Storm", add:-

A Sorceror may not cast this spell more than once in any 48 hour period.


...and replace "spells may be cast" with "spells may be cast nor gewgaws crafted", for clarity. (Crafting a gewgaw is already "equivalent to a casting a Spell".)

[ It might be strategically interesting to maintain constant Dust until you run out, but it'd also be a bit boring - 24 hours is a long time, and five day's worth of Dust Storming would probably be enough for a Steam-Sorceror to get some good things going... ]

Self-killed by Kevan;Failed by Mat Jan 16; 8:47

Proposal: It Jingles When You Shake It

If Rule: Gewgaws is passed, append to it the following:
Jade Garden
2 Water, 2 Earth, 10 Power
While in possession of a Jade Garden, a Sorcerer with a Balance greater than 0 may choose to gain 1 point of Power for each point of Energy gained as part of a daily School-based attunement. Such a gain constitutes a use of Jade Garden. A Sorcerer may not use a particular Jade Garden more than once per day in this way.

(Okay, I'm REALLY going to stop now. I didn't realize I'd posted so much.)

vetoed

Proposal: They Put a Radio In My Nose [trivial]

If Rule: Gewgaws is passed, append to it the following:
Tin Foil Hat
2 Water, 2 Air, 10 Power

When Crafting a Tin Foil Hat, a Sorcerer must choose another Sorcerer. He or she then adds to his or her Inventory "Tin Foil Hat (3 uses, name)," where name is the Sorcerer chosen.

Each time a Spell or Gewgaw cast or held by another Sorcerer would affect the holder of Tin Foil Hat, it affects the Sorcerer named in Tin Foil Hat's description instead, and Tin Foil Hat's number of uses is reduced by 1.

If the number of uses is ever 0, Tin Foil Hat is destroyed. If a Sorcerer ever holds more than one Tin Foil Hat, all Tin Foil Hats in his or her inventory are destroyed.


VETOED

Proposal: Not so much for admins

Currently, admins will always have an advantage over normal players, because of the huge bonuses for admin work. Although admins should be rewarded, perhaps it shouldn't be as big a reward as it is.

In rule 5, replace:
Whenever an Admin Enacts a non-Trivial Proposal, they may claim 5 Power. Whenever they Fail a Proposal or Enact a Trivial Proposal, they may claim 2 Power.


with:
Whenever an Admin Enacts a non-Trivial Proposal, they may claim 2 Power. Whenever they Fail a Proposal or Enact a Trivial Proposal, they may claim 1 Power.


Enacted by Mat Jan 16; 8:44

Proposal: A Cat's Eye for That Augie [trivial]

If Rule: Gewgaws passes, add the following after the third paragraph:
Sorcerers may wish to Trade Gewgaws among themselves for favors, Spells or other Gewgaws. Trades are often offered privately, but may be negotiated anywhere.

To initiate a Trade, a Sorcerer may remove a Gewgaw from his or her Inventory, noting in the GNDT the name of the Gewgaw and the Sorcerer to whom it is being offered (a Sorcerer may not name himself or herself in this way). After this note is posted, that Sorcerer has 24 hours to claim the Gewgaw offered and add it to his or her Inventory. If the 24 hours expire and the Gewgaw has not been claimed, it is considered destroyed.


VETOED

Proposal: Archmage Artifact Auctions

Enact a new rule, entitled "Auctions"-

Once a week, the Archmage may hold an auction to get rid of some of the old magical devices he has lying around. He does this by posting to BlogNomic a list, which may not be longer than three items long, of Unique Gewgaws, with whatever effects these Gewgaws may have listed. These Gewgaws do not have listed their creation prices, and thus may not be copied by other Sorcerers.

Bidding takes place in the comments to the post. Any Sorcerer may immediately post a bid for any of the Gewgaws, in the format of "X Power, X Energy." (The types of energy are indistinguishable). 24 hours after the posting of the list of auctioned Gewgaws, the Archmage then awards the items to the highest bidders, and subtracts what they bid from their accounts. If an item has no bids on it, then the Archmage decides nobody wants it and sticks it back in his attic, never to be seen again.


Enacted by Mat Jan 16; 8:41

Proposal: Mmm

If Proposal: Shh does not pass, add a new rule, entitled Status, and add the following text:

There are many status effects that can be inflicted on (or chosen by) a Sorcerer. Some of these are listed below:


Add the following text to the bottom of the new rule. If Proposal: Shh does pass, add the following to the Status rule.

Mute: If a Sorcerer becomes mute, they can no longer directly communicate except through telepathy. They may still propose, however, the only letter they can use is ‘m’. They may vote, and use the voting buttons, but again, any comments can only consist of the letter ‘m’.

If the Sorcerer wishes to impart some further information, then they must email it to another player, who may (or may not) then post a translation as a reply to the comment or a comment on the proposal. Note that this rule does not require the translation to be accurate or even relevant to the intentions of the mute Sorcerer.

A Sorcerer remains mute for the duration of the Dynasty or until another provision in the ruleset, allowing for its curing, is fulfilled.


Add the following spell to Rule 13, Spells:

Mute
15 Air, 12 Fire, 12 Water, 25 Power – gives -10 to Balance, can only be cast by those with -20 Balance or lower
Inflicts the status ailment ‘Mute’ on another Sorcerer.


Enacted by Mat Jan 16; 08:41

Proposal: If I Can't Have It, Nobody Can [trivial]

If Rule: Gewgaws passes, append to it the following:
Trojan Crowbar
1 Earth, 2 Air, 10 Power

While in possession of a Trojan Crowbar, a Sorcerer may choose to Trap any Gewgaw he or she Crafts by paying extra Energy in addition to the Craft cost. These extra expenditures must be recorded in the GNDT as Craft costs at Craft time, but the Sorcerer need not declare that they are Trap costs.

If another Sorcerer gains possession of a Trapped Gewgaw, the Sorcerer who Crafted it may choose to Fire the Trap at any point within 24 hours after the second Sorcerer adds it to his or her inventory. Once a Trap has been fired, or when the 24 hours are up, the Gewgaw is no longer considered Trapped.

Note that the 24-hour period in which a Trap is active does not reset after additional transfers: if Sorcerer A Crafts a Trapped Gewgaw, Sorcerer B takes it from Sorcerer A, and Sorcerer C takes it from Sorcerer B two hours later, the Trap will still expire 24 hours after Sorcerer B first gained it. However, If the Sorcerer who Crafted the Trapped Gewgaw gains it again within 24 hours of its loss, and the Trap has not been Fired, the countdown is reset and will not be triggered unless another Sorcerer takes it again.

Only one type of Trap may be applied to any given Gewgaw. Traps are treated as Gewgaw effects that target and are produced by the Sorcerer holding the Trapped Gewgaw. The types of Traps are as follows:
Dynamite Turkey
1 Earth, 1 Fire, 5 Power
When this Trap is fired, it destroys the Gewgaw to which it is attached and causes the Sorcerer holding it to lose 10 Power.

Invisible Thread
2 Air
When this Trap is Fired, it causes the Sorcerer holding it to lose the Gewgaw to which it is attached, the the Sorcerer who originally Crafted it to gain it back.

Contact Poison
1 Water, 5 Power
When this Trap is Fired, the Sorcerer holding the Gewgaw to which it is attached loses DICE*3 Power.


VETOED

Proposal: Let Me See That [trivial]

If Rule: Gewgaws passes, append the following to it:
Passing Fancy
1 Water, 1 Air, 1 Fire
The next time a Spell cast by another Sorcerer or a Gewgaw held by another Sorcerer would affect the holder of Passing Fancy, he or she is unaffected. Instead, he or she loses Passing Fancy, and the Sorcerer attempting to affect him or her gains it.


VETOED

Proposal : Cheap Tricks [Trivial]

[ Giving a simple one-Energy spell for each element. ]

Add some new spells to the "Spells" rule:-

Fire Arrow
1 Fire
Deals 5 Power damage to a single Sorceror.

Healing Draught
1 Water
A chosen Sorceror gains 5 Power.

Swirl
1 Air
Choose a Sorceror: Give them 1 Energy of any element, then remove 1 Energy of any element from them.


And add to "Gewgaws":-

Pebble
1 Earth
Pebbles may be used in the creation of other Gewgaws; they are equivalent to 1 Earth Energy each, and are destroyed when used.


Enacted by Mat, Jan 16; 08:31

Proposal: Convergence (trivial)

Add a new Spell to Rule 13:

Convergence
1 Air, 1 Water, 1 Fire, 1 Earth, 15 Power
The casting Sorcerer has their Balance reset to zero. All Sorcerers in the game take Power damage equal to the integer of their balance rating, whether positive or negative, divided by 2 (rounded up).

This spell can only be cast by Sorcerers with a Balance between -2 and 2. Convergence may only be cast once per day; once it has been cast, no other Sorcerer may cast in until the following day.


Failed by Mat, Jan 16; 08:29

New Sorcerer

Orkboi enters the ray, charged full of elemental gooiness.

Welcome to BlogNomic.

Proposal: Midweek Midmorning (Trivial)

Add a Gewgaw to the Gewgaws list:


Lightning Rod
Power 20, Earth 2, Air 1, Fire 1
While a Sorcerer has a Lightning Rod, spells that require both Air and Fire in their costs do not affect him or her, nor may he or she cast any such spells.


also, could I be made an admin? this isn't part of the proposal, it's just an official request, i guess.
Enacted by Mat, Jan 16; 02:34

Proposal : Syphoning off the powers of nature


A sorcerer may declare that he is traveling to "Syphon off natures Powers", and name an element to be searched for. The sorcerer then travels to find an appropriate site to do so.

Doing so will cost him/her 5 power points in general wear and tear.

The sorcerer is then unable to complete any other action that would require an expenditure of Power, Earth, Fire, Air or Water for the next Day.

At the end of this 24 hour period, the sorcerer adds 1d6 - 3 (min 0) of the specified eleemnt to his avalible reserves. If the element matches one of those in his school add 2 to this number. Due to the rigours of travel (s)he is unable to attempt this again for 48 hours.


Failed by Squirrel, Thursday, Jan 15

Proposal : Well of finite water

If Rule: Gewgaws passes, append the following to it:


Well of finite Water
3 Earth, 2 Air, 2 Fire, 20 Power
While in possession of a Well, a Sorcerer may use it at any time when they would normally gain Earth, Fire or Air through any means, to instead gain Water.

For example a Earth/Water mage could gain 2 water rather than 1 Earth 1 Water from his daily school income.


Failed by Squirrel, Thursday, Jan 15

Tuesday, January 13, 2004

Proposal: Come to Me, My Pretty... (trivial)

I tentatively propose the following spell:


Summon Infernal Sprite:
10 Power, 1 Fire, 1 Air
This spell conjures a small darkling from the nether-realms and binds it to the caster's will. Upon summoning, the caster may name one Sorcerer as the Sprite's target. The Sprite will immediately zoom off, unerringly trained on the named victim.
The Sprite will have found it's target 8 hours from the time it was summoned. Thereafter, once every 24 hours it will inflict minor (-1d4 Power) damage with it's magical barbed spear.


Failed by Squirrel, Thursday, Jan 15

Proposal: I'm Not Going To Poke Him, You Poke Him

If Rule: Status passes, add the following to it:
Out Cold: A Sorcerer with Out Cold may not take any action which directly involves a change in his or her Power or Energy. Spells or other effects which would reduce that Sorcerer's Power or Energy do not reduce his or her Power or Energy. A Sorcerer who is Out Cold may not claim Ascension.

If at any time a Sorcerer's Power drops to less than 1 point, he or she automatically gains Out Cold.

In addition, append to Rule 13, Spells:
Defibrillate
1 Water, 1 Fire, 10 Power
Defibrillate may only be cast on a Sorcerer with the Out Cold Status ailment. That Sorcerer immediately loses Out Cold and has his or her Power set to 25.

I don't think this can be used in a loop, since you can't cast Defibrillate on yourself, but comments are welcome. Edited wildly on 1/15/04 at 8:24 am EST.

Conditionally failed by Mat, Jan 15; 16:09 (rule status failed)

Proposal: Everything Looks Like a Nail [trivial]

If Rule: Gewgaws passes, append the following to it:

Vacuum Hammer
1 Earth, 1 Air, 5 Power
While in possession of a Vacuum Hammer, a Sorcerer may use it to destroy (and remove) a Gewgaw in his or her Inventory. After that Gewgaw is destroyed, the Sorcerer may add to his or her Power and Energy the Craft Cost of the destroyed Gewgaw, as listed in the Ruleset, divided by 2 and rounded down. For example, the destruction of a Gewgaw with a Craft Cost of 2 Fire and 7 Power would result in a gain of 1 Fire and 3 Power.

Vacuum Hammer may not be used to destroy itself, but it may be used to destroy another Vacuum Hammer, provided the Sorcerer has both in his or her Inventory.


Enacted by Mat, Jan 15; 14:39

Proposal: Taking a Page from Pratchett [trivial]

If Rule: Gewgaws passes, append the following to it:
Bonsai Volcano
2 Fire, 2 Earth, 10 Power
While in possession of a Bonsai Volcano, a Sorcerer may subtract 1 point of Fire from the casting cost of a Spell or the Craft cost of a Gewgaw, to a minimum of 0. This use must be noted in the GNDT when the spell is cast or the new Gewgaw Crafted. After using the Bonsai Volcano in this way, the Sorcerer may not use it in the same way again for 24 hours.

Edited 1/14/04 at 12:39 am EST only because I forgot a blockquote tag.

Enacted by Mat, Jan 15; 14:37

Proposal: Fixed Fecundity (trivial)

Add the following spell to the spell list:


Fecundity
5 Power, 2 Water, 1 Earth
The Sorcerer casting this spell channels some of his or her energy into the earth around him or her, creating a period of magical fertility. If that Sorcerer would add any values to his or her Energy Reserves in the 24 hours after the casting of this spell, that Sorceror may add an additional 1 point of the appropriate energy. The bonus point from Fecundity may not be used as a trigger to get more points from Fecundity.


(e.g. Kevan casts this, and can claim 2 Fire and 2 Earth that day instead of 1 of each, but he may not claim any Water, unless he has a way of gaining Energy outside of his School)

Self-killed by Cayvie, Failed by Mat, Jan 15; 14:36

Proposal: Spell Fixing (trivial)

If my spell, Fecundity, passes, add the following sentence to it:

The bonus point from Fecundity may not be used as a trigger to get more points from Fecundity


This is to prevent people using it to get infinite Energy (Whoa! Fecundity gave me a point! This means I can add another point to my reserves! Which means... etc.)

Self-killed by Cayvie, Failed by Mat, Jan 15; 14:34

Proposal: Shh

[I hope for this rule to inspire temporary states to be available to those who wish a temporary boost in an attribute.]

Create a new rule "Status"
Any sorcerer has the option to place him/herself into one of the following states by changing his "state" status in the GDNT. Each is followed in parenthesis by the time taken to complete the state or time in which the benefits are in effect.

Sleep (24 hours)
The sorcerer who invokes this increases his/her power by 15% upon the state's completion. Any attack made on a sorcerer in sleep causes twice as much damage.

Bloodlust (3 spells)
Upon initialization, any spell that the sorcerer performs causes 50% more damage to the target at a cost multiple of (DICE-3) of each energy required as posted in the GDNT with a minimum of 0 energy used.

i.e. Kevan could invoke bloodlust by changing his state in the GDNT and perform a spell, say FireBlast(1 water 2 fire), by posting:

"Perform FireBlast, multiple: (DICE-3)"

If DICE=5, then Kevan pays (5-3) or 2 times the cost in energy; 2 waters and 4 fire. Though, if DICE <=3, the spell is essentially free.


Meditation (12 hours)
Upon completion of the period, the sorcerer is allowed to increment one strain of magical energy by one unit.


Failed by Mat, Jan 15; 14:33

Proposal: Conversion

[I would think that this proposal would be more fitting in the base set of rules, but I didn't want to cause anything of this sort to be too concrete in the game once we progress to another dynasty. Basically, it allows one to convert magic points to power points. Also, feel free to suggest a different value.]

Add a spell to rule 13 with the following description:
Healing
1 unit of magic (any type)
Increases Power 3 units.


Failed by Mat, Jan 15; 14:32

Proposal: Where Does He Get Those Wonderful Toys

As an alternative to Joranj's Items:

Enact a new rule, "Gewgaws:"
Each Sorcerer may Craft or otherwise obtain Gewgaws, which are held in inventory until destroyed or transferred to another Sorcerer. Crafting a Gewgaw is equivalent to a casting a Spell, with a cost in Power and/or Energy. A Sorceror must have the required amounts of Power and Energy at Craft time. Upon paying the Craft cost, the specified Gewgaw is immediately added to the Sorcerer's Inventory. This inventory is tracked in the GNDT.

No Sorcerer may Craft a particular Gewgaw if he or she already has at least one of that Gewgaw in Inventory.

The list of known Gewgaws shall be appended to the end of this Rule as they are proposed and passed. Proposing a new Gewgaw to add to the current list is always a trivial proposal.

Gewgaws shall be notated in the following manner:

Gewgaw name
Craft Cost
Effect of Gewgaw, be it an indefinite Effect, a daily use, a one-time use which destroys the Gewgaw, or otherwise.

The list of available Gewgaws, in alphabetical order by title, is as follows:

(this parenthetical phrase to be deleted when first Gewgaw proposal is passed)


Enacted by Kevan, Jan 14; 15:25. +10 to Brendan, +5 to Kevan.

Proposal: Some More Spells - Part Two (trivial)

Add the following spell to the spell list:


Fecundity
5 Power, 2 Water, 1 Earth
The Sorcerer casting this spell channels some of his or her energy into the earth around him or her, creating a period of magical fertility. If that Sorcerer would add any values to his or her Energy Reserves in the 24 hours after the casting of this spell, that Sorceror may add an additional 1 point of the appropriate energy.


(e.g. Kevan casts this, and can claim 2 Fire and 2 Earth that day instead of 1 of each, but he may not claim any Water, unless he has a way of gaining Energy outside of his School)

Failed by Kevan, Jan 14; 15:22. -5 to Cayvie, +2 to Kevan.

Proposal: Some More Spells - Part One (trivial)

Add the following spell to the spell list:

Unstable Reaction
5 Power, 2 Fire, 1 Air
This spell creates a very volatile alchemical potion that can be used as a grenade. Upon creation, it can be thrown at any other Sorcerer, dealing 10 damage (subtracting 10 from his or her Power). However, each day that this potion is kept bottled up, it grows stronger. Every 24 hours after this spell is cast, the Sorcerer must post a comment to the GNDT, "Unstable Reaction:DICE." If the value is greater than 2, then the damage this spell would do to a Sorceror is doubled. However, if the value is 1 or 2, then the potion explodes on the Sorcerer who cast it, dealing however much damage it would have done if thrown at someone else at that moment.


Enacted by Kevan, Jan 14; 15:20. +2 to Cayvie, +2 to Kevan.

Proposal: Mage Masher

That's right, kids, it's another mammoth joranj post. Yay!

Add the following paragraph to the end of Rule 12: Magic:


One Sorcerer can never outright kill another with Magic, unless the specific spell description says otherwise. Any further damage inflicted to a Sorcerer that would bring their Power below 1 is negated.


Make a new rule, entitles Prestige:

A Sorcerer's standing in the Kingdom is tracked in the GNDT, as Prestige. Upon the enactment of this rule, all Sorcerers have a Prestige of 0, except the Archmage, who has a Prestige of 100. Prestige can be either a positive or negative number.


Make a new rule, called Duel:

One Sorcerer may challenge another to a Duel at any point, by posting an entry on BlogNomic. There is no time limit on the challenged to respond, but if he or she is seen within the kindgom (i.e. posts in BlogNomic, edits the GNDT, or in any way deliberately and knowingly interacts with either the Gamestate or the Rulestate), on two occasions separated by at least 1 hour, without having responded to the challenge, they immediately loose 10 Prestige points. The Challenged may either accept or decline the challenge. If they accept, the Duel shall begin exactly 24 hours later. If they decline, they may add their reasons to their response. Onlooking Sorcerers may give their verdict on the Challenged's reason; if, after 24 hours, it has found the favour of the Sorcerer's community (i.e. it has achieved a simple majority of FOR votes from those who voted), then there shall be no repurcussions on him or her. However, if the community is undecided or unconvinced by the Sorcerer's plea (i.e. a tie vote or a simple majority against), then the Challenged shall immediately loose 5 Prestige points.

The Challenger may state any condition of victory he or she chooses in the original challenge; if he or she chooses not to do so, the default victory condition is to cause the most Power damage with 10 spells in a 8 hour period. In sensativity to timezones, the battle does not have to commence exactly 24 hours after the Challenged's acceptance if this would give one Sorcerer an unfair advantage over another. It may be changed in private to a time that suits both players, so long as 8 hours notice is given in a comment on the original BlogNomic post.

The winner of the Duel gains 7 Prestige points, while the looser looses 3. Other prizes or forfeits may be negotiated by the competing Sorcerers privately, so long as they are made public by a comment to the original BlogNomic post before the duel commences. Neither participant may be challenged for 3 days after their duel has ended; the penalty for doing so is an immediate loss of 5 Prestige points. They may, however, challenge whenever they feel ready.


Make a new rule, called Items:

There exist a number of artifacts that boost a Sorcerer's performance. These may be tracked, under 'Items', in the GNDT.

Essence of Effritti: Gives the user 5 points of Fire magic. 1 dose, consumed after use.
Essence of Golem: Gives the user 5 points of Earth magic. 1 dose, consumed after use.
Essence of the Muse: Gives the user 5 points of Air magic. 1 dose, consumed after use.
Essence of Nerid: Gives the user 5 points of Fire magic. 1 dose, consumed after use.


Failed by Kevan, Jan 14; 15:19. -5 to Joranj.

Anniversary

BlogNomic is one year old today, clocking up an average of about 36 days per Dynasty. It's been a good year; here's to another one.

Proposal: Strength and Weakness

I propose that each sorcerer may, if they desire, choose one Element to be their Strength. If they do so, they must also choose one to be their Weakness.

As I am still not quite certain which other rules are going to go into effect, I am open to suggestions on possible effects of Strengths and Weaknesses.

On a side note, if my posting style is not fitting, feel free to email me and advise me on improvements.

Failed by Kevan, Jan 14; 15:18. -5 to Nephandus.

Proposal: Entitlements (trivial?)

I propose that a column be added to the GDNT for each player's choice of Title, to be chosen and entered by each player as they see fit.

I do not propose any game-effects to stem from these titles, they would be merely for cosmetic purposes, therefore I marked this proposal trivial.

Failed by Kevan, Jan 14; 15:15. -5 to Nephandus.

Greetings from Minas Malkuri

Greetings to all. I have traveled to this realm from my own lands in search of further knowledge and power. I hope to dest-... er... meet you all soon to discuss the disposition of the title of Archmage that is currently in dispute.

Let it be known that Kevan the Wise did honorably invite me to visit these demense, and should be accorded the respect (and bonus points) he so richly deserves.

Proposal : Six Spells [Trivial]

To the Rule "Magic", add:-

Some spells have lasting effects on Sorcerors; these are tracked in the GNDT, in the "Effects" field.


Add the following new spells:-

Steam Conduit
1 Water, 1 Fire
A chosen Sorceror loses 5 Power, and another chosen Sorceror gains 5 Power.

Clay Wall
1 Water, 1 Earth
The caster gains a "Clay Wall" effect. Whenever a spell would affect a Sorceror who has one or more Clay Walls, one of their Clay Walls is destroyed instead.

Lightning Blast
1 Air, 1 Fire
A chosen Sorceror loses 2D6 Power. (The caster must make a comment of "Damage = DICE+DICE" when expending the energy.)

Healing Jet
1 Air, 1 Water
A chosen Sorceror gains 2D6 Power. (The caster must make a comment of "Gain = DICE+DICE" when expending the energy.)

Dust Storm
1 Earth, 1 Air
No spells may be cast by any Sorceror, during the next 24 hours.

Lava Flow
1 Earth, 1 Fire
Every Sorceror (including the caster) loses 10 Power.


Enacted by Mat, Jan 14; 08:00

Proposal : Elemental Flavouring [Trivial]

[ Warily assigning themes to the four elements, before we start choosing Schools - I don't want this round to turn into a cheap Magic the Gathering clone, but I don't want it to turn into an arbitrary mish-mash of unthemed spellcasting, either. Choosing a School should give a heavy flavour to the spells you're most able to cast, beyond simply "they all involve the word 'fire'". ]

In the Rule "Magic", replace "There are four different strains of magical energy present in Serl, Water, Earth, Air, and Fire magic." with:-

There are four different strains of magical energy present in Serl, Water, Earth, Air, and Fire magic. Water represents life and healing, Earth represents construction and protection, Air represents change and randomness, and Fire represents damage and destruction.


Enacted by Mat, Jan 14; 7:58

ChinDoGu has arrived

Well this post is just to let you know (as per rule 2) that Kevan is responsible for me being here, so, before anyone gets too annoyed with me.. Its all his fault.

Actually he dosent know me, but I saw his post of the www.nomic.net bb

Two New Members

Two Sorcerers from foreign lands have come to challenge for the position of Archmage.

Please welcome Nev and ChinDoGu.

Not-A-Proposal: Names for combinations of powers

Following Brendan's suggestion on Kevan's "Schools" proposal, this post is a place for us to brainstorm possible names for the combinations of schools. If you have a suggestion, please leave it in the comments.

Water and Fire
Alcohol, Steam
Water and Earth
Wood, Life, Tidal
Air and Fire
Dragon, Lightning
Air and Water
Mist, Rain, Ice, Hurricane
Earth and Air
Dust
Earth and Fire
Armadillo, Volcano, Magma, Lava, Metal

Proposal: Opposites Game

Add to "Magic"

Each magical strain has an opposing energy. While in combat, a sorceror can casts an spell at an opponent who in turn casts an opposing energy spell then the two cancel out, only if the cost of energy and power are the same. An example of this is: If a sorceror casts a spell that costs 5 power and 2 Fire at Keitalia and she responds with a spell that costs 5 power and 2 Water, then the spells cancel out.

Known opposing energies are:

Fire – Water
Earth – Air

Mixing energies together can prove effective even if they are opposed. An example of this would be the spell Tornado.


Add a spell into the Spell list.

Tornado
Cost 10 power, 1 Earth and 1 Air
Earth and Air mix together forming a massive Tornado which sends massive rocks interfering a strain from a (Stronghold or School) and doing 4 damage to power. -1 to a one of the two attuned strains from a (Stronghold or School) for 24 hours. Can only be cast one every 2 days.


Failed by Mat, Jan 14; 07:56

Proposal: The Best of the Worst

Rewrite Proposal or rule: “Magic” Two new strains of magical energies have been found.

There are six different strains of magical energy present in Serl, Water, Earth, Air, Fire, White and Black magic. Each sorceror has a specific amount, which must be a non-negative whole number, of each strain of magical energy reserved, monitored in the GNDT. Each Sorceror starts out with a value of 5 for each one.

These reserves of magical energy are used up when Sorcerors cast spells.

Self-killed by Keitalia. Failed by joranj

Proposal: Light and Dark

Enact a new Rule, entitled "Balance", with the following text:-
Every Sorcerer has a Balance value, which may be any positive or negative number. The Balance value represents how each sorcerer uses magic, a positive value for White or Light magic, and a Negative Value for Black or Dark magic. All Sorcerers start out with a Balance value of zero, representing that they have not yet chosen either path.

All Sorcerers with a Positive Balance value are called White Sorcerers or Sorcerers of the Light. All Sorcerers with a Negative Balance value are called Black Sorcerers or Sorcerers of the Dark.

Casting certain spells can either increase or decrease this value, and some spells may specify that a sorcerer must be of a certain level (either high or low) to cast that spell.


Passed by joranj

Monday, January 12, 2004

Proposal : Elemental Blast

Add a new spell to the "Spells" rule:-

Elemental Blast
1 of any Energy
The caster may spend any type of elemental energy to cast this spell. Elemental Blast causes a target Sorceror to lose 5 Power, provided that the victim has a Stronghold, and that Stronghold is not attuned to the chosen element.


(If "All in the Mind" passes, replace "has a Stronghold, and that Stronghold" with "belongs to a School, and that School".)

Timed out and cannot reach quorum. Failed by joranj

Proposal : All in the Mind [Trivial]

If the proposal "Strongholds" passed, and if no other rules rely on Strongholds existing, then rename the "Strongholds" rule to "Schools" and reword it to:-

Each Sorceror belongs to a magical School of their choosing. Each School is attuned to two of the four strains of magical energy (Water, Earth, Air and Fire), and thus its owner, once a day, may add 1 of each of the attuned strains to his or her reserves. A Sorceror declares, in the GNDT, which two strains of magic his or her School follows, and, after doing so, may not change his or her attunement preference.


Enacted by Mat, Jan 13; 11:36

Proposal: To War

If Proposal: Bondage fails, this automatically fails too.

Enact a rule, entitled Combat:

A Sorcerer may send his army to attack another Sorcerer at any time. This must be done through a post on BlogNomic. If Proposal: Strongholds passes: The Sorcerer being attacked then has 24 hours to post a comment detailing ey's response; e has the choice of either -a- meeting the Agressor's army on the plains, or -b- retreating to the castle to defend. This choice is entirely the Defender's; however, it 24 hours pass and no response has been made, the Defender retreats to eys Stronghold by default.

The attacker does not have to send their entire Army, so long as they detail the exact number of committed troops in their BlogNomic posts. The Defender does not have to commit their whole army in a Plains battle.

Plains battle
A plains battle proceeds as per the following cycle:

Round 1. Speed. The Speed stats of the two Armies are compared, as the two Cavalry groups clash. The balance is the number of units killed by the faster Army; they may be assigned as the attacker chooses.

EXAMPLE
Keitalia has attacked Royce, and Royce has chosen to meet Keitalia on the plains. Keitalia's stats: P: 40, S: 20, D: 20. Royce's stats:P: 25, S: 30, D: 25.

First round: Royce, as the faster Army, gains the advantage. (Royce: Speed 30, Keitalia: Speed 20. Difference 10). Royce may inflict 10 damage on Keitalia's Army, and he chooses to take 5 each from Power and Defense.


Round 2. Attack.
In a similar way, the Attack of each Army is compared to the Defense of the other. Each Army may then apportion damage equal to the difference in their favour.

EXAMPLE
After the first round, Keitalia's stats: P: 35, S: 20, D: 15. Royce's stats:P: 25, S: 30, D: 25.

(Royce's Power: 25 minus Keitalia's Defense: 15. Royce inflicts 10 damage. Royce chooses to inflict 5 damage each to Attack and Defense.)
(Keitalia's Power: 35 minus Royce's Defense: 25. Keitalia inflicts 10 damage, and chooses to apportion all 10 points to Speed.)

After combat, the stats are as follows: Keitalia's stats: P: 30, S: 20, D: 10. Royce's stats:P: 25, S: 20, D: 25.



Combat continues in this cycle until one Army is defeated or chooses to withdraw. If Proposal: Strongholds passes: If either army is defeated, of the Attacker withdraws, the combat is over. If the Defending Army withdraws, they fall back to their Stronghold, and the Attacker has to option to persue. If they choose to do so, then combat continues as per the Stronghold rules.

Either Sorcerer may cast Magic at any time. Another Sorcerer can choose to enter the fray on either side; two Sorcerers on the same side are considered to form one Army, although they may still cast Magic separately.

If Proposal: Strongholds passes:Stronghold battle
The Defender must commit their entire force to a Stronghold Defense.

The Defending Sorcerer's Defense stat is multiplied by 5 for a Stronghold battle. The battle proceeds as per the following cycle:

Round 1. Sapping.
The Attacker may send their Sappers in. Each Sapper causes 3 damage to the enemy Defense.

EXAMPLE:
Kevan attacked Wittgenstein, who met him on thge plains. After a protracted battle, Wittgenstein retreated to her Stronghold. Wittgenstein's stats: P: 15, D: 40. Kevan's stats:P: 60, Dem: 10, Def: 20.

As she is in her Stronghold, Wittgenstein's Defense is mulitplied to 200. Kevan's Sappers do 30 damage.


Round 2. Attack.
The Attacker can then lay a frontal attack to the Stronghold. The Defending Sorcerer's Defense is reduced by the Agressor's Power, and the Agressor's Power is reduced in turn by the Defender's Power.

EXAMPLE:
Wittgenstein's stats: P: 15, D: 170. Kevan's stats:P: 60, Dem: 10, Def: 20.

Kevan attacks, for 60 damage to Wittgenstein. Wittgenstein's defenders do 15 damage to Kevan's attackers.

Wittgenstein's stats: P: 15, D: 110. Kevan's stats:P: 45, Dem: 10, Def: 20.


Round 3. Counter-attack.
The defenders can then sally forth. If their Power is greater than the beseiging army's Defense, then they can apportion the balance of damage as they choose. If, however, their Power is lower than the Agressor's Defense, their Power is reduced by the difference.

EXAMPLE:
Wittgenstein bizarrely decides to sally forth. Wittgenstein's stats: P: 15, D: 40. Kevan's stats:P: 60, Dem: 10, Def: 20.

Kevan's Defense (20) is higher than Wittgenstein's Power (15). Wittgenstein's power is reduced to 10.


Combat continues in this cycle until either: -a- the defending army's defense is reduced to zero; -b- the agressor's army's Power is reduced to zero; or -c- the agressor decides to retreat. Note that the defender *cannot* retreat. If the Defender is defeated (i.e. option -a-), then their Stronghold is overrun and they are cast out. The Sorcerer looses his Stronghold, cannot retain Troops, if Proposal: Magic passes: and has all Magical abilites reset to 5.

In general: Either Sorcerer may cast Magic at any time. Another Sorcerer can choose to enter the fray on either side; two Sorcerers on the same side are considered to form one Army, although they may still cast Magic separately. Further troops cannot be added once a battle has started. Regardless of the outcome of any conflict, neither participant can muster their army for attack until 72 hours have passed since the end of the battle.


Obviously, there's a lot there, so I'd like it if we could discuss it before voting on it.

Auto-failed by joranj, due to failure of Bondage


Proposal: Bondage

Enact a rule, entitled Bondsmen:

It is rare for a magic user to get their hands dirty personally. Thus all Sorcerers may acquire, through magic or money, a small personal army of bondsmen. Powerful mgaics may also call Elementals; these Elementals are considered Bondsmen and are subject to the rules listed here.

Bondsmen are the standing army of a Sorcerer's Stronghold. There are various types of unit, and each unit has a different effect on the Army's capabilites. These capabilities are Speed, Power, Demolitions and Defense, and are tracked in the GNDT.

The Soldier: an Attack unit. Each Soldier gives the Sorcerer's army +1 to its Power.
The Horseman: a Cavalry unit. Each Horseman gives the Sorcerer's army +1 to Speed.
The Pikeman: a Defensive unit. Each Pikeman gives the Sorcerer's army +1 to Defense.
Sapper: a Destructions unit. Each Sapper gives the Sorcerer's army +1 to Demolitions.


If Proposal: Magic passed, add to the bottom of Rule: Spells :

Compel
5, any element
Upon casting this spell, add a GNDT entry reading Compel:DICE*4. You gain a number of Bondsmen equal to the result. They may be distributed through the various types of unit as you please.


Failed by Mat, Jan 13; 11:05

Proposal: Strongholds

Add a new rule to the ruleset, "Strongholds"

Each Sorceror has his or her own Stronghold. Each Stronghold is attuned to two of the four strains of magical energy (Water, Earth, Air and Fire), and thus its owner, once a day, may add 1 of each of the attuned strains to his or her reserves. A Sorceror declares, in the GNDT, which two strains of magic his or her Stronghold is attuned to, and, after doing so, may not change his or her attunement preference.


Enacted by Mat, Jan 13; 11:04

Proposal: Magic

Add two new rules to the ruleset, "Magic":

There are four different strains of magical energy present in Serl, Water, Earth, Air, and Fire magic. Each sorceror has a specific amount, which must be a non-negative whole number, of each strain of magical energy reserved, monitored in the GNDT. Each Sorceror starts out with a value of 5 for each one.

These reserves of magical energy are used up when Sorcerors cast spells.


and "Spells":

Sorcerors can cast the following spells, each of which costs some amount of Power, and depletes some combination of Water, Earth, Air, and Fire reserves when the spell is cast. A sorceror must have the required amounts of Power and Magical Energy at the time of casting (this is to prevent spells like "gives a Sorceror 3 Fire. Costs 2 Fire.") Proposing a new spell to be added to the spell list is always a trivial proposal.

Spells shall be notated in the following manner:

Spell Title (e.g. Jump)
Cost of spell (e.g. 5 Power, 2 Water, 2 Air)
Effect of Spell (e.g. The sorceror casting this spell moves to a random location on the gameboard)

The list of available spells, in alphabetical order by title, is as follows:

(this parenthetical phrase to be deleted when first spell proposal is passed)


Enacted by Mat, Jan 13; 11:02

Repeals and Replacements

I hereby declare that all rules, except those numbered 1-11 and 99, are repealed.

Additionally, the word "Radio" shall be replaced with "Archmage," "Researcher" with "Sorceror," and "Life" with "Power," wherever they do appear throughout the ruleset.

Ascension Address

Greetings, fellow denizens of Serl. As you all well know, I have served as your Archmage for many long years. I have grown weary of the tiresome duties of my position, weary with old age. Yes, I do believe it is time for me to retire.

So, I need somebody, some willing young sorceror, to take my place. But it can't just be any young sorceror; no, it must be the best magician, conjuror, wizard, sleighter of hand, or whatever you are in Serl.

And so, I have designed this test of your magical capabilities. The winner of this test, through whatever method, shall take my position as the new Archmage, and shall take it with my blessing.

May the most potent wielder of the magical energies win.

Cayvie, Archmage of Serl

Proposal: The Kid Stays In The Picture

Correct me if I'm wrong, but I think the hiatus is up. Comments and questions welcome.

Add to the fourth paragraph of Rule 10, "Ascension:"
For a period of one week after the beginning of a Dynasty, no Proposal may be made that would establish specific criteria for the next Ascension. (The general goal of a Dynasty may still be discussed.)


Self-killed, failed by Mat, Jan 13; 11:00

Sunday, January 11, 2004

I WANT HELICOPTERS

I declare the base free of Things.

Proposal: Then you, my son, are a Thing

If Proposal : If You Alone Can Keep Your Head passes, amend the following sentence:

A Thing may decrease its own Hersch value at any time, if it thinks nobody will notice (or if it has been revealed as a Thing).


to:

A Thing may alter its own Hersch value at any time, if it thinks nobody will notice (or if it has been revealed as a Thing).


Veto'd by Cayvie, 12/01/04. -3 to joranj

Proposal : If You Alone Can Keep Your Head [Trivial]

To Rule 14 (Hersch Value), add:-

Things are always completely cold and rational, and only fake their unstable behaviour to appear human. A Thing may decrease its own Hersch value at any time, if it thinks nobody will notice (or if it has been revealed as a Thing).


Veto'd by Cayvie, 12/01/04. -5 to Kevan, +2 to joranj

Proposal : Guns and Pillows [Trivial]

In Rule 12 (Outpost 37), add the following room effects:-

The Armoury. A Lifeform searching the Armoury may add or subtract one from any search rolls, provided that the final result would give them a weapon.
Sleeping Quarters. A Lifeform in Sleeping Quarters may choose to be Asleep or Awake (Asleep Lifeforms should set their location to "Quarters(Z)".) Sleeping Lifeforms have all the restrictions of being Dead, and additionally cannot defend against attacks. If a Lifeform has been asleep for more than twelve hours, it may wake up to halve its Hersch value.


Veto'd by Cayvie, 12/01/04. -5 to Kevan, +2 to joranj

New lifeform: JohnnyNuke

Having taken a long nap in the Helicopter, JohnnyNuke is now refreshed and ready to research.

Proposal: Of that which we cannot speak thereof we must remain silent [Trivial]

add the following to rule 3 "proposals":

Proposals must not contain within themselves 10 or more spelling mistakes (as per the Oxford English Dictionary).


Veto'd by Cayvie, 12/01/04. -5 to Wittgenstien, +2 to joranj

Questions

Going back to the board game type idea mentioned at the begining of the dynasty.

1. (to Kevan) Could you host a jpeg of the board somewhere if we had one?

2. (to everyone) What do you think of having a board showing the locations and the paths between them for strategic purposes? This would probably mean that no new locations could be created. I was thinking everyone would move up to two rooms simultaniously once a week via emails sent to the Radio. Emails could be sent anytime during the week, but would all be enacted at the same time by the Radio. Anyone the radio didn't receive an email from would be assumed to be holding.

I was going go ahead and propose this, but I realized that I needed to check with Kevan about the board, and that I was going to have to wait and see what happened with Hot Tub anyhow. So I thought I'd ask for opinions.

Returning Player: Squirrel

Squirrel was discovered wandering around outside muttering alternately about a spaceship crash, intergalactic politics, and starfish-headed monsters. He was given medical attention, and is now a functioning researcher. His earlier rantings are assumed to be nothing more than delerium.

It's good to be back.