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==Fishing equipment and Can of Worms== | ==Fishing equipment and Can of Worms== | ||
Effect: If no Survivor has done so that day, any sane Survivor owning both Fishing equipment and a Can of Worms may Go Fishing: they shall roll a DICE3. On 1, they may add a Raw Fish (an Edible Damp Item worth 2 Portions) to their possession. Otherwise, nothing happens. | Effect: If no Survivor has done so that day, any sane Survivor owning both Fishing equipment and a Can of Worms may Go Fishing: they shall roll a DICE3. On 1, they may add a Raw Fish (an Edible Damp Item worth 2 Portions) to their possession. Otherwise, nothing happens. |
Latest revision as of 11:03, 5 June 2021
This page was gamestate in an unspecified dynasty (see which pages link here). It is being kept for archival purposes and is not part of the current BlogNomic game. |
Contents
Fishing equipment and Can of Worms
Effect: If no Survivor has done so that day, any sane Survivor owning both Fishing equipment and a Can of Worms may Go Fishing: they shall roll a DICE3. On 1, they may add a Raw Fish (an Edible Damp Item worth 2 Portions) to their possession. Otherwise, nothing happens.
Can of Worms
Effect: A Survivor carrying a Can of Worms may spend 1 Sanity to treat all Cans of Worms as being Edible for the remainder of the day.
A Children's Book
Effect: If a Survivor possesses a Children’s book, as a Daily Action they may Read to any one Survivor (which may be themselves). Any Survivor who is Read to gains 1 Sanity level. No Survivor may gain more than 1 Sanity level in this way, per week.
Leather cased desk clock made by Curtis of Horspool
Effect: If no Survivor has done so in the last seven days, any Survivor may decrease the sanity of every Survivor by 1. This affects all Survivors including himself.
The Compass of Jack Sparrow
Effect: If an Insane Survivor possesses the Compass of Jack Sparrow, they may perform a Sighting action, without being Sane.