Ruleset 68

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Template:Legit

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Survivors shall obey it. Section One consists of the "core rules" of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Rules may be referred to by their type, entire number and name or type and name. (e.g. This Rule may be referred to as Rule 1.1 Ruleset and Gamestate or the Rule entitled “Ruleset and Gamestate").

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak pronouns with the singular "they". A typographical mistake is defined as “A mistake in printing, typesetting, or typing, especially one caused by striking an incorrect key on a keyboard.”

Survivors

Anybody may apply to join BlogNomic (if he is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing his arrival. An Admin shall add him to the roster in the sidebar and the GNDT, at which moment he becomes a Survivor.

A Survivor may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Survivor may only change his name as a result of a proposal approving the change.

Some Survivors are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Survivors who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.

Some Survivors are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2 and 1.8, Idle Survivors are not counted as Survivors. Admins may render a Survivor Idle if that Survivor has asked to become Idle or if that Survivor has not posted an entry or comment for more than 7 days. In the latter case, the Admin must announce the idling in a blog post. Admins may de-Idle a Survivor at his request - the Survivor's personal gamestate retains the values it had immediately prior to his going Idle. If one or more values would be undefined, it is set to the value new Survivors receive, if such a value exists.

Proposals

Any Survivor may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Survivor already has 2 Proposals pending, or has already made 3 Proposals that day).

Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending. A Proposal may not also be a Call for Judgment.

Voting

Any Survivor may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.

If the Survivor who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Survivor uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Survivor leaves the game or goes Idle, his Vote is no longer valid. If a Survivor votes against his own proposal, that vote may not be changed. This is referred to as a Self-Kill.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Leader. The vote will count as the same as the Leader's vote. If the Leader casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Leader. If there is no Leader, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If no Leader has voted on a proposal, a vote of DEFERENTIAL on that proposal does not count as a vote for the purposes of rule 1.5.

Enactment

The oldest pending Proposal may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-

  • It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.

The oldest pending Proposal may be failed by any Admin, if any of the following are true:-

  • It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
  • It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.
  • It has been open for voting for at least 48 hours and has fewer than 2 valid votes.
  • The Survivor who proposed it has voted AGAINST it.

Whenever an Admin marks a proposal, CfJ, or DoV as passed or failed, he must also mark his name, and report the final tally of votes (or the fact that it was self-killed or vetoed).

Proposals the Leader has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Leader has voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill vote is placed.

When Leader votes to VETO a Proposal, any Admin may fail that Proposal from that moment on, even if it is not the oldest Pending proposal.

Calls for Judgment

If two or more Survivors actively disagree as to the interpretation of the Ruleset, or if a Survivor feels that an aspect of the game needs urgent attention, then any Survivor may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.

All Survivors may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Survivor's later votes overriding their earlier ones). Unfailed CfJs continue until they reach a Quorum of FOR votes, a Quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.

Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Survivor may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts.

If no Survivor has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must changed to reflect its status.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as they wish.

Voting and comments are accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Survivor may update any Survivor's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Survivor feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

Survivors shall be assigned a password for the GNDT when they join the Nomic.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Survivor, known as the Leader, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").

The Leader may vote to VETO any Proposal.

Victory and Ascension

If a Survivor (other than the Leader) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Survivors”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Survivor may respond to an active DoV saying whether or not he believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).

The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Leader has voted on it. Upon resolution, if a Quorum of Survivors have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.

When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Survivor who made the DoV as its Leader. (That Survivor may pass this role to another Survivor at this point, if he wishes.) The Hiatus continues until the new Leader posts an Ascension Address to the BlogNomic weblog - this shall specify the Leader's chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and that any keywords will be replaced with new theme-appropriate terms.

A DoV may not be started in the period between a passing DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST votes that exceed Quorum, the Survivor who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

A Declaration of Victory may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.

Fair Play

The following are BlogNomic’s rules of fair play. If any of the rules are found to have been broken, a proposal or CfJ may be made to remove the perpetrator from the game, and bar them from rejoining.

  • A single person should not control more than one Survivor within BlogNomic.
  • A Survivor should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Survivor should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • Instead of deleting content from a blog post which has at least one comment, the content should either be struck through with <strike> tags, or replaced with a link to a copy of the same content on the wiki.
  • A Survivor should not edit their own blog comments once posted, nor those of any other Survivor.
  • A Survivor should not edit the "Entry Date" field of a blog post.
  • A Survivor should not make or edit a post such that its title does not broadly match its URL title.
  • A Survivor should not make a DoV primarily to delay the game by putting it into Hiatus.

Dynastic Rules

Still Alive

Survivors have a GNDT tracked attribute called 'Status', which can only have one of these values: 'Healthy', 'Wounded', 'Fallen' or 'Infected'. New Survivors have a status of Healthy. If a Healthy Survivor suffers damage, their status becomes Wounded. If a Wounded Survivor suffers damage, their status becomes Fallen. If a Survivor's status is Healthy or Wounded, that survivor is said to be Living.

The Infected

As a daily action, an Infected Survivor (the Unclean) who has not taken damage in the previous 72 hours, and with at least 10 Stamina, may attempt to change the status of a Fallen Survivor (the Weak) to Infected by making two Fitness Tests; the attempt succeeds if both pass. Doing so causes the Unclean to gain 5 Fitness and lose 5 Contribution, and the Weak to lose 5 Stamina.

Healing

A Survivor is said to be Resting if they have taken no daily or weekly actions defined by a dynastic rule in the previous 48 hours.
As a weekly action, a Resting Wounded Survivor with at least 10 Stamina can change their status to Healthy.
As a weekly action, a Resting Fallen Survivor with at least 5 Stamina can change their status to Wounded; but doing so causes their Stamina to reduce by 10.

Food and Water

There exists a global number called Food and Water, which shall be an integer less than or equal to 100. Food and Water shall initially be 50.

Foraging

As a weekly action, a Survivor may Forage. To Forage, a Survivor makes a comment of “Foraging: DICE8” in the GNDT and increases the Food and Water by the result of that DICE roll. A Survivor must make and Pass a Fitness test to successfully Forage.

Stamina

Each Survivor has a Number called Stamina, which shall be an integer less than or equal to 20, which is tracked in the GNDT and initially 10. Whenever a Healthy Survivor’s Stamina is 0 or lower, anyone can make that Survivor take damage. Whenever a Wounded Survivor’s Stamina is -10 or less, anyone can make that Survivor take damage.

As a weekly action, a Survivor may Eat and Drink. To Eat and Drink, a Survivor decreases the Food and Water by DICE5 and increases their own Stamina by DICE5.

Watch Your Back

Each Survivor has a characteristic called Watching, which is tracked in the GNDT and is initially set to the Leader. A Survivor can “Watch” a Survivor or the Leader by setting their own Watching to the name of that individual. Changing one’s own Watching is a daily action.

I'm Being Watched

A Survivor cannot change the Status of another Survivor if the prior is being Watched by the latter.

I Know What You’re Up To

Whenever a Survivor is Watching another Survivor and makes an Aggression Roll against that Survivor, e adds 3 to the result of the Aggression Roll once.

Fitness

Each Survivor has the statistic Fitness tracked in the GNDT. Fitness can be any integer from 0 to 100 inclusively, and shall initially be 40. Whenever an action causes a Survivor to take a Fitness Test, that Survivor must make a roll of DICE100 in the GNDT. If the resulting number is equal to or lower than their fitness, the test is considered Passed, and if it is greater than their fitness, it is Failed. Whenever a Fitness Test is Passed, the Survivor who took that test loses 1 Stamina unless the rules concerning that particular Fitness Test explicitly state otherwise.

Working out

As a weekly action, each Survivor may work out by making a fitness test. If they fail the test, they increase their fitness by DICE10.

Marauders

A Marauder is an entity that can be created by the Leader, and which has the following stats:

  • HP, which is an integer (1 if not stated); negative HPs are legal but have the same effect as 0 HP does
  • 1 or more Jobs.

As a daily action, a non-Fallen Survivor may Fight one Marauder. By default, this causes the Marauder to lose 1 HP; but this may be modified by the Marauder's Jobs. If a Marauder ever has 0 or fewer HP, it ceases to exist.

An active Marauding exists while at least one Marauder exists. The Leader can create a Marauder at any time; this creates a new active Marauding if there is not currently an active one, or adds Marauders to an existing active Marauding. When creating a Marauding, the Leader must detail the Marauders in it in a Story Post with [MARAUDERS] in its title; new Marauders added to an existing Marauding must be detailed in comments to its associated Story Post, and the comments to that post should also be used by Survivors to track the current HP and existence of Maruaders. If all Marauders in a Marauding cease to exist, it becomes inactive and no longer has an effect on the game.

Marauder Jobs

The following Jobs exist:

Thief
Each day when a Marauding is active, the Leader shall decrease the Food and Water by 2 times the number of Marauders with this Job.
Drainer
Each day when a Marauding is active, the Leader shall decrease the Stamina of each Survivor by the number of Marauders with this Job.
Fighter
Whenever a Survivor Fights a Marauder with this Job, that Survivor must take a Fitness Test. If it fails, the Survivor suffers damage.
Ghoul
Whenever a Survivor Fights a Marauder with this Job, that Survivor may not take daily or weekly actions defined in dynastic rules for 48 hours afterwards, no matter what else happens in the Fight.
Medic
Whenever a Marauder with this Job loses HP as a result of a Fight, the Survivor who Fought it gains 1 Stamina. Each day, each Marauder with this Job gains 1 HP, unless this would give it more HP than it had when it was created.
Boss
Whenever a Survivor Fights a Marauder with this Job, that Survivor must make a Fitness Test (a separate and independent one from the test for Fighting a Fighter). If it fails, the Boss loses 1 HP less than it otherwise would from that particular Fight (this may reduce the HP loss to 0; but even in that case, any other effects of the Fight still happen).

Innoculation

As a weekly action, the Leader can Innoculate an Infected Survivor whose Stamina is greater than -10. To do this, the Leader rolls DICEX where X is the number of Infected Survivors whose Stamina is greater than -10 (known as Candidates). The Innoculated is the Survivor whose position in the GNDT among Candidates (from top to bottom) matches the result of the DICE roll. If the current amount of Food and Water is higher than the Stamina of the Innoculated, then the Innoculated’s Status becomes Wounded. Either Way, reduce the Food and Water by 5.

Infectious Anger

The exists a GNDT Tracked Statistic called Rage, that must be an integer between 0 and 100. The Rage of new Survivors is 0. Whenever a Survivor suffers damage, that survivor may once within a period of 24 hours, increase their Rage by DICE5. If that Survivor is infected, their Rage is instead incremented by 4DICE5 instead. Whenever a Survivor has to take a Fitness Test (but before rolling any dice for that test), that survivor may spend any amount of Rage and make a GNDT comment of “Spent Rage X” where X is the amount of Rage spent this way. Then, their current Fitness is considered to be X points higher for the purposes of that Fitness Test.

Failure brings Anger

Whenever a Proposal is failed or vetoed, the author of that Proposal may once, within a period of 24 hours, increase their Rage by X; where X is the number of valid FOR and DEFERENTIAL votes on that Proposal.

The Violence of War

When any non-Infected Survivor Fights a Marauder or Attacks another Survivor, e must increase eir own Rage by 2. When any Infected Survivor Fights a Marauder, Attacks another Survivor, or changes the Status of a Fallen Survivor to Infected, e must increase eir own Rage by DICE10.

Going Hulk

If a Survivor’s Rage is ever 100, that Survivor must Attack another Survivor, adding 8 to the result of the required DICEX roll. The Survivor’s own Rage then falls to 0.

Communal Stats

There exists a row in the GNDT labelled “Community” that does not correspond to a player. Instead, its columns track certain gamestate values defined elsewhere in the rules.

The Community’s Stamina value is equal to the current Food and Water.

If there is ever a Survivor named “Community”, the leader shall choose a new name for the “Community” row of the GNDT and change all instances of “Community” in this rule and its subrules to the new name

Inventory

There is a column in the GNDT called “Inventory”. Each Survivor’s Inventory tracks each Item held by that Survivor. If a particular Item is listed on a particular Survivor’s “Inventory” in the GNDT, then that Survivor is considered to be that item’s Holder. Survivors may only become or cease to become Holders of Items by proposal or as the ruleset or gamestate permits. A Survivor who is the Holder of an Item may, unless prohibited by the ruleset or gamestate, voluntarily transfer the Item to another Survivor by updating the GNDT to delete the Item from his own Inventory and adding it to the other Survivor’s Inventory.

There is a wiki page called “Inventory Items”, the content which may only be changed by proposal or as the ruleset or gamestate permits. The “Inventory Items” page lists each Item of Inventory and describes the gamestate effects that relate to that Item.

The Leader may, as a daily action, add Items (and their gamestate effects) to the Inventory Items page.

Contribution

Contribution is a numeric value tracked in the GNDT, which defaults to zero, and which can be positive, negative, or zero.

  • Whenever a Survivor performs a daily or weekly action that causes the Food and Water to increase, that Survivor must also increase their Contribution by the same amount.
  • Whenever a Survivor performs a daily or weekly action that causes the Food and Water to decrease, that Survivor must also decrease their Contribution by the same amount.
  • Whenever a Survivor Attacks another non-Infected Survivor, that Survivor must also decrease their Contribution by 5.
  • Whenever a Survivor Attacks another Infected Survivor, that Survivor must also increase their Contribution by 5.
  • Whenever a Survivor Fights a Maurauder, that Survivor must also increase their Contribution by 5.
  • Whenever a proposal that modifies the Ruleset becomes Enacted, the admin who enacts that proposal decreases the author's Contribution by 5 if the author is Infected and increases the author's Contribution by 5 otherwise.

Doomsday Cult

Following the enactment of this Proposal, the Leader shall select two random Survivors (excluding himself) to become members of the Doomsday Cult (each of whom may be referred to as a Cultist), without regard to whether such Survivors are Infected.

When a new Survivor joins the game, or when an idle Survivor who has not previously participated in this Dynasty reactivates, the Leader may (within 48 hours) determine randomly whether this Survivor is a Cultist. The chance of a Survivor becoming a Cultist by operation of the previous sentence is x/y where x is the number of Cultists and y is the total number of Survivors. Should idling ever cause the active Survivor list to lack any Cultists at all, the Leader may randomly select z new Cultists, where z is the number of Survivors divided by 5 and rounded down (but not to less than one). Notwithstanding anything to the contrary in the foregoing, no Survivor who is Fallen or Infected may become a Cultist (but a Survivor may, after having become a Cultist, become Fallen or Infected by operation of the Ruleset or Gamestate). If a Survivor has become Infected per the Rule “Deadline”, they may still become a Cultist due to this rule.

Whenever the Leader determines that a Survivor is a Cultist, the Leader shall alert the Cultist via PM but shall not alert that Cultist of the identity of any other Cultist.

The first time that the Leader determines that certain Survivors are Cultists, the Leader shall, following the PM alerts to the relevant Cultists, post a Story Post to the Blog indicating that the Cult is now active.

Notwithstanding any other dynastic rule or subrule, an Infected Survivor who is a Cultist shall not be prohibited from achieving victory by reason of being Infected.

Cult Attacks

As a weekly action, a Cultist can send a private message to the Leader stating that they're organising an assassination of a Survivor. Upon receiving this message, the Leader should reduce the Stamina of the chosen Survivor by 5, with the reason "Cult activity".

Revenge agains the Cult

As a weekly action, a non-Infected Survivor who has previously had their Stamina lowered due to Cult activity can perform a Fitness Check to try to fight back against the Cult. If the check is passed, then the next time the Leader reduces the Stamina of anyone due to Cult activity, he should reduce the Stamina of a random chosen Cultist by 5, with the reason "Cult activity"; the order in which the Staminas are reduced should be chosen at random so as to not give away which target was the Cultist, and which was the Cult's target.

Locating the Cult

As a weekly action, a non-Cultist Survivor can send a private message to the Leader, specifying a Survivor who he wants to Investigate; that Survivor becomes an Investigated Survivor for that week. As soon as is reasonable after the start of each week, the Leader must make a post with "[Investigation Results]" in its title, listing all Investigated Survivors for the previous week, along with either "Cultist" or "Non-Cult" for each.

Misinformation

As a weekly action, a Cultist may send a PM to the Leader containing the name of a single Survivor and whether or not they want that survivor to appear as a cultist or a non-cultist. When the leader makes that week’s Investigation Results post per rule 2.11.3 Locating the Cult, he must also include the name of the mentioned survivor(s), and state whether they are a cultist or not, taking into account the potentially incorrect information due to Misinformation. It should not be possible for another Survivor to be able to discern between the correct and incorrect results. If there are more Misinformation results than genuine results, the Leader must randomly select Misinformation results, and discard them. He must also do this if there are the same number of each type of result, unless there are only 1 of each (I.E. The results post must have less misinformation than fact, unless there is only one of each). If a Survivor was genuinely investigated, then the Leader must not post any Misinformation about that survivor for the week they were investigated.


No More Cultists

When all Cultists are Fallen or Infected, the Leader must make a blog post stating this. When all non-Cultists are Fallen or Infected, the Leader must make a post stating this.

Zombie Eats Your Brains While You Sleep

As a daily action, an Infected Survivor may “Eat the Brains” of a non-Infected Survivor that is not Watching them. To do this, the Infected Survivor makes an Aggression Roll against the targeted Survivor with a GNDT comment of “Brains.” If the result of the Roll is greater than 5, then the Infected Survivor increases their own Stamina and Fitness by 2 once and decreases the Fitness and Stamina of the targeted Survivor by 2 once.

Xenophobia

As a weekly action, a non-Infected Survivor may “Go Zombie Bashing” against an Infected Survivor who is not Watching them. To do this, the non-Infected Survivor makes an Aggression Roll against the Infected Survivor with a GNDT comment of “Die, Abomination!” If the result of the roll is greater than 5, then the non-Infected Survivor decreases the Fitness and Stamina of the target by 2 once, while increasing the Rages of both Survivors and eir own Fitness by 2 once.

Victory Conditions

Notwithstanding anything to the contrary in the Ruleset:

  1. No Healthy or Wounded Survivor who is not a Cultist may achieve Victory if any Cultists are Healthy or Wounded; and
  2. No Cultist may achieve Victory if there are any Healthy or Wounded Survivors who are not Cultists.
  3. No Infected Survivor may achieve victory if there are any Healthy or Wounded Survivors.

Faction Victory

If the Food and Water statistic is ever 100 or greater and there are at least four Healthy Survivors, then the human population has stabilized; The Healthy Survivor with the highest Contribution assumes leadership of a functioning tribe and achieves victory. This is called an 'Economic Victory'.
If there are no Living Survivors and at least one Infected survivor, the Infected have wiped out all opposition and chose the most ruthess among themselves as their leader. The Infected Survivor with the lowest Contribution achieves victory. This is called a 'Military Victory'.

Scattered Items

If the name of an Item is in a Building, any Living or Infected Survivor in that Building may become the Holder of that Item and remove that item from the Building.

Whenever a Survivor becomes Fallen, any Items in that Survivor’s Inventory are added to their Location and removed from their Inventory.

As a daily action, the Leader may add the name of any Item, so long as not have a Holder, to any Building.

We All Starve

If the Food and Water would ever become less than 0, it instead becomes 0 and Blognomic enters a Starvation Phase. While Blognomic is in a Starvation Phase, Survivors cannot Eat and Drink and cannot take any actions defined in the rule entitled “Healing”.

When Blognomic has been in a Starvation Phase for 72 continuous hours, and at intervals of 72 hours after that for the duration of the Starvation Phase, all Living Survivors take Damage.

Whenever the Food and Water becomes greater than or equal to 10, if Blognomic is in a Starvation Phase then it ceases to be in a Starvation Phase.

Giving up

A Living Survivor (known as the Emancipated) whose rage is 20 or greater may decide to betray other living survivors and become an Infected, offer themselves as a sacrifice for the good of the other Survivors, or simply buckle under the pressure of the ordeal. In any of these cases, the Emancipated “Gives Up” and thus reduces their Stamina by DICE10, increases the Food and Water by 2DICE10, then sets er own Status to Infected.

Aggression

A Survivor (the Attacker) can perform up to two Aggression Rolls per day when the rules allows the Survivor to do so. If taking an action requires to perform an Aggression Roll, but that Survivor has already performed two or more Aggression Rolls that day, the action cannot be taken.

Before the Aggression Roll is performed, the Attacker chooses another Survivor (the Attacked), Then, the Attacker makes a roll of DICEX in the GNDT, including the name of the Attacked in the comment. The value of X is calculated as follows: subtract the Stamina of the Attacked from the Stamina of the Attacker, then add 10 to that number, then if a rule or effect states that the Attacker has a modifier on Aggression Rolls they perform add that modifier; if the value of X is lower than 5, it is 5 instead.

The Aggression Roll succeeds if the result of the roll is equal to or greater than 5 plus any modifier the Attacked has against Aggresion Rolls, if a rule or effect states such a modifier.

Los Angeles Metro

There exists a wiki page called “Los Angeles Metro” which at all times contains the image located at this URL: [1] (http://metro.net/riding_metro/maps/images/rail_map.pdf) This image is known as the Los Angeles Metro Map (or simply the Map) and specifies a list of Stations. A Station is any Station as referenced in the legend to the Map.

All Stations belong to a line as shown in the Map (all stations that share a colour are part of the same line. The lines may be referred to as Orange, Red, Yellow, Purple, Striped Yellow, Blue, Green and Striped Grey).

A Station may be a Interchange Station if its so marked in the Map. Interchange Stations are part of more than one line, as indicated by the lines they intersect in the Map.

Each Survivor has a Station, tracked by the GNDT, which must match the name of a Station in the Map, and is “Hollywood/Vine” for new Survivors.

Movement

As a daily action, a Survivor may change their Station to any other Station that is part of the same line as their current Station. If their current Station is an Interchange Station, they may change their Station to a Station on any of the lines of which that Interchange Station is a part of.

From Beyond The Grave

The Doomsday Cult has dark magic allowing them to speak with the dead. As a weekly action, a Cultist may speak with the dead by sending a PM to the Leader, containing the name of one Fallen Survivor and one question. Within 48 hours of the start of a week, the Leader shall make a post (the Seance) containing a list of questions asked in this manner in the previous week, and the Fallen Survivors who were asked.

Fallen Survivors who were asked questions in this way shall comment to the Seance containing answers to the questions. The answers shall be as truthful as possible.

Deadline

Survivors unidling after the 25th of September have their status changed to Infected.

Teaming Up

Two Survivors who are Watching each other and have the same Status are a Team.

For the purposes of all dynastic rules but this one that care about the Fitness or Stamina of a Survivor in a Team (a “Team Member”), the Fitnesses of both Team Members in a Team are each equal to the higher Fitness in the team plus 15, and the Staminas of both Team Members are each equal to the higher Stamina in the team plus 3. However, if either Member of a Team takes Damage (due to a rule other than this one), so does the other; if either member of a Team gains or loses Contribution (due to a rule other than this one), so does the other; and if either Member of a team loses Stamina or Fitness (due to a rule other than this one), so does the other (this does not apply to gains).

Attacking your Friends

As a weekly action, a Survivor (the Attacker) may make an attack on another Survivor (the Defender); to do so, he must make a GNDT comment specifying that he is Attacking, then make an Aggression Roll against that Survivor; this is known as an Attack. If it succeeds, the Attacker gains 1 Stamina, and the Defender takes damage and loses 2 Stamina; otherwise, the Attacker takes damage.

Hunting

As a daily action, a Living Survivor may Go Hunting. To do this, they make a Fitness Test - if the test is Passed, they increase the Food and Water by DICE40. Otherwise, they take damage.

Glossary

This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.

  • It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it.
  • Appropriate Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto.
  • The "subject" of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is "" (i.e. an empty string) is not valid.
  • "Posts" and "comments" refer only to those published to the BlogNomic weblog at blognomic.com
  • A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "Bananas are Blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
  • Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero. Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • Unless otherwise specified: When “X” is a number, to spend X of a numeric value “V” means to subtract X from V (i.e. replace V with V-X).
  • No action may be taken which would require setting a gamestate variable to an illegal value. (e.g. spending X of a numeric value that must be non-negative when the subtraction would result in a number which is negative).
  • Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • Gamestate is defined as any information which the Ruleset regulates the alteration of, such as Characters’ names.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
  • A Survivor’s “Effective Vote Comment” with respect to a given Proposal (which may be abbreviated for all purposes as “EVC") means that Survivor’s Comment to that Proposal (if any) that contains that Survivor’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Adminned.

Flavor Text

  • When posting a blog entry, a Survivor may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.

Timespans

  • References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.
  • References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
  • All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
  • If a game action is a Daily Action, each Survivor able to perform it may take that action once per day, but not more than once every six hours.
  • If a game action is a Weekly Action, each Survivor able to perform it may take that action once per week, but not more than once every twenty-four hours.
  • Calendar Dates shall be represented in dd/mm/yy (day/month/year) format.
  • For the purpose of all rules, time in Blognomic is in GMT.
  • Any duration reference to a given day (i.e. “Sunday” or “August 2nd"), unless otherwise stated, inclusively begins at 0:00:00 GMT on the mentioned day and inclusively ends at 23:59:59 GMT on the same day.

Keywords

  • Quorum is equal to half the number of Survivors, rounded down, plus one. If a Rule or other Gamestate document refers to a Quorum of some subset of Survivors (such as a Quorum of Survivors who share a particular Gamestate attribute, but excluding all other Survivors) then Quorum is equal to half the number of Survivors who share that Gamestate attribute, rounded down, plus one. If the words quorum and Quorum are ever different, they effectively mean the same thing.
  • Leader
  • Survivor

Dice

References to "YDICEX" refer to Y X-sided dice. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.

IEEE

  • The IEEE auxiliary verbs used in Blognomic are:
    • Is required to: "shall";
    • Is recommended that: "should";
    • Is permitted to: "may";
    • Is able to: "can".