Ruleset 78
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all @s 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.
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 and gender-specific pronouns with the singular "they".
@s
Anybody may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a @.
A @ may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A @ may only change their name as a result of a proposal approving the change.
Some @s are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. @s 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 @s are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, 1.8 and 1.10, Idle @s are not counted as @s. Admins may render a @ Idle if that @ has asked to become Idle or if that @ has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may de-Idle an @ at his request (unless that @ asked to become Idle within the previous 4 days, and within the current dynasty) - the @'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 @s receive, if such a value exists.
Proposals
Any @ may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the @ 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 @ may cast their Vote on a Votable Matter by making a comment to the official post that comprises that Votable Matter using a voting icon of FOR, AGAINST, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the @ is the RNG).
In the case of a Proposal, If the @ who made the Proposal has not cast a Vote on it, their Vote is counted as FOR. If a @ uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a @ leaves the game or goes Idle, their Vote is no longer valid. If a @ Votes against their 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 RNG. The Vote will count as the same as the RNG’s Vote. If the RNG 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 RNG. If there is no RNG, or the vote is made by the proposal’s author on his own proposal, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal.
If no RNG 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.
Resolution of Proposals
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 continuously been a proposal for that time, 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 @ who proposed it has Voted AGAINST it.
- The RNG has Voted to VETO it
If the RNG’s most recent Vote is VETO, and that EVC includes the word “Procedural”, the vetoed proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.
Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).
Proposals the RNG has Voted to VETO are considered vetoed. Proposals the author has Voted against are considered self-killed unless the RNG 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. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.
Calls for Judgment
If two or more @s actively disagree as to the interpretation of the Ruleset, or if a @ feels that an aspect of the game needs urgent attention, then any @ 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 @s may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. If the @ who made a CfJ has not cast a Vote on it, their Vote is counted as FOR. 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 the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as 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 @ 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 @ 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. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. 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 be 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 fifteen 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 @ may update any @s data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any @ may correct the GNDT to comply with the Gamestate.
If a @ feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, @s are encouraged to raise a Call for Judgment instead. @s 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 @, known as the RNG, and is named according to the number of Dynasties they have headed (eg. "The First Dynasty of Myke").
The RNG may Vote to VETO any Proposal.
Victory and Ascension
If a @ (other than the RNG) believes that they have achieved victory in the current Dynasty, they 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 “@s”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every @ may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty. If the @ who made a DoV has not cast a Vote on it, their Vote is counted as FOR.
A DoV may be enacted if any of the following is true:
- It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the RNG has Voted FOR it or it has no AGAINST Votes.
- It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of against Votes fewer than half of Quorum, rounded down.
- It has been open for voting for at least 48 hours, at least Quorum @s have Voted on it, and more than half of its Votes are FOR.
A DoV may be failed if any of the following are true:
- It has been open for voting for 12 hours and 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 cannot be legally enacted.
When a DoV fails and there are no pending DoVs, Hiatus ends.
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if they wish.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset.
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the @ 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 @ within BlogNomic.
- A @ 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 @ should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A @ should not edit their own blog comments once posted, nor those of any other @.
- A @ should not edit the "Entry Date" field of a blog post.
- A @ should not make a DoV primarily to delay the game by putting it into Hiatus.
- A @ should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
Dynastic Rules
RNG-Man
The RNG is not considered an @ for the purposes of dynastic rules and the contents of proposals, except if explicitly specified.
Dictation
Whenever the RNG is required by the rules to make a DICE roll, the RNG may elect to specify a result. To do so, the RNG replaces the string “DICE” in the roll with the string “FIAT”, then appends the desired result to the end of the roll. The RNG may not choose any result that was not a possible result of the original roll.
Death
Some GNDT fields may be declared Permanent by the Ruleset. Any GNDT field that is not explicitly defined as Permanent is Transient.
There is a Permanent numerical GNDT field, “Deaths” that defaults to 1.
Sometimes another Rule may cause a @ to Die. When this happens, the items that are in that @‘s inventory (except any item with Amulet of Yendor in its name) are added to the section on the wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on, then that @‘s Inventory and Discovery List are emptied, and all of that @‘s Transient GNDT stats are reset to the default values for a new @. Then, that @‘s Deaths increases by 1.
You died while you were gone
Immediately after an @ is added or restored to the GNDT, if their deaths is 0, set their deaths to 1.
Inventory
A @‘s inventory is a list of items which that @ possesses. Each @‘s inventory is tracked in that @‘s section of the wiki page entitled “i”. A @‘s Inventory is initially empty.
Discoveries
A @‘s Discovery List is a set of items which that @ recognizes. Each @‘s Discovery List is tracked in that @‘s section of the wiki page entitled “i”, separately from that @‘s Inventory.
A @ may add an item in their Inventory to their Discovery List at any time.
Trading
At any time while an @ is on an even dungeon level they may trade 4 items in their inventory that are not daggers or darts for 1 item in either the basic weapons, armor, or potions table. It has an enchantment of 0 where applicable. If an @ receives a dagger or dart this way, they receive 2 more of that item.
At any time while an @ is on an odd dungeon level they may trade 2 items in their inventory that are not daggers or darts in order to Find Treasure.
Stats and Equipment
Each @ has a number called HP, and a number called Max HP. They are together tracked the GNDT column “HP”, which should display “X (Y)”, where X is the @ in question’s HP and Y is the @ in question’s Max HP. Each @ starts with an HP and Max HP of 10.
There exist Weapons, which are a type of item. A Weapon can be ranged and/or melee, and has an amount of Damage, which is two integers (a number of Dice and a number of Sides). If an @ carries a weapon, they may be wielding it.
The expression “X Dice and Y Sides”, where X and Y are integers, may be abbreviated as “XdY”.
There exist Armors, which are a type of item. An Armor has an integer amount of AC, which cannot be negative. An Armor is one of 7 Armor Types: Helm, Cloak, Body Armor, Shirt, Shield, Gloves, and Boots. If an @ carries an Armor, they may be wearing it.
Wielding, Wearing, and Enchantment
An @ may change their wielded weapon to any weapon which they carry, or to no weapon. An @ may only wield two weapons at a time, and may only wield one weapon at a time if wearing a Shield Armor.
An @ may change their worn armor to any armor which they carry, or to no armor.An @ may only wear one armor of each Armor Type at a time.
The weapon an @ is currently wielding, and all the the armor they are currently wearing, are each tracked in GNDT columns, which both default to “None”.
All weapons and armors have an enchantment. An enchantment is an integer, and may be positive, negative or zero. If the name of a weapon or armor includes “+X” where X is a legal value for an enchantment, its enchantment is X. If the name of a weapon or armor includes “-X” where X is a legal value for an enchantment, its enchantment is -X. If a weapon or armor does not specify an enchantment, its enchantment is 0.
Each type of Armor has a Base AC. The AC of an Armor is its Base AC plus its enchantment, or 0 if it would be negative.
If an @ is ever wielding or wearing an item that is not in their Inventory, they cease to wield or wear that item.
Weapon List
The items listed in this table are weapons, with damage and type (melee or ranged) as specified:
Name | Type | Damage |
---|---|---|
two-handed sword | melee | 3d6 |
axe | melee | 1d4 |
dagger | melee/ranged | 1d3 |
mace | melee | 1d6 |
short sword | melee | 1d8 |
quarterstaff | melee | 2d3 |
longsword | melee | 1d12 |
dart | ranged | 2d2 |
spellbook of Force Bolt | ranged | 2d8 |
wand of cold | ranged | 4d4 |
trident | melee | 2d5 |
shortbow | ranged | 1d6 |
bow | ranged | 1d8 |
longbow | ranged | 1d10 |
glaive | melee | 1d15 |
nunchuck | melee | 4d2 |
spellbook of Fireball | ranged | 5d2 |
Whenever an @ fights while wielding a dart or a weapon with “Potion” in its title, or fights in a ranged encounter while wielding a dagger, they decrease the number of that weapon they carry by 1 and add 1 of that weapon to the list in the section of the wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on. Whenever an @ fights while wielding a weapon with the word “spellbook” in its title, remove it from their inventory and add to it a special item called *reading* Z (Where Z is the name of the ranged weapon so removed.) If such an item is in an @‘s inventory for 48 hours, it may be removed, and the original item added. An item with *reading* in its title may not be added to an @‘s discovery list. Whenever an @ fights while wielding a weapon with the word “wand” or “flare” in its title, roll a DICE3. On a 1, remove that weapon from their inventory.
An @ may not wield a two-handed weapon and wear a Shield Armor at the same time. An @ may not wield a two-handed weapon and another weapon at the same time. An @ may not wield a melee-only weapon and a ranged-only weapon at the same time. An @ may not wield a weapon with the word “spellbook” in its title and another weapon at the same time. The following weapons are two-handed:
- two-handed sword
- quarterstaff
- trident
- shortbow
- bow
- longbow
- glaive
Armor List
The items listed in this table are armors, with Base AC, Armor Type and magic resistance as specified.
Name | Base AC | Armor Type | Magic resistance |
---|---|---|---|
ring mail | 2 | Body Armor | no |
small shield | 0 | Shield | no |
robe | 1 | Cloak | no |
leather armor | 1 | Body Armor | no |
cloak of magic resistance | 0 | Cloak | yes |
Hawaiian shirt | 0 | Shirt | no |
Dwarven Chain Mail | 3 | Body Armor | no |
Leather Gloves | 0 | Gloves | no |
Tower Shield | 3 | Shield | no |
Potions
There exist Potions, which are a type of Item. At any time, a @ may Quaff a potion, removing it from his Inventory. Each Potion has a Primary Effect that occurs when that @ Quaffs that Potion.
Items listed in the following table are Potions, with a Primary Effect as specified. In the Primary Effects, the second person pronouns “you” and “your” refer to the @ who Quaffed the Potion. This is the Basic Potion Table:
Potion | Primary Effect |
---|---|
Potion of Water | Nothing special happens. |
Potion of Acid | Your HP is reduced by DICE16 |
Potion of Healing | Your HP is increased by 6DICE4. If your HP would be greater than your Max HP afterwards, increase your Max HP by 1 and set your HP to your Max HP. |
Potion of Sleeping | You cannot take any daily actions as defined in the dynastic rules for the next 4DICE12 hours. In addition you rest one time. |
Potion of Curing | Remove everything from your Status Line that is not Hungry, Weak, or Starving |
Potion of Speed | The next time you Fight a Monster, that Monster does not fight back. You may Fight a Monster one extra time in the next 24 hours beyond the normal daily action |
Potion of Holy Water | If you are undead or a Demon, you take 2DICE12 damage. Otherwise, you get a warm, fuzzy feeling, and your HP increases by 1 if it is less than your Max HP. |
Potion of Enlightenment | Add an Item of your choice not on your Discovery List to your Discovery List. |
Potion of Might | If you are wielding a weapon, increase its Enchantment by 1. If its Enchantment is now greater than your Dungeon Level, remove it from your Inventory. |
Potion of Hallucination | Add Hallu to your Status line if you aren't already hallucinating. |
Potion of Smoke | All Melee Encounters whose Floor is your Dungeon Level become Ranged. |
Potion of Cowardice | If you aren’t wielding a weapon, you become Confused. Otherwise, decrease the enchantment of your wielded weapon by 1 and increase the enchantment of an armor in your Inventory by 1. If the armor’s Enchantment is now greater than your Dungeon Level, remove it from your Inventory. |
Potion of Beserk Rage | The damage you deal and receive the next time you Fight is not reduced by AC. |
Potion of Fruit Juice | If you are Starving, you instead become Weak. Otherwise, nothing happens. |
Potion of Conflict | You must Fight the DICENth @ on your current Dungeon Level in alphabetical order (other than yourself), where N is the number of such @s (except if N is 0, you must Fight yourself); this must be done before the next time you perform any other action defined by a dynastic rule, but does not count towards the daily action limit on Fighting other @s. If it is impossible for you to fight an @ so targeted, then this potion has no further effect. |
Potion of Gain Level | Your Experience is set to the Threshold for your current Experience Level. |
Potion of Teleportitis | Subtract 2 from your Dungeon Level, then add DICE3. If this makes your Dungeon Level 0, you Die. |
There is also one potion not on the Basic Potion table: the Unidentified Potion. When an Unidentified Potion is added to an @‘s inventory, let N be the result of a DICEX roll, where X is the number of items in the Basic Potion table. If the Nth Potion in the Basic Potion table is on that @‘s Discovery List, that @ gains that Nth Potion and loses the Unidentified Potion.
An Unidentified Potion’s Primary Effect is “Let N be the result of a DICEX roll, where X is the number of items in the Basic Potion Table that are not on your Discovery List. Carry out the Primary Effect of the Nth item in the Basic Potion Table that is not on your Discovery List, and add that selected Nth item to your Discovery List.”
Whenever some positive number M items on the Basic Potion Table are added to an @‘s Discovery List, for each Unidentified Potion in that @‘s inventory, let N be the result of a DICEX roll, where X is the number of items on the Basic Potion Table that were not on that @‘s Discovery List immediately before the addition of the M items. If N is less than or equal to M, that Unidentified Potion changes into the Nth item of the M items that were added to the @‘s Discovery List.
If, somehow, an @ has an Unidentified Potion in its inventory for some positive amount of time, but all items on the Basic Potion Table are in its Discovery List, delete that Unidentified Potion from the @‘s inventory and then give that @ a Potion of Water. This paragraph does not prevent an Unidentified Potion that is added to the @‘s inventory from existing long enough to be replaced by a random potion as described earlier in this Rule. Whenever an unidentified potion would be added to an @‘s inventory through an action they took, they may elect to instead add an unidentified throwing potion to their inventory.
Throwing
A Potion of Acid is a ranged weapon with 1d8 damage.
A Potion of Holy Water is a ranged weapon. Its damage is 2d12 when attacking a monster with “demon” in its name, or an @ who is undead and/or a demon, and 1d2 otherwise.
An unidentified throwing potion is a ranged weapon. Its damage is 1d2. When an @ fights another @ while wielding an unidentified throwing potion, roll DICEX, where X is the amount of items in the Basic Potion table, and let the result be R. Then, apply the primary effect of the Rth potion in the Basic Potion table to the targeted @. This happens after combat has been resolved.
Unique Items
There is an item called the Amulet Beacon. An @ with an Amulet Beacon in their Inventory may, if they have the same Dungeon Level as the Amulet of Yendor and no @ has an Amulet of Yendor in their Inventory, remove the Amulet Beacon from their Inventory and add the Amulet of Yendor to their Inventory. If there are any Amulets of Yendor on the wiki page entitled “Loot”, remove them from that page.
There is a Melee weapon called the Energy Sword. It is magical and has a damage of 10d1.
There is a Ranged weapon called the Flare. It is not magical and has a damage of 1d25.
There is an armor called Dragon Scales. It has a Base AC of 2, has an Armor Type of Body Armor, and is Magic Resistant.
There is an armor called Gauntlets of Power. It has a Base AC of 1, has an Armor Type of Glove, and is not Magic Resistant. While an @ has Gauntlets of Power equipped, they deal damage as if their equipped weapon had 1 added to its enchantment.
Dungeon
Each @ has a number called Dungeon Level (tracked in the GNDT), defaulting to 1. As a daily action, an @ may attempt to Find the Stairs; to do this, they roll DICE2 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase or decrease (their choice) their Dungeon Level by 1. If the attempt is successful and they have the same Dungeon Level as the Amulet of Yendor and no @ has an Amulet of Yendor in their Inventory, they may instead add the Amulet of Yendor to their Inventory. If an @ successfully Finds the Stairs when their Dungeon Level is 1, they may not choose to decrease their Dungeon Level by 1, unless the Amulet of Yendor is in their inventory.
On any successful attempt, they decrease their Kills to 0.
Whenever an @ successfully Finds the Stairs, they also Find Treasure.
Escaping
Instead of attempting to Find the Stairs, a @ with Dungeon Level 1 may reset their Transient GNDT stats to the default values for a new @ and empty their Inventory and Discovery List. This action is considered the same daily action as attempting to Find the Stairs.
Monsters
A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides). A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1. Monsters may also have drop and a drop rate. A Monster’s drop must be an item or items found in a subrule of the rule “Stats and Equipment”. A Monster’s drop rate must be a number between 0 and 100, inclusive. If a monster’s drop or drop rate is not specified then the drop rate defaults to 0. A monster may also inflict a status. Statuses that monsters can inflict are: Stunned, Confusion, Hallucination, Blind, and Slime.
An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter, or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post, and the comments to that post should also be used by @s to track which Monsters are still alive, along with the current stats for each. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter. Each Encounter has a Floor, which is any integer, and is set by the RNG.
An encounter starts out Ranged. A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least 24 hours, and has continuously been a Ranged encounter for at least 24 hours. If there are ever no @s on a Floor, all Melee encounters on that floor become Ranged.
When a monster ceases to exist the @ that killed the Monster roles DICE100. If the result of the dice roll is less than the Drop Rate for that monster, then the item(s) that are specified in that monster’s drops are added to the section on the wiki page entitled “Loot” that corresponds to the Floor the monster was on.
When a Monster that can inflict a status fights back, roll DICE4. If the result of DICE4 roll is a 1, and the @ that fought the monster is not wearing any armor that is magic resistant, that @ adds the status that corresponds to the status that the monster can inflict to their status in the GNDT.
Combat
As a daily action, an @ may Fight one Monster or an @, and must announce the attack, result of any dice roll, and how many HP the monster or @ being attacked has remaining in the comments to the Encounter story post (or in the case of attacking another @, the story post created for combat between @s, or a new one if there is no such post). If the @ is not wielding a weapon, they must roll 1DICE2 in the GNDT. If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. If the @ is wielding more than one weapon, they roll for each weapon separately this way and add the results together. The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, is the attack’s base damage; they then roll DICEZ, where Z is the total AC of the armors worn by whatever the @ is fighting, and subtract that from the base damage to calculate the damage dealt. An @ may not Fight a Monster in a Ranged Encounter unless they are wielding a ranged weapon, and may not Fight a Monster in a Melee Encounter unless they are wielding a melee weapon or are not wielding a weapon (are unarmed). An @ may not Fight a Monster in an Encounter whose Floor is different to their Dungeon Level. An @ may not fight another @ whose Dungeon Level is different to their own.
There is a numerical GNDT field called "Kills" that defaults to 0. When an @ fights something, after rolling damage dealt, they decrease the HP of whatever they fought by the damage dealt. If the HP of a monster goes below 1, they cease to exist and the Kills of the @ that defeated it goes up by 1. If the HP of an @ goes below 1, they die.
After an @ fights a Monster, if the Monster survived the attack, the Monster fights back; the Monster fights the @ who fought them. The @ shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the result of a DICEZ roll, where Z is the total AC of the armors the @ is wearing, and, if the result is a positive number, they decrease their HP by the result.
Whenever a @ causes another @ to die, they may select an item from that @‘s Inventory (before it’s cleared) and add it to theirs.
Eating and Resting
A @ who has not Fought in the last 48 hours may Rest. Resting increases their HP by 5 times their Experience Level, or by 5 if their Experience Level is not defined. If Resting would increase their HP above their Max HP, it instead sets their HP to their Max HP.
Whenever an @ Rests, if their Status contains Starving then they die, if their status contains Weak then they become Starving, if their status contains Hungry then they become Weak, and if none of these apply they become Hungry.
An @ with one or more Food Ration items in their Inventory may Eat. When an @ Eats, they remove a Food Ration from their Inventory. Also, if they are Hungry or Weak they cease to be, and if they are Starving they become Hungry instead.
Roles
There is a Transient GNDT column “Role” with default value “-” that represents an @‘s occupation. The allowed values are “-”, “Barbarian”, “Priest”, “Rogue”, “Wizard”, “Valkyrie”, and “Tourist”.
An @ with a Role of “-” may, as long as X hours have passed since that @'s role changed values (where X is a positive integer equal to 12 multiplied by that @'s Deaths and rounded up to one), set their role to another value and simultaneously change their inventory to match the list of the new role’s starting inventory as described in the Ruleset, unless that @ has already performed this action since the most recent time they died.
Starting Inventories
The starting inventories for the non-default roles are:
- Barbarian: 1 +0 two-handed sword, 1 +0 ring mail
- Priest: 1 +1 mace, 1 +0 robe, 2 potions of holy water, 2 potions of healing
- Rogue: 1 +0 short sword, 10 +0 daggers, 1 +1 leather armor, 2 potions of smoke, 1 potion of speed
- Wizard: 1 spellbook of Force Bolt, 1 +0 quarterstaff, 1 +0 cloak of magic resistance, 1 wand of cold
- Valkyrie: 1 +1 longsword, 1 +3 small shield, 1 food ration
- Tourist: 30 +2 darts, 1 +0 Hawaiian shirt, 1 expensive camera, 5 food rations, 3 bags of gold
Class Abilities
When a Rogue fights with a ranged, non-magical weapon, that weapon’s damage has one additional die. When a Wizard fights with a spellbook, that spellbook’s damage has one additional side. A Priest may turn a Potion of Water in their Inventory into a Potion of Holy Water at any time. A Tourist may remove an expensive camera from their Inventory at any time to make another @ on the same Dungeon Level Blind and Stunned, or to make himself Blind.
Status
Each @ has a Status Line, tracked in the GNDT, which has a default value of an empty list. A Status Line is a list of zero or more of the following: Hallu, Hungry, Weak, Starving, Blind, Slime, Conf, or Stun. Hungry, Weak, and Starving are mutually exclusive.
If an @’s Status Line includes Hallu, that @ is hallucinating. Likewise for Hungry and hungry, Weak and really hungry, Starving and starving, Blind and blind, Slime and slimed, Conf and confused, and Stun and stunned.
Confusion
If an @ is confused then when attacking that @ rolls DICE2 with their attack, if the result of DICE8 is 1 their attack succeeds, if it is a 2 roll DICE8 if the result is 1-3 their attack misses completely. If the result of DICE8 is 4-7 their attack misses but the monster fights back. If the result of DICE8 is 8 than their attack succeeds. An attack that misses deals 0 damage to the monster. Confusion wears off after 48d2 hours
Stunned
If an @ is stunned then, when attacking, that @ rolls DICE8. If the result is 1-3 their attack misses completely. If the result is 4-7 their attack misses but the monster fights back. If the result of DICE8 is 8 than their attack succeeds. An attack that misses deals 0 damage to the monster. Stunned wears off after 2DICE48 hours.
Slimed
If an @ is slimed for 72 consecutive hours then that @ dies.
Hallucination
If an @ is Hallucinating, then when fighting Monsters or @s, that @ cannot choose which Monster or @ to fight as normal. Instead, they must choose whether to fight a Monster or an @, then choose a random Monster or @ by rolling DICEN in the GNDT, where N is the number of possible targets, and then choosing the Xth @ in alphabetical order in the list of possible targets, or the Monster that was Xth most recently damaged (or created for undamaged monsters) in the list of possible targets, where X is the result of the dice roll. Monsters later in the same post are considered to have been created later than monsters earlier in the same post. If this selection leads to the @ trying to fight something they would not be able to fight if not Hallucinating, then instead that attempt to fight does nothing.
Blindness
If an @ is Blind, that @ cannot fight anything while wielding a non-melee weapon.
Extreme Hunger
If an @ is Weak or Starving, that @ deals 2 less damage when fighting than they would otherwise deal (to a minimum of 0). Additionally, if an @ is Starving, then immediately after a monster fights back against that @ due to the rule “Combat”, that monster fights back against that @ again.
Random Loot
Certain actions may result in a @ Finding Treasure. Whenever an @ Finds Treasure, the @ or RNG who took that Action rolls DICE5.
- If the result is a 1 or 2, the @ who Found Treasure has an Unidentified Potion added to their Inventory.
- If the result is a 3, the @ who Found Treasure has a Food Ration added to their Inventory.
- If the result is a 4, roll DICEX DICE2 DICE5, where X the number of items in the list in the Rule “Weapon List”; the item from that list corresponding to the DICEX roll is added to their Inventory. If the DICE2 roll's result was a 1, it has an enchantment equal to the result of the DICE5 roll minus 2; otherwise, it has an enchantment of 0.
- If the result is a 5, roll DICEX DICE2 DICE5, where X the number of items in the list in the Rule “Armor List”; the item from that list corresponding to the DICEX roll is added to their Inventory. If the DICE2 roll's result was a 1, it has an enchantment equal to the result of the DICE5 roll minus 2; otherwise, it has an enchantment of 0.
Whenever an admin enacts a proposal by an @, its author Finds Treasure.
As a daily action, an @ may Loot the Room. When they do so, they must choose to either Find Treasure or Find a Corpse. If there are no items listed in the section of the wiki page entitled “Loot” that corresponds to the Dungeon Level that the @ is on, than the @ cannot Find a Corpse.
When an @ Finds a Corpse they role DICEZ, where Z corresponds to the number of items listed in the section of the Wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on. The item on the list that corresponds with the result of DICEZ is immediately added to the that @‘s inventory and removed from that wiki page.
Dungeon Janitor
The RNG may remove items from the wiki page entitled “Loot” at any time.
Experience
Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”. An @‘s Experience Points are initially 0. Each @ also has an Experience Level, which is initially 1. This may also be tracked in the same column. If it is, the two values must be separated by a slash with the Experience Level first. If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.
An @‘s Experience Level is always at least 1 and at most 30. Each possible Experience Level value has a Threshold associated with it. The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000. The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level. Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.
When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result. Their Experience Level increases by 1. Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.
Whenever an @ kills a Monster, each @ that Fought that monster and has not Died since then gains Experience Points equal to that Monster’s XP.
The Amulet
There is a special item called the Amulet of Yendor. The Amulet of Yendor has a Dungeon Level, tracked in the RNG's row in the GNDT. While the Amulet of Yendor is in an @'s Inventory, if that @'s Dungeon Level changes, then the Amulet of Yendor's Dungeon Level changes to the same value. While the Amulet of Yendor is in an @'s Inventory, if they Die as a result of Fighting another @ or another @ Fighting them, that other @ has the Amulet of Yendor added to their Inventory.
If no @ has the same Dungeon Level as the Amulet of Yendor, and the Amulet of Yendor's Dungeon Level is greater than 1, and the Amulet of Yendor has had the same Dungeon Level for the previous 48 hours and since the start of the week, any @ or the RNG may decrease the Amulet of Yendor's Dungeon Level by 1.
If an @'s Dungeon Level is 0, and they have the Amulet of Yendor in their Inventory, they achieve victory.
Expanding the Tables
If the RNG makes a proposal with [New Weapon], [New Armor], or [New Potion], in the title, then that proposal is considered an Expansion Proposal.
An Expansion Proposal does not count against the RNG’s daily limit of two pending proposals, or their limit of three proposals per day, as described in rule 1.3, “Proposals”. An Expansion Proposal is not a valid proposal if it would, upon being enacted, change any gamestate other than that which is explicitly allowed in this rule. No Expansion Proposal may change more than one rule, or have more than one of [New Weapon], [New Armor], or [New Potion] in the title.
An Expansion Proposal with [New Weapon] in the title may specify one, and only one, weapon to be added to the table in rule 2.5.2. An Expansion Proposal with [New Armor] in the title may specify one, and only one, armor to be added to the table in rule 2.5.3. An Expansion Proposal with [New Potion] in the title may specify one, and only one, potion to be added to the table in rule 2.5.4.
Elimination
If, at any time, exactly one @ has 0 deaths, that @ has achieved victory.
Unholy Forces
Any @ with more than 1 Death is undead.
Any @ with more than 3 Kills is a demon.
Glossary
Keywords
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.)
- Can
- "is able to"
- Comment
- A blog comment published to the BlogNomic weblog at blognomic.com
- Daily Action
- If a game action is a Daily Action, each @ able to perform it may take that action once each day, but not more than once every six hours.
- Day
- References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 GMT, ending when the next day begins. It can never be 2 different days at the same instant.
- Dice
- References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. 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.
- Effective Vote Comment (EVC)
- A @'s Effective Vote Comment with respect to a given Proposal means that @’s Comment to that Proposal (if any) that contains that @’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Resolved.
- Flavour Text
- When posting a blog entry, a @ 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.
- Gamestate
- Any information which the Ruleset regulates the alteration of.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- May
- "is permitted to"
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Quorum
- Quorum of a subset of @s is half the number of @s in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of @s it is referring to, it is referring to a Quorum of all @s.
- Resolve/Resolution
- The world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgment or a Declaration of Victory. The world “Resolution” means the act of doing so.
- Shall
- "is required to"
- Should
- "is recommended that"
- Story Post
- A Story Post is an Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).
- Subject
- 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.
- Votable Matter
- The word “Votable Matter”, means a Proposal, a CFJ or a DoV.
- Vote
- The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule 1.4 “Voting”. The word “Vote”, used as a verb, means the act of casting such a Vote.
- Voting 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.
- Week
- References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
- Weekly Action
- If a game action is a Weekly Action, each @ able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Wiki
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
Clarifications
Numbers and Variables
- 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.
- All numbers, unless stated otherwise by a rule, are in base ten.
- 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); to gain X of a numeric value “V” means to add X to V; and to transfer X of a numeric value “V” from A to B means to subtract X from A's V and add the amount A's V was reduced by to B's V. Unless otherwise specified, a rule that allows @s to transfer a numeric value only allows them to transfer that value from themselves to another @ (of their choice unless otherwise stated).
- A @ who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one of those values to an illegal value.
- If a rule implies that the result of a division should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the division is instead the result rounded towards 0.
Rules and Proposals
- 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.
- 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.
Time
- For the purpose of all rules, time in Blognomic is in GMT.
- 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.
- Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
Spelling
- 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.
Names
- Within the ruleset, a word only refers to the name of a @ if it is explicitly stated that it refers to a @'s name.