Nomic 5 - Current Rules

Moderators: Crunkus, connect4

Nomic 5 - Current Rules

Postby connect4 » 12 Feb 2014, 04:12

Immutable Rules

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-215 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any one of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every active player is an eligible voter. Every eligible voter must participate in every vote on rule-changes within the timeframe allotted by the rules. If a player does not vote within the timeframe, he is no longer considered an active player.

106. All proposed rule-changes shall be posted publicly in its own thread before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on. All proposed rule-changes must be legible, of a color and font size reasonably viewable by an average player. All votes must be made in the same thread as the proposal, and must be clear and unambiguous. Conditional voting is not permitted.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted with a three-fourths majority among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.


Mutable Rules

201. Players shall alternate in order alphabetical by username, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

202. Amended by Rule 301.

203. At the end of every turn, its proposer is awarded points equal to the ordinal number minus 291 and multiplied the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

204. Amended by Rule 304.

205. If and when rule-changes can be adopted by less than a three-fourths majority, the players who vote against winning proposals shall receive 10 points each.

206. An adopted rule-change takes full effect immediately following the completion of the turn it was proposed.

207. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

208. Each player always has exactly one vote.

209. The winner is the first player to achieve 200 (positive) points.

210. At no time may there be more than 25 mutable rules.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the active player preceding the player who began the turn in which the disagreement arose is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a three-fourths vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled or if the judge cannot or will not rule on a particular disagreement for any reason, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. A judge is encouraged to voluntarily recuse himself from his duties if a possible conflict of interest would result from his judging.

Unless a Judge is overruled or he recuses himself, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

214. Any player who does not cast a legal vote within 72 hours of start of the vote is no longer an active player. Any judge who does not make a ruling within 24 hours is no longer an active player. Any player who does not post a new rule-change proposal within 24 hours of the start of his turn is no longer an active player.

215. Any person may become an active player at any time by casting a legal vote on any open proposal.

New Rules

301. One turn consists of three parts in this order: (1) proposing one rule-change, (2) having it voted on, and (3) adjudicating the vote's results and awarding points. These portions are described as follows:
  1. Proposal Phase
    1. The current player must propose a rule change within 48 hours of the start of the turn. If that player fails to do so in that time, that player forfeits their turn, is declared inactive, and the next player's turn commences with the same proposal number. This takes precedence over the time frame specified in rule 214.
    2. During the proposal phase, the proposer may amend their proposal at any time. Other players may discuss and offer suggestions as desired.
    3. This phase will end 48 hours after the initial post is made. The proposer may choose to end this phase early if desired by making a post declaring so in thread.
    4. Should a judgment request be invoked, this phase will be paused until the judgment is resolved. Upon resolution, the time spent in resolution will be added to the deadline for this phase. The proposer may not end this phase while it is paused.
  2. Voting Phase
    1. During this time, players cast votes for the proposal. Votes must be cast on their own line, in red color and at least size 125; conditional votes are not allowed. Red will be defined to be the color #FF0000. Acceptable text for votes are as follows:
      • AYE
      • NAY
      • ABSTAIN
    2. Any player who does not vote within 48 hours of the start of the Voting Phase will become inactive.
    3. It is humbly requested that one of the first players to vote in this phase post the current version of the rule.
    4. The voting phase will end when all active players have cast their vote. Players may discuss the proposal while the voting phase is active, and may change their vote until the phase ends.
    5. The proposer may not edit the proposal during the voting phase. If the proposer attempts to do so, they will lose 5 points, and the proposal will return to its form at the start of the voting phase.
    6. Should a judgment request be invoked, this phase will be paused until the judgment is resolved. Upon resolution, the time spent in resolution will be added to the deadline for this phase. Votes made during the pause will not be legal votes.
  3. Adjudication Phase
    1. Any player may post the results for the round once the voting phase ends. That player must include whether the proposal passes or fails, and an updated scoreboard with all points awarded from that round. When that post is made, the turn ends, and the next turn begins.

302. Thingagenesis

  1. In Nomic 5, there can be created a game relevant concept known as a Thing.
  2. Things will always have a name.
    • Please note that a Thing name does not need to include the word Thing.
  3. Things can create game relevant effects. These effects are understood by the properties of the Thing.
  4. If the effect of a Thing conflicts with the effects of another Thing, the Thing that was created first chronologically is considered to take priority.
  5. When the effect of a Thing conflicts with a rule, the rule has priority unless the rule specifically states that the entire rule or an aspect of that rule can be overruled potentially by a Thing.
    1. As a short hand, if it is desired for a portion of a rule to be subject to overruling by the effect of a Thing, this will be defined as narfing.
    2. Narfable is defined as a rule or a clause of a rule that can be overruled by the effect of a Thing.
    3. A rule clause that includes the phrase: "This clause can be narfed by the properties of a Thing." is considered narfable.
    4. A rule clause that specifically includes phrasing that would allow a Thing-based effect to potentially overrule it is considered narfable.
      • example phrasing: This rule is narfable by the effect of the Cowbell of Power or Ugluk's Steely Gaze.
    5. A rule clause that simply says: This clause is narfable. without a specific reference to an existing or non-existent Thing, is sufficient to render the clause narfable generally.
      1. It is acceptable to list the names of specific Things that can narf some aspect of a rule, or to say that a given clause can be narfed by Things generally.
  6. A Thing can have different properties, but always must have the property of possession which ties it to one active player in the game. The property of possession must include a way to assign possession of the item upon its creation.
  7. A Thing can have different properties, but always must have the property of flow which articulates rules by which it can legally change possession.
  8. A Thing can have different properties, but always must have the property of legacy which articulates rules that govern what will happen to the Thing if the player possessing it becomes inactive.
  9. Thing creation can be initiated by the proposer during the proposal phase. This clause is narfable.
    1. To initiate the creation of a Thing, the creator must not have already initiated the creation of a Thing this turn, and must post to the proposal thread a post that includes:
    2. The name of the Thing on its own line, in blue color and at least size 125; conditional Thing initiation of creation is not allowed. Blue will be defined to be the color #0000FF. This clause is narfable.
    3. A list of all the proposed properties of The Thing.
  10. If a Thing creation is initiated, the properties of a thing can be discussed during the proposal phase in a way the mirrors the discussion that surrounds the proposal of a rule. Thing properties may be altered by the proposer during the proposal phase. This is to be accomplished by editing the original initiation post for the Thing, in much the same way you would do when changing a rule proposal. This clause is narfable.
  11. During the Voting phase, any player who did not initiate the creation of the Thing being voted on who is also active may vote on the proposed creation of the Thing.
    1. Votes relevant to Thing creation must be cast on their own line, in blue color and at least size 125; conditional votes are not allowed. Blue will be defined to be the color #0000FF. This clause is narfable.
        Acceptable text for votes are as follows:
        • AYE
        • NAY
        • ABSTAIN
          • ABSTAIN, in this context, is the published decision not to vote on the creation of the THING.
      1. A Thing is considered to be created if it ever achieves a three-fourths majority among the set of players who legally voted AYE or NAY on the creation of the Thing in question at the completion of the Voting phase of the turn in which its creation was initiated.
      2. If the proposer initiates the creation of a Thing during an active turn and it is successfully created, the proposer gains 5 points. This clause is narfable.
      3. If the proposer initiates the creation of a Thing during an active turn and it is not successfully created, the proposer loses 5 points. This clause is narfable.
      4. If someone votes AYE in the final tally for a successful Thing vote, they gain 2 points. This clause is narfable.
      5. If a Thing contains at least one example within its properties of an effect which would narf the effect of a rule, and the Thing is successfully created, the proposer gains an additional point. This clause is narfable.
      6. If a rule change is successfully adopted that includes more than one narfable clause the proposer of that rule change gains an additional point. This clause is narfable.
      7. A list of all existing Things, their creation dates, players in possession, and properties will be maintained in the Nomic 5 subforum.
      8. Things can be considered destroyed. A destroyed thing does not have a possessor and does not have properties. It should be removed from the list of existing Things in the Nomic 5 subforum.
      9. A destroyed Thing can be recreated in the same way that any other Thing can be created. There is no "memory" of destroyed Things.

    304. A rule-change is adopted if and only if the vote receives a three-fourths majority among the eligible voters. This rule is narfable.

    307.Regarding Currency
    1. In Nomic 5, there is a game relevant concept known as currency.
    2. All current currency will always be tracked in the appropriate Nomic 5 scoreboard thread.
    3. Points are a unit of currency.
    4. If a player becomes inactive, and later returns to the game, they retain their currency.
    5. Currency may be transferred to another player. The procedure to do this is as follows:
      1. The transfer must be posted in the current proposal thread in orange (orange is defined as #FF8000), with size 125 or greater so as to enable tracking in the Tabulator. The post must be made during the Proposal Phase or the Voting Phase.
      2. Transfers must clearly state the recipient, the quantity of the transfer (including the type of currency being transfered), and optionally a condition for that player’s vote. If there is a condition specified in the transfer, it may only be dependent on the final vote cast by the recipient for the current turn (e.g. “I transfer 3 points to asudevil”).
      3. The quantity of the transfer must be a positive integer between 1 and 10, inclusive. This clause is narfable.
      4. The unit of the transfer must be a unit defined in this game by a current rule or Thing.
      5. A player may make at most two transfers during a turn. This clause is narfable.
      6. For each unit of currency, the sum of all transfers made during a turn must be less than or equal to the number of units of that currency the player had at the start of the turn. This clause is narfable.
      7. Once posted, a transfer may not be withdrawn.
      8. Transfers will be processed at the end of the Voting Phase.

    308. The Way of the Force (linked to a separate post due to size limits in posts)

    309. Collector’s Edition

    I) In Nomic 5, Things may have the property of being Collectible.

    II) Collectible Things must always belong to a defined Collection.
    --A) If the Collection that a proposed Thing belongs to does not exist at the time of the Thing’s proposal, then the Collection’s properties must be defined.
    ----1) The definition of a new Collection must be included as an addendum to the Thing proposal.
    ----2) A Collection must always have the property of Theme, to which all Things in the Collection must adhere. Whether a Thing adheres to the defined Theme or not is left to the discretion of the players.
    ----3) A Collection must have the property of Completion defining one or more abilities or benefits that are granted to the owner of the Complete Collection.
    --B) The proposed creation of the Collection passes or fails with the creation of the proposed Thing.
    --C) A list of Collections and their properties is to be maintained with the list of Things.

    III) Collections may qualify as Complete.
    --A) A Complete Collection must have a minimum of three Things defined as a part of that Collection.
    --B) A Complete Collection must be entirely owned by the same player; that is, every Thing defined as a part of that Collection must be in the possession of the same player.
    --C) The possessor of a Complete Collection receives (an) additional ability(ies) or benefit(s), as defined by the Collection’s property of Completion.
    ----1) The possessor retains all abilities or benefits granted by the individual Things belonging to the Collection.
    ----2) If an ability or benefit granted by ownership of the Complete Collection conflicts with an ability or benefit granted by a Thing in that Collection, then the terms specified by the Collection take precedence.
    --D) If the possessor of the Complete Collection loses possession of one of the Things in the Collection, or a new Thing in the Collection is created and placed in the possession of another player, then the Collection is no longer Complete.
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    Re: Nomic 5 - Current Rules

    Postby connect4 » 16 Mar 2014, 05:12

    308. The Way of the Force
    1. Midi-chlorians
      1. In Nomic 5, there is a unit of currency known as midi-chlorians.
      2. A player's midi-chlorian count can be any integer amount and is defined by this rule, possibly other rules, and other in-game events or effects. Midi-chlorian counts should be kept track of for all players in the Nomic 5 scoreboard turn by turn.
      3. All players enter the game with 0 midi-chlorians. Players who entered the game before this rule was passed also start with 0 midi-chlorians.
      4. All changes to midi-chlorian count are processed during the adjudication phase at the same time as the points for the round are calculated. If an ability references a player's midi-chlorian count, it references the midi-chlorian count of the player at the beginning of the turn.
      5. All changes to any currency that change as a result of Force Abilities, Thing effects, or anything else related to rule 308 or any rule that amended 308 are processed during the adjudication phase at the same time as the points for the round are calculated. If an ability, effect, or rule references a player's amount of currency changed this way, it references the amount of currency that player had at the beginning of the turn.
      6. All changes of the possession or the initial possession and creation of any Things referenced in this rule are considered to resolve immediately unless otherwise stated by this rule.
      7. All changes to any titles related to rule 308 or any rule that amended 308 are processed during the adjudication phase at the same time as the points for the round are calculated. If an ability, effect, or rule references a player's title, it references the title that player had at the beginning of the turn.
      8. Having an AYE vote cast and remain in play by the end of a voting phase in any legally meaningful context (proposal voting, Thing approval, etc...) causes a player to add 2 midi-chlorians to their midi-chlorian level for each such AYE vote that was cast by that player this turn.
      9. Having a NAY vote cast and remain in play by the end of a voting phase in any legally meaningful context (proposal voting, Thing approval, etc...) causes a player to subtract 2 midi-chlorians to their midi-chlorian level for each such NAY vote that was cast by that player this turn.
    2. Force-sensitives
      1. Players with zero midi-chlorians are known in Nomic 5 by the title force-sensitive.
      2. Force-sensitive players are not considered to be Jedi, or Sith.
      3. Force-sensitive players have no force related abilities.
      4. As force-sensitive players engage in the game of Nomic 5, they will "learn to sense and manipulate the light side and the dark side of the force" by acquiring and losing midi-chlorians through their actions and game events and effects.
    3. The Light-Side of the Force
      1. Jedi
        1. Players with a positive number of midi-chlorians are known in Nomic 5 by the title Jedi.
      2. Jedi Titles and Mastery of the Light-Side of the Force
        1. Players with between 1 and 10, inclusive, midi-chlorians are known by the title, Jedi Initiate.
        2. Players with between 11 and 20, inclusive, midi-chlorians are known by the title, Jedi Padawan.
        3. Players with between 21 and 50, inclusive midi-chlorians are known by the title, Jedi Knight.
        4. Players with greater than 50 midi-chlorians are known by the title, Jedi Master.
        5. The Jedi titles are hierarchical, and represent a growing mastery of the light-side of the Force.
          1. For example, a Jedi Padawan is considered to a have a higher mastery of the light-side of the force than a Jedi Initiate.
          2. Within Jedi titles, the number of midi-chlorians represent the degree of light-side mastery represented.
            1. For example, a Jedi Padawan with 17 midi-chlorians is considered to have more light-side mastery than a Jedi Padawan with 12 midi-chlorians.
      3. Jedi Abilities
        1. Jedi acquire and lose Jedi abilities as they attain and change ranking. A player with 0 or fewer midi-chlorians cannot use a Jedi ability
          • The Sith, Darth Ability Construct Lightsaber does not count as a Jedi ability, and is not in anyway affected by this clause despite the Sith and Jedi versions of the ability sharing the same name. When a Sith uses Construct Lightsaber, it's the sith version. When a Jedi uses it, it's the Jedi version.
        2. Jedi abilities give a player options to initiate rule-defined actions at rule-defined times with rule-defined effects.
        3. A player with a Jedi title possesses all the abilities of that title, and also possesses the abilities of titles associated with less mastery of the light side of the Force.
          1. For example, a Jedi Knight possesses all the abilities of the Jedi Knight, the Jedi Padawan, and the Jedi Initiate.
        4. Jedi Initiate Ability
          1. Force Disturbance Sensitivity
            1. This ability represents the ability of the jedi to sense a disturbance in The Force.
            2. In the Voting Phase, after another player votes "NAY" in any capacity and before any other player who has voted AYE has used this ability in the turn, the jedi using this ability must vote "AYE" legally in the same capacity as the "NAY" being responded to and then must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "I SENSE A DISTURBANCE IN THE FORCE" and then quote the "NAY" being referenced. Note: The quotes are not necessary when invoking this ability.
            3. Any subsequent attempts to use this ability after the first legal use of this ability in a turn are considered to have failed and produce no effect.
            4. A successful use of this ability increases that player's midi-chlorians by 2 unless the responded vote of "AYE" by the Jedi using this ability was changed to something other than "AYE".
            5. If one or more of the following two conditions are met then a game state known as Dark Lord of the Sith Involvement in the Force Disturbance is defined to have occurred with the use of this ability.
              • The Dark Lord of the Sith cast the responded to "NAY" vote.
              • The Dark Lord of the Sith cast the responded to "NAY" vote or had cast a "NAY" vote prior to the successful use of this ability.
            6. If a Dark Lord of the Sith Involvement in the Force Disturbance occured with the use of this ability, then a successful use of this ability changes the Jedi using the ability's points by adding an amount equal to the absolute value of the midi-chlorians possessed by the Dark Lord of the Sith minus the midi-chlorians of the Jedi who used this ability. This change in points cannot be less than -10 or more than 10. If it would be less than -10, it is -10 instead. If it would be more than 10, it is 10 instead.
            7. If the Jedi's points increase by the successful use of this ability,then the Dark Lord of the Sith's points decrease by the same number of points.
            8. If the Jedi's points decrease by the successful use of this ability, then the Dark Lord of the Sith's points increase by the same number of points.
        5. Jedi Padawan Ability
          1. Force Push/Pull
            1. A Jedi able to use this ability uses may only use it successfully during the proposal phase, and only once a turn.
            2. If a Thing has the property of "Protected" it cannot be the legal target of Force Push/Pull.
            3. A Jedi cannot successfully target themselves with a Force Push or Force Pull.
            4. Any jedi who is not a jedi master using this ability must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE PUSH: [Target Player],[Target Thing]." "FORCE PULL: [Target Player A],[Target Thing]."
              • Example: FORCE PUSH: super_dipsy, Wand of Skullduggery.
            5. A FORCE PUSH by a Jedi Padawan has the effect of changing the possessor of the Target Thing to the active player whose turn is scheduled to come next in the turn order after the Target player's next turn.
            6. A FORCE PUSH by a Jedi Knight has the effect of changing the possessor of the Target Thing to the active player whose scheduled turn to become the active player is two ahead of the target player in the scheduled turn order.
            7. A jedi master using this ability must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE PUSH: [Target Player],[Target Thing]=[PUSH VALUE]." "FORCE PULL: [Target Player A],[Target Thing]=[PULL VALUE]"
            8. A Jedi master using this ability may only successfully use a PULL VALUE of 1 or 2.
            9. A FORCE PUSH by a Jedi Master has the effect of changing the possessor of the Target Thing to the active player whose scheduled turn to become the active player is the PUSH VALUE ahead of the target player in the scheduled turn order.
            10. A FORCE PULL by a Jedi Padawan has the effect of changing the possessor of the Target Thing to the active player whose turn is scheduled to come one before the target player in the turn order.
            11. A FORCE PULL by a Jedi Knight has the effect of changing the possessor of the Target Thing to the active player whose turn is scheduled to come two before the target player in the turn order.
            12. A FORCE PULL by a Jedi Master has the effect of changing the possessor of the Target Thing to the active player whose turn is scheduled to come a number of turns equal to the PULL VALUE before the target player in the turn order.
            13. If this ability is used targeting a Jedi, the player using it decreases midi-chlorians by 5. This clause is narfable
            14. If this ability is used targeting a Jedi Master or The Dark Lord of the Sith, the player using it loses 10 points.
        6. Jedi Knight Abilities
          1. Force Persuasion
            1. This ability can only be used successfully during the Voting Phase.
            2. Jedi cannot successfully be the target of their own use of this ability. This clause is narfable.
            3. Only active players that have voted in some capacity with a vote of something other than "AYE" with midi-chlorian counts whose absolute value is less than 11 can be targeted successfully by this ability.
            4. Jedi can only successfully use this ability once per turn.
            5. Any jedi capable of using Force Persuasion who must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE PERSUASION: [Target Player]" and must also quote one vote by the target player that was cast during this turn.
              • Example: FORCE PERSUASION: Zoomzip
                NAY
            6. If the this ability is used on a legal target, the targeted player's quoted vote is to be considered a vote of "AYE" for the duration of the turn, including during adjudication.
            7. If this ability is used on a Jedi, the Jedi using this ability has their midi-chlorian count reduced by 3.
            8. If this ability is used by the current proposing player, that player loses 10 points.
          2. Construct Lightsaber
            1. This ability can only be successfully used during the Proposal Phase.
            2. This ability can only be successfully used if the Jedi does not possess a Lightsaber.
            3. This ability can only be successfully used if no Lightsaber created by the player exists currently in Nomic 5.
            4. Any jedi capable of using Construct Lightsaber must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "CONSTRUCT LIGHTSABER: [COLOUR]. [UNIQUE NAME OF LIGHTSABER]". The name of the LIGHTSABER should be in italics. There cannot be another Thing in the game with the same name.
              • Example: CONSTRUCT LIGHTSABER: Green, Crunkus' Saber
            5. This ability creates a Thing with the name specified by the Jedi with the following properties:
              • Possession: The created Thing will come into the possession of the Jedi who used CONSTRUCT LIGHTSABER to construct it at the end of the turn.
              • Flow: If the possessor has a positive midi-chlorian count: The created Thing can be transferred to another Jedi during any Voting Phase. The possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "GIVE [UNIQUE NAME OF THE CREATED THING] TO [TARGET JEDI]". The unique name of the created thing should be in italics. If the possessor has a 0 or negative midi-chlorian count the created Thing can be transferred to any player during any Voting Phase. The possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "GIVE [UNIQUE NAME OF THE CREATED THING] TO [TARGET PLAYER]". The unique name of the created thing should be in italics.
                • Example: GIVE attitude's Tonfa-style Lorrdian Saber TO connect4.
              • Legacy: The created Thing is destroyed if the player possessing it goes inactive.
              • Lightsaber: The created Thing has the property of being a lightsaber.
              • Colour: The created Thing has the property of having a colour. The colour of this created Thing is specified in the order which creates it.
              • Grounded: The possession of this Thing offers protection from electrical based offensive effects.
              • Bad Ass Sounds: The created Thing has the property of making bad ass sounds when you do stuff with it.
              • Confrontation: The property of confrontation allows a player to target another player with the Thing with this property in a game event known as a confrontation. In order to successfully confront another player, the possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "CONFRONT: [TARGET ACTIVE PLAYER] WITH [Unique Name of the Thing with this property].
                • Example: CONFRONT: Crunkus WITH Anakin Skywalker's Second Lightsaber.
        7. Jedi Master Abilities
          1. Portend
            1. This ability can only be successfully used during the Proposal Phase.
            2. This ability can only be successfully used when the Master Jedi using the ability is the current proposer.
            3. This ability can only be successfully used once per turn.
            4. Any jedi capable of using Portend must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "PORTEND: [TARGET PLAYER]=[PROPOSAL NUMBER]."
              • Example: PORTEND: Ugluk=312
            5. The successful use of the Portend ability creates a trackable game state known as a portent that references the player named as the target of this ability, and the proposal number targeted by this ability. Specific details of the functionality and tracking of portents are detailed in the clauses that follow.
            6. After the successful use of Portend, the portent is recorded in the Nomic 5 Scoreboard under a heading labeled "PORTENTS" and the name of the Jedi Master that invoked the portent will be listed along side it.
            7. If a player would named in a PORTENT would win the game during the the turn (this includes the adjudication at the end of that turn in which scoring often changes) in which the PROPOSAL NUMBER named in the PORTEND order, the turn is instead instantly ended at that point and play proceeds to the next turn ignoring any game state changes that would have occurred if this effect were not in play.
              • Example: If the named player in a successful portent would normally win the game by achieving 200 points during the point adjudication at the end of the turn named in the portent, the turn instead ends immediately, play proceeds to the next turn, and all scoring that would have been recorded for that turn is ignored.
              • Example: If the named player in a successful portent would normally win the game by virtue of it being impossible for play to proceed during the turn named in the portent, the turn instead ends immediately, and play proceeds to the next turn.
            8. Inactive Portents are defined as Portents with named proposal numbers corresponding to turns that have ended.
            9. Active Portents are defined as Portents with named proposal numbers corresponding to turn that have not yet ended.
            10. If a Jedi Master loses a confrontation, and has any active Portents invoked on the Scoreboard at that time, those Portents are considered void and should be removed from the Scoreboard.
            11. If a player with active Portent loses the title of Jedi Master, any active portents they may have created remain valid.
            12. If a Jedi Master targets a Jedi with Portent, the Jedi Master using the ability loses 20 midi-chlorians. This clause is narfable.
          2. Sanctify Lightsaber
            1. This ability can only be successfully used during the Proposal Phase.
            2. This ability can only be successfully used if the Jedi Master does possesses a Lightsaber.
            3. This ability can only be successfully used once per turn.
            4. This ability can only successfully target a lightsaber possessed by the Jedi Master.
            5. Any jedi capable of using Sanctify Lightsaber must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "SANCTIFY LIGHTSABER: [UNIQUE NAME OF LIGHTSABER]". The name of the LIGHTSABER should be in italics.
              • Example: SANCTIFY LIGHTSABER: Crunkus' Saber
            6. If a lightsaber is targeted by the legal use of this ability, it gains the property of "Protected". This should be noted in the Thing's official record listing.
    4. The Dark-Side of the Force
      1. Sith
        1. Players with a negative number of midi-chlorians are known in Nomic 5 by the title Sith.
      2. Sith Titles and Mastery of the Dark Side of the Force
        1. Players with between -1 and -10, inclusive, midi-chlorians are known by the title: Dark Apprentice.
        2. Players with less than -10 midi-chlorians are known by the title: Darth.
        3. The active player in Nomic 5 with the most negative midi-chlorian count that is also less than -10 is known by the title: Dark Lord of the Sith.
        4. If the Dark Lord of the Sith ever has possession at the end of a turn of The Death Star and 2 or more dark-side seduction tokens while having between -200 and -250 points, inclusive and less than -65 midi-chlorians, that player wins the game.
        5. The Sith titles are hierarchical, and represent a growing mastery of the dark-side of the Force.
          1. For example, a Darth is considered to a have a higher mastery of the light-side of the force than a Dark Apprentice.
          2. Within Sith titles, the number of midi-chlorians represent the degree of dark-side mastery represented. The Sith with a more negative midi-chlorian count has more mastery.
            • For example, a Darth with -17 midi-chlorians is considered to have more dark-side mastery than a Darth with -12 midi-chlorians.
      3. The Emperor's Due
        1. If a player has the title Dark Lord of the Sith at the beginning of a turn, 1 point is added to their score for every other player with a negative midi-chlorian count.
      4. Sith Abilities
        1. Sith acquire and lose Sith abilities as they attain and change titles. A player with a 0 or greater midi-chlorian count cannot use a Sith ability.
        2. The Jedi Knight Ability Construct Lightsaber does not count as a Sith ability, and is not in anyway affected by clause 308.IV.D. despite the Sith and Jedi versions of the ability sharing the same name. When a Sith uses Construct Lightsaber, it's the sith version. When a Jedi uses it, it's the Jedi version.
        3. Sith abilities give a player options to initiate rule-defined actions at rule-defined times with rule-defined effects.
        4. A player with a Sith title possesses all the abilities of that title, and also possesses the abilities of titles associated with less mastery of the dark side of the Force.
          • For example, a Dark Lord of the Sith possesses all the abilities of a Dark Apprentice, and a Darth.
        5. Dark Apprentice Ability
          1. Inflict Pain
            1. This ability represents the ability of the Sith to enforce their will through the infliction of pain.
            2. This ability is only available for successful use during the Voting Phase.
            3. This ability can only be successfully used by a player once per turn. Other Sith may use Inflict Pain after another has used it during the turn.
            4. In the Voting Phase, after another player votes "AYE" in any capacity, the Sith using this ability must vote "NAY" legally in the same capacity as the "AYE" being responded to and then must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "I FIND YOUR LACK OF FAITH DISTURBING," [Target Player who voted AYE] and then quote the "AYE" being referenced. Note: The quotes are not necessary when invoking this ability.
              • Example: I FIND YOUR LACK OF FAITH DISTURBING, super-dipsy.
                Super-Dipsy wrote:AYE
            5. A successful use of this ability subtracts 2 midi-chlorians from the Sith using the ability.
            6. A successful use of this ability will cause a loss of points equal to the absolute value of the user's midi-chlorian count divided by 5, rounded up if the reference vote is recorded as an AYE in the final vote count. If it is changed to NAY or ABSTAIN, no points are lost.
              • Example: Darth Crunkus has a midi-chlorian count of -13 and uses Inflict Pain on a hapless Jedi voting AYE. If that Jedi's final vote is recorded as AYE, that Jedi will lose the absolute value of (-13/5) = 2.6, rounded up = 3 points.
            7. This ability cannot successfully target a player with a more negative midi-chlorian count than the Sith using this ability.
        6. Darth Abilities
          1. Force Domination
            1. This ability can only be successfully used by a Sith if that Sith has not yet used a Darth Ability during the current turn. This clause is narfable.
            2. This ability can only be successfully used during the proposal phase of the turn.
            3. If the absolute value of the midi-chlorian count of the Sith using this ability is of lesser or equal value of the absolute value of the midi-chlorian count of the target of this ability, then the ability is considered to have failed and has no effect. It still counts as a that Sith's use of the ability for the turn though.
            4. If the target of this ability has a midi-chlorian count of 0, then the ability is considered to have failed and has no effect. It still counts as a that Sith's use of the ability for the turn though.
            5. In order to activate this ability, a Sith able to use it must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE DOMINATION: [Target Player]."
              • Example: FORCE DOMINATION: Petunia
            6. Dark Side Bodily Corruption: Any successful use of this ability results in the loss of 3 points for the Sith using this ability. This clause is narfable.
            7. If this ability is used successfully on a Jedi, the target player subtracts 20% of their midi-chlorian count, rounded up as an integer. The Sith using this ability has their midi-chlorian count subtracted by the same value.
              • Example: Ugluk (midi-chlorian count -23) targets Crunkus (midi-chlorian count 18) with FORCE DOMINATION. When the turn ends, Crunkus subtracts ROUND UP(18 * 0.2) = ROUNDUP(3.6) = 4 midi-chlorians as a result of this ability and is left with a midi-chlorian count of 14. Ugluk subtracts the same amount of midi-chlorians from his count, and would have a midi-chlorian count of -27 after this effect is calculated. Darth Ugluk's jaw bones degrade to the point where it requires cybernetic replacement: He loses 3 points.
            8. If this ability is used successfully on a Sith, the target player adds 20% of their midi-chlorian count, rounded up as an integer. The Sith using this ability has their midi-chlorian count subtracted by the same value.
            9. Example: Pagane (midi-chlorian count -32) targets Zoomzip (midi-chlorian count -22) with FORCE DOMINATION. When the turn ends, Zoomzip adds ROUND UP(22 * 0.2) = ROUNDUP(4.4) = 5 points as a result of this ability and is left with a midi-chlorian count of -17. Pagane subtracts the same amount of midi-chlorians from his count, and would have a midi-chlorian count of -37 after this effect is calculated. The skin on the right side of Darth Pagane's face begins to slough off slowly: He loses 3 points.
          2. Force Fear
            1. This ability can be successfully used during any phase of a turn other than adjudication phase.
            2. This ability cannot be successfully used on the proposing player of the current turn.
            3. This ability can only be successfully used by a Sith if that Sith has not yet used a Darth Ability during the current turn. This clause is narfable.
            4. This ability represents the power to reach into the darkest recesses of the target's mind and unleash a uncontrollable fear that wreaks havoc with the target's abilities.
            5. This ability can only successfully target players whose absolute value of their midi-chlorian count is less than 11.
            6. Any Sith able to use this ability who wishes to use it must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE FEAR: [Target Player]."
              • Example: FORCE FEAR: Quantum Hovercraft
            7. Dark Side Bodily Corruption: Any successful use of this ability results in the loss of 2 points for the Sith using this ability. This clause is narfable.
            8. The successful use of this ability causes any further Force Ability or Non-Protected Thing use (The use or entering of a colour code or size sensitive command relating to a Thing that does not have the property of Protected) to be ignored for the duration of the phase. The command or use will be resolved as though it were never posted if it is posted anyway by the target after the successful use of this ability.
              • Example: This ability is successfully used by Darth Dipsy (-14 midi-chlorians) on Petunia, a hapless Jedi Initiate (7 midi-chlorians) during the voting phase during connect4's turn. Petunia has already used his Force Disturbance Sensitivity prior to the use of the ability by Darth Dipsy, and this ability has no effect upon it. However, Petunia also possesses the a Thing known as Pagane's Wineglass which can be used during the voting phase by typing a command in size 125 or greater cyan color #00FFFF. If Petunia later tries to use Pagane's Wineglass during the voting phase, it will be effectively ignored and will not result in an effect. If Petunia later tries to place a bet with against the House with the Bookie's Book, he can do so, because the Bookie's Book has the property of being Protected. Darth Dipsy's skin turns a paler and adopts a sickly yellow tint as he does so while his voice grows increasingly raspy: He loses 2 points.
          3. Force Lightning
            1. This ability can only be successfully used during the proposal phase.
            2. This ability can only be successfully used by a Sith who is not the Dark Lord of the Sith if that Sith has not yet used a Darth Ability during the current turn. This clause is narfable.
            3. This ability can only be successfully used by the Dark Lord of the Sith if the Dark Lord of the Sith has not yet used Force Lightning during the current turn.
            4. This ability can successfully target any active player.
            5. The ability does not successfully resolve and is considered failed if a player possesses a Thing which has the property of being Grounded by the end of the proposal phase.
              • Example: Darth Zoomzip targets Jedi Padawan Crunkus with Force Lightning. Jedi Master Dipsy then swings into action, using his Force Pull ability targeting Jedi Knight connect4 and his lightsaber for a pull value of 1. Crunkus, who is one ahead of connect4 in the roster order now possesses a lightsaber (which has the property of being Grounded) and still has it at the end of the proposal phase, and the use of the ability fails. As a result of targeting a fellow Jedi with Force Pull, Jedi Master Dipsy loses 5 midi-chlorians.
            6. Any Sith capable of using Force Lightning must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE LIGHTING: [Target Player]".
            7. Dark Side Bodily Corruption: Any use of this ability (whether it successfully resolves or not) results in the loss of 2 points for the Sith using this ability.This clause is narfable.
            8. The successful resolution of this ability at the end of the proposal phase causes the target to lose a point value equal to the absolute value of the Sith using this ability's midi-chlorian count divided by 5, rounded up as an integer. If the target of this ability is a Sith, the target also adds 4 points to their midi-chlorian count and if that player's midi-chlorian count is calculated to be positive after all midi-chlorian changing effects (not including this final non-additive adjustment) are calculated, that player's midi-chlorian count becomes -1 instead.
              • Example: Darth Numberwang (midi-chlorian count -22) targets Dark Apprentice pezgod (midi-chlorian count -1) with Force Lightning. Dark Apprentice pezgod isn't able to secure a grounded Thing by the end of the proposal phase, and the ability resolves successfully. Pezgod uses Inflict Pain during the voting phase on a force sensitive Petunia who just entered the game (midi-chlorian count 0). This subtracts 2 from pezgod's midi-chlorians. When the midi-chlorians are re-calculated at the end of the turn it looks like this: -1 (original count) - 2 (Inflict Pain) + 4 (Numberwang's Force Lightning) = 1. Since the pezgod was targeted by Force Lightning and his calculated new midi-chlorian count is positive 1 after all that, his final revised midi-chlorian count ends up being -1 instead at the end of the turn.
          4. Construct Lightsaber
            1. This ability can only be successfully used during the Proposal Phase.
            2. This ability can only be successfully used by a Sith if no other Darth abilities have been used this turn by that Sith. This clause is narfable.
            3. This ability can only be successfully used if the Sith does not possess a Lightsaber.
            4. This ability can only be successfully used if no Lightsaber created by the player exists currently in Nomic 5.
            5. Any sith capable of using Construct Lightsaber must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "CONSTRUCT LIGHTSABER: [COLOUR]. [UNIQUE NAME OF LIGHTSABER]". The name of the LIGHTSABER should be in italics. There cannot be another Thing in the game with the same name.
              • Example: CONSTRUCT LIGHTSABER: Crimson, Ugluk's Double-Bladed Saberstaff
            6. This ability creates a Thing with the name specified by the Sith with the following properties:
              • Possession: The created Thing will come into the possession of the Sith who used CONSTRUCT LIGHTSABER to construct it at the end of the turn.
              • Flow: If the possessor has a positive midi-chlorian count: The created Thing can be transferred to another Jedi during any Voting Phase. The possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "GIVE [UNIQUE NAME OF THE CREATED THING] TO [TARGET PLAYER]". The unique name of the created thing should be in italics. If the possessor has a 0 or negative midi-chlorian count The created Thing can be transferred to any player during any Voting Phase. The possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "GIVE [UNIQUE NAME OF THE CREATED THING] TO [TARGET PLAYER]". The unique name of the created thing should be in italics.
                • Example: GIVE Crunkus' Saber TO connect4.
              • Legacy: The created Thing is destroyed if the player possessing it goes inactive.
              • Lightsaber: The created Thing has the property of being a lightsaber.
              • Colour: The created Thing has the property of having a colour. The colour of this created Thing is specified in the order which creates it.
              • Grounded: The possession of this Thing offers protection from electrical based offensive effects.
              • Bad Ass Sounds: The created Thing has the property of making bad ass sounds when you do stuff with it.
              • Confrontation: The property of confrontation allows a player to target another player with the Thing with this property in a game event known as a confrontation. In order to successfully confront another player, the possessor must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "CONFRONT: [TARGET ACTIVE PLAYER] WITH [Unique Name of the Thing with this property].
                • Example: CONFRONT: Crunkus WITH Anakin Skywalker's Second Lightsaber.
            7. Dark Side Bodily Corruption: Any use of this ability results in the loss of 2 points for the Sith using this ability. This clause is narfable.
        7. Dark Lord of the Sith Abilities
          1. Dark Seduction
            1. This ability represents The Dark Lord of the Sith's constant quest to seduce force potentials and Jedi to embrace the power of the Dark Side.
            2. This ability can only be successfully used during the voting phase and only once per turn.
            3. If a new player enters the game of Nomic 5 that has not yet been an active player and states the following in the post in which they first enter the game by voting, in its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "WHAT IS THY BIDDING, MY MASTER?" [+ or -] and the Dark Lord of the Sith posts the following afterward during the same voting phase in its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "EVERYTHING IS PROCEEDING AS I HAVE FORESEEN." then a Thing is created called a dark-side seduction token and goes into the possession of The Dark Lord of the Sith player and an event known as a dark-side seduction is considered to have occurred.
              • Possession: The created dark side seduction token comes into play in the possession of the player who is The Dark Lord of the Sith. When it comes into this player's possession, the 5 midi-chlorians are subtracted from the Dark Lord of the Sith's midi-chlorian count.
              • Flow: Stagnant. The created dark side seduction token has no means of flow. Its possession does not change as a result of its own properties.
              • Legacy: The created dark side seduction token is not destroyed if the player possessing it goes inactive. It remains in the inactive player's possession.
              • Multiplicity: There can be multiple Things called dark-side seduction token in the game.
              • Protected: The created dark side seduction token has the property of being Protected.
            4. Dark Side Bodily Corruption: If a dark-side seduction occurs in a turn, the Dark Lord of the Sith's point total is subtracted by 10.This clause is narfable.
            5. If a dark-side seduction occurs in a turn, and the new player involved stipulated a plus sign (+) in their WHAT IS THY BIDDING command line, 30 points are added to their initial point total. Their initial midi-chlorian count also has 11 points subtracted from it.
            6. If a dark-side seduction occurs in a turn, and the new player involved stipulated a minus sign (-) in their WHAT IS THY BIDDING command line, 30 points are subtracted from their initial point total. Their initial midi-chlorian count also has 11 points subtracted from it.
              • Example: sjg11, a player who has never been active in Nomic 5, votes "NAY" legally on the current proposal during a voting phase, and becomes an active member of the game (midi-chlorian count 0 and points 0). In that same post, he also posts WHAT IS THY BIDDING, MY MASTER? +. Shortly there after before the end of the voting phase, the current Dark Lord of the Sith connect4 (midi-chlorian count -32, -15 points) pops in and posts, EVERYTHING IS PROCEEDING AS I HAVE FORESEEN.. This fulfills the requirements for a dark-side seduction. A dark-side seduction counter is created and enters play in connect4's possession. Dark Lord of the Sith connect4 also votes NAY to the creation a proposed Thing during the turn. Neither player has any other effects that affect their midi-chlorian or point totals for the turn. When the turn is scored, Dark Lord of the Sith connect4's midi-chlorian count is -32 - 5 (taking possession of a dark-seduction counter) -3 (NAY on proposal) -3 (NAY on Thing) = -43. Dark Lord of the Sith connect4's point total becomes -15 - 10 (Dark Seduction) = -25. When the turn is scored, the corrupted force-sensitive and future Darth sjg11's midi-chlorian count is 0 - 11 (Dark Seduction) -3 (NAY vote) = -14. sjg11's point total is scored as 0 + 30 (Dark Seduction+) = 30. Nooooooooo!
          2. Force Destruction
            1. This ability can only be successfully used once per turn.
            2. This ability can only be successfully used during the Proposal Phase.
            3. This ability can not be successfully used to target a Thing with the property of Protected.
            4. The Dark Lord of the Sith who wishes to use it must type on its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "FORCE DESTRUCTION: [Target Player], [Target Thing]."
              • Example: FORCE DESTRUCTION: Ugluk, The Adorable Bunny Wabbit
            5. If this ability is used, it resolves at the end of the Voting Phase.
            6. If Anakin Skywalker's Second Lightsaber is successfully used during the turn this ability was used targeting The Dark Lord of the Sith, Force Destruction fails and no effect occurs when it is resolved.
            7. A change in possession of the targeted Thing will not directly affect whether or not Force Destruction will resolve. It may indirectly affect the resolution of the ability via the next clause or a similarly relevant effect.
            8. If the targeted Thing is in possession of the player who also possesses Anakin Skywalker's Second Lightsaber at the end of the Voting Phase, 9 midi-chlorian points are added to the Dark Lord of the Sith's midi-chlorian count and the ability fails and no other effect occurs when it resolves.
            9. If this ability successfully resolves, the targeted Thing is destroyed. The targeted player's point total also gets 5 points subtracted from it.
            10. Dark Side Bodily Corruption: If this ability resolves successfully, the Dark Lord of the Sith's point total is subtracted by 5. This clause is narfable.
              • Example: Dark Lord of the Sith glittle uses Force Destruction targeting super_dipsy and his beloved wubby during the proposal phase. Glittle cackles in delight at the impending doom of the Thing. The wubby does not have the property of protection and super_dipsy does not possess Anakin Skywalker's Second Lightsaber, things look grim indeed. super_dipsy quickly fires off a private message to the turn's proposer, a wise Jedi Knight known as Ugluk. He offers AYE votes this turn and to take the OVER or UNDER bet of Ugluk's choosing for 25 points if Ugluk, the possessor of Anakin Skywalker's Second Lightsaber will intercede on his wubby's behalf. Ugluk is moved by the offer, and dipsy's impassioned appeal to maintaining the balance of the Force, but counters insisting on 35 points instead of 25. Dipsy pauses a moment, that's a lot of points, but then he considers all that he and his wubby have been through together. Begrudingly, he agrees to the Jedi Knight's demand. Right near the end of the voting phase, Ugluk uses Anakin Skywalker's Second Lightsaber targeting Dark Lord of the Sith glittle. The phase ends, the Force Destruction fails, and when glittle returns he rages that his plan to destroy the wubby has been foiled. glittle rages a bit then calmly emotes a turn of the head cooly regarding Jedi Ugluk. "So Be it, Jedi" he says. The Jedi council begins to make private message preparations in secret, trying to anticipate what next turn's wrath of the Dark Lord of Sith might be.
          3. Sith Emperor's Ritual
            1. This ability can only be succesfully used once per turn.
            2. This ability can only be successfully used when The Dark Lord of the Sith is the proposing player of the current turn.
            3. This ability must be successfully used during the proposal phase.
            4. This ability cannot successfully be used targeting an immutable rule.
            5. This ability cannot successfully be used targeting rule 308 or any rule that amended 308.
            6. This ability cannot successfully be used targeting rule 301 or any rule that amended 301.
            7. This ability resolves at the end of the voting phase.
            8. This ability can only be successfully used if at least 3 Darths have posted this turn in its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "WHAT IS THY BIDDING, MY MASTER?"
              • Example:
                Darth Dipsy wrote:WHAT IS THY BIDDING, MY MASTER?
            9. The Dark Lord of the Sith who wishes to use this ability must post in its own line, in size 125 or greater, in all capital letters, and in the color black (defined as #000000 or no colour code), "BY THE DARK HUSK OF NATHEMA, I INVOKE ASH AND WRATH:" [Targeted Rule #].
              • Example:
                Dark Lord of the Sith Petunia wrote:BY THE DARK HUSK OF NATHEMA, I INVOKE ASH AND WRATH: 210
            10. If a Jedi Master possesses Anakin Skywalker's Second Lightsaber and uses it during a turn when this ability is used targeting The Dark Emperor of the Sith, the ability fails, the Dark Lord of the Sith gains 11 midi-chlorians, and the Jedi Master possessing Anakin Skywalker's Second Lightsaber loses 15 points, has his midi-chlorian count reduced instead to zero after all other midi-chlorian changing affects have been calculated during the adjudication phase, and is declared inactive during that same adjudication phase. A Jedi Master making such a play is counted as having made a Great Jedi Sacrifice. A Notation is made next to his name in the scoreboard for the rest of the game as "Martyr of [Targeted Rule #]"
            11. If this ability successfully resolves, the targeted rule is repealed.
    5. The Force and Fizzing
      1. No Fizzing.
        1. If a post was edited that contained a size, colour, html code, or in its own line sensitive game concept activation/initiation type content (hereafter to be referred to as command content) that is referenced in this rule, or by any Thing or property of a Thing defined in this rule, or by and Thing created as a result of a clause in this rule, then any command content in that post is to be ignored. Note that this does not include proposal copy during the proposal phase or Things or other game concepts presented for alteration during the proposal phase that will be voted upon in the voting phase. Players in Nomic 5 voting AYE to this proposal or making use of any game concept that is derived in part from this rule are honour-bound in a way as outside Nomic as it is possible to be stipulated within the bounds of Nomic to not purposely abuse this mechanic to advantage in order to have inconvenient command content nullified. In short, the act of post-submit revision to manipulate this rule's and this rule's derivative command content is rendered illegal and otherwise unsavory by this clause. Accidental post-submit revision without such intent will have the same ignoring of command content effect unless the turn is complete. Future rules may simply give their rule a clause which states simply: No fizzing, and it will be understood as a game concept to refer to this same prohibition.
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