Nomic 5 - Proposal 308 - The Way of The Force (Pass)

Moderators: Crunkus, connect4

Nomic 5 - Proposal 308 - The Way of The Force (Pass)

Postby Crunkus » 13 Mar 2014, 05:25

Note: Revisions in Blue with date and time of change (EDT). Deleted content in strike-through, those changes are assumed to be made at the same-time as near by blue changes unless otherwise stated.
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(extra BONUS points for listening to the theme while you review this proposal. Especially if you are at work.)

The Proposal Below Is The Working Draft and default final copy at proposal phase completion.
To track alterations, see this post. These two have been separated because of the character limit for posts.
To see the proposed Thing for creation this turn (Anakin Skywalker's Second Lightsaber), see this post.


Proposal 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.
Last edited by Crunkus on 16 Mar 2014, 05:50, edited 37 times in total.
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Re: Nomic 5 - Proposal 308 - The Way of The Force (ASSLS)

Postby Crunkus » 13 Mar 2014, 05:26

Anakin Skywalker's Second Lightsaber
  • Possession: Anakin Skywalker's Second Lightsaber comes into play initially in the possession of the player who most recently entered the game. Note: By "entered the game" most recently this refers to the player who, not previously an active or inactive player in Nomic 5, entered the game for the first time most recently.
    • "Your father wanted you to have this when you were old enough, but your uncle wouldn't allow it. He feared you might follow old Obi-Wan on some damn fool idealistic crusade like your father did."
  • Flow: If the possessor has a positive midi-chlorian count: Anakin Skywalker's Second Lightsaber 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 Anakin Skywalker's Second Lightsaber TO [TARGET JEDI]". Anakin Skywalker's Second Lightsaber should be in italics. If the possessor has a 0 or negative midi-chlorian count Anakin Skywalker's Second Lightsaber 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 Anakin Skywalker's Second Lightsaber TO [TARGET PLAYER]". The name of Anakin Skywalker's Second Lightsaber should be in italics.
    • Example: GIVE Anakin Skywalker's Second Lightsaber TO connect4.
    Anakin Skywalker's Second Lightsaber often changes possession at the start of a turn. The rules for this follow the following priority progression, with all ties being settled first by picking the player involved in the tie that entered the game the most recently, and if there is still a tie, then it is resolved by alphabetical order.
    1. If there are any Jedi Knights active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Knight with the least midi-chlorians. If there are no Jedi Knights active in the game then proceed to priority 2.
    2. If there are any Jedi Masters active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Master with the least midi-chlorians. If there are no Jedi Masters active in the game then proceed to priority 3.
    3. If there are any Jedi Padawans active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Padawan with the most midi-chlorians. If there are no Jedi Padawans active in the game then proceed to priority 4.
    4. If none of the first 3 priority conditions are met, then Anakin Skywalker's Second Lightsaber begins the turn in possession of the player who possessed it at the end of the last turn. (It stays put.)
  • Legacy: If the possessor of Anakin Skywalker's Second Lightsaber goes inactive then possession of Anakin Skywalker's Second Lightsaber is transferred to the player who entered the game Nomic 5 most recently. Note: This legacy possession change is not to override the Flow possession change outlined above. It may well be the case that the Anakin Skywalker's Second Lightsaber will pass quickly again to someone else once the next turn begins.
  • Lightsaber: Anakin Skywalker's Second Lightsaber is a lightsaber.
  • Colour: Anakin Skywalker's Second Lightsaber is blue in colour.
  • Grounded: The possession of Anakin Skywalker's Second Lightsaber offers protection from electrical based offensive effects.
  • Protected: Anakin Skywalker's Second Lightsaber has the property of being Protected.
  • Bad Ass Sounds: Anakin Skywalker's Second Lightsaber 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.
  • An Elegant Weapon, For A More Civilized Age: A player who possesses Anakin Skywalker's Second Lightsaber at the beginning of the Adjudication Phase has 2 midi-chlorians added to their midi-chlorian count.

Version 1.0 wrote:Anakin Skywalker's Second Lightsaber
  • Possession: Anakin Skywalker's Second Lightsaber comes into play initially in the possession of the player who most recently entered the game.
    • "Your father wanted you to have this when you were old enough, but your uncle wouldn't allow it. He feared you might follow old Obi-Wan on some damn fool idealistic crusade like your father did."
  • Flow: If the possessor has a positive midi-chlorian count: Anakin Skywalker's Second Lightsaber 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 Anakin Skywalker's Second Lightsaber TO [TARGET JEDI]". Anakin Skywalker's Second Lightsaber should be in italics. If the possessor has a 0 or negative midi-chlorian count Anakin Skywalker's Second Lightsaber 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 Anakin Skywalker's Second Lightsaber TO [TARGET PLAYER]". The name of Anakin Skywalker's Second Lightsaber should be in italics.
    • Example: GIVE Anakin Skywalker's Second Lightsaber TO connect4.
    Anakin Skywalker's Second Lightsaber often changes possession at the start of a turn. The rules for this follow the following priority progression, with all ties being settled first by picking the player involved in the tie that entered the game the most recently, and if there is still a tie, then it is resolved by alphabetical order.
    1. If there are any Jedi Knights active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Knight with the least midi-chlorians. If there are no Jedi Knights active in the game then proceed to priority 2.
    2. If there are any Jedi Masters active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Master with the least midi-chlorians. If there are no Jedi Masters active in the game then proceed to priority 3.
    3. If there are any Jedi Padawans active in the game, Anakin Skywalker's Second Lightsaber begins the turn in possession of the Jedi Padawan with the most midi-chlorians. If there are no Jedi Padawans active in the game then proceed to priority 4.
    4. If none of the first 3 priority conditions are met, then Anakin Skywalker's Second Lightsaber begins the turn in possession of the player who possessed it at the end of the last turn. (It stays put.)
  • Legacy: If the possessor of Anakin Skywalker's Second Lightsaber goes inactive then possession of Anakin Skywalker's Second Lightsaber is transferred to the player who entered the game Nomic 5 most recently. Note: This legacy possession change is not to override the Flow possession change outlined above. It may well be the case that the Anakin Skywalker's Second Lightsaber will pass quickly again to someone else once the next turn begins.
  • Lightsaber: Anakin Skywalker's Second Lightsaber is a lightsaber.
  • Colour: Anakin Skywalker's Second Lightsaber is blue in colour.
  • Grounded: The possession of Anakin Skywalker's Second Lightsaber offers protection from electrical based offensive effects.
  • Protected: Anakin Skywalker's Second Lightsaber has the property of being Protected.
  • Bad Ass Sounds: Anakin Skywalker's Second Lightsaber 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.
  • An Elegant Weapon, For A More Civilized Age: A player who possesses Anakin Skywalker's Second Lightsaber at the beginning of the Adjudication Phase has 2 midi-chlorians added to their midi-chlorian count.
Last edited by Crunkus on 14 Mar 2014, 19:14, edited 1 time in total.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Crunkus » 13 Mar 2014, 05:29

Standing by, reading to take your feedback. Let's make this the best proposal it can be. I hope you will agree it will add some interest and room for future growth in our game.

Working Alteration Tracking Copy
Strikethrough items have been deleted.
Blue items have been added.
The approximate time and date of the alteration is found near each alteration...if both strikethrough and blue are in close proximity the time and date is only listed after the blue change. The strikethrough is to be assumed as having been notated at the same time, unless a seperate timestamp is associated with the strikethrough text.

Official Working Draft/Default Final Copy at end of phase of Proposal

Proposal Phase Alteration Tracking Copy wrote:Proposal 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. (~12:49 14 Mar 2014)
    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 over 51 greater than 50 (~09:07 13 Mar 2014) 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:
          6. The Dark Lord of the Sith cast the responded to "NAY" vote.
          7. If 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 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.
            • 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.
          8. 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'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. (~12:40 14 Mar 2014)
          9. If the Jedi's points increase by the successful use of this ability, than then (~10:25 13 Mar 2014)the Dark Lord of the Sith's points decrease by the same number of points.
          10. If the Jedi's points decrease by the successful use of this ability, than then (~10:25 13 Mar 2014)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 PULL PUSH (~2:37 13 Mar 2014) 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. (~14:05 13 Mar 2014)
          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. (~14:05 13 Mar 2014)
          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: (formating fix to make this the 5th subsection ~20:06 14 Mar 2014)
            • 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 Crunkus' Saber attitude's Tonfa-style Lorrdian Saber (~19:46 14 Mar 2014) 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. (~13:10 14 Mar 2014)
          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 lightsaber duel confrontation (~09:15 13 Mar 2014), 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. (~14:05 13 Mar 2014)
        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 (~10:10 13 Mar 2014) 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 this clause clause 308.IV.D.i (~09:36 13 Mar 2014) 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 decreases the ability using Sith's midi-chlorians by 2 unless the responded vote of "NAY" by the Sith using this ability was changed to something other than "NAY".
          6. A successful use of this ability subtracts 2 midi-chlorians from the Sith using the ability. (~08:37 13 Mar 2014)
          7. 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.
          8. This ability cannot successfully target a player with a lower more negative (08:42 13 Mar 2014) 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. (~14:05 13 Mar 2014)
          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. Any Sith able to use this ability who wishes to use it In order to activate this ability, a Sith able to use it (~12:58 14 Mar 2014)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. (~14:05 13 Mar 2014)
          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 points midi-chlorians (~08:49 13 Mar 2014) 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. (~14:05 13 Mar 2014)
          4. This ability represents the power to reach into the darkest recesses of the target's mind and unleash a uncontrollable fear that weak's wreaks (~08:40 14 Mar 2014)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. (~14:05 13 Mar 2014)
          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. (~14:05 13 Mar 2014)
          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. (~14:05 13 Mar 2014)
          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. (~14:05 13 Mar 2014)
          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
            1. 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 Jedi Sith (~14:43 13 Mar 2014)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 JEDIPLAYER]". (~14:43 13 Mar 2014) 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.
            2. 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. (~14:05 13 Mar 2014)
      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. (~14:05 13 Mar 2014)
          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 (~19:47 14 Mar 2014) successfully, the Dark Lord of the Sith's point total is subtracted by 5. This clause is narfable. (~14:05 13 Mar 2014)
            • 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. (From "Note" to "phase" ~08:52 14 Mar 2014) 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. (~18:05 13 Mar 2014)
Last edited by Crunkus on 15 Mar 2014, 02:06, edited 11 times in total.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Zoomzip » 13 Mar 2014, 05:58

Oh, hells yes. Need to study, but kinda excited.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Crunkus » 13 Mar 2014, 06:10

Betting Line

YES/NO: Quantum Hovercraft WILL VOTE AYE FOR Proposal 308.

EDIT: I should not be in possession of the Bookie's Book, pagane should be. It got transferred at the SOT. You can ignore this.
Last edited by Crunkus on 13 Mar 2014, 15:10, edited 1 time in total.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby super_dipsy » 13 Mar 2014, 07:14

Blimey Crunkus!

Could you perhaps post an edited highlights summary of the proposal? It would make it easier to read the detail (at least for me) if I understand the general intent. Sorry to be lazy, a bit short on time at the moment.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Pagane » 13 Mar 2014, 09:04

Couple of quick questions:
Players with between 21 and 50, inclusive midi-chlorians are known by the title, Jedi Knight.
Players with over 51 midi-chlorians are known by the title, Jedi Master.

This leaves players with a midi-chlorian count of 51 undefined. Would you change it to say either "51+, inclusive" or "greater than 50?"

Flow: At the start of a proposal phase, the Bookie’s Book is transferred automatically to the active player whose turn is scheduled to come next in the turn order.
Since the Bookie's Book was created at the end of Connect4's turn, it already existed when Crunkus' turn began. Wouldn't that mean that the Bookie's Book passes to me at the beginning of your turn, Crunkus, rather than you using it during your own turn?

At first glance I like where the proposal is going. I'll have to go over it in more detail tomorrow.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Crunkus » 13 Mar 2014, 15:03

super_dipsy wrote:Blimey Crunkus!

Could you perhaps post an edited highlights summary of the proposal? It would make it easier to read the detail (at least for me) if I understand the general intent. Sorry to be lazy, a bit short on time at the moment.


Executive Summary: Proposal 308
  • New Currency, midi-chlorians
  • midi-chlorian = positive you're a Jedi
  • midi-chlorian = negative you're a Sith
  • Vote AYE in anything = +3 midi-chlorians
  • Vote NAY in anything = -3 midi-chlorians
  • Jedi come in graded titles depending on their midi-chlorian count
  • Sith structure is a bit different, and features a competitive "most negative" type of title known as Dark Lord of the Sith
  • Players can obtain abilities depending on their Jedi or Sith title.
  • Titles are hierarchical, a higher title has all the abilities of titles below it within Jedi or Sith
  • Jedi Initiate ability can only be used by one player per turn, responds to a NAY vote, and increases midi-chlorian levels by 2. Some other stuff can happen depending on Dark Lord of the Sith behaviour.
  • Jedi Padawan ability: Force Push/Pull can nudge possession of Things 1 or 2 spots up or down, w/ penalty for targeting fellow Jedi, doesn't work on protected (a property) Things (like Bookie's Book or Anakin's Second Light Saber) severe point penalty for using it on a Dark Lord of the Sith or a Jedi Master, once per turn
  • Jedi Knight ability: Force Persuasion, can only target players who have voted something other than AYE, once per turn, penalty for targeting Jedi, severe penalty for targeting proposing player, the vote is instead recorded as an AYE.
  • Jedi Knight ability: Construct Lightsaber, can make a unique item that has the property of being a light saber (see the ability for more info). Can't use if you already possess one. Once per turn.
  • Jedi Master ability: Portend...can target a player and a future proposal number. Prevents that player from winning during that turn. Can only be used when the Jedi master is the current proposer, penalty for targeting a jedi (stiff one), no more than once per turn.
  • Dark Lord of Sith gets 1 point per turn for every other player with a negative midi-chlorian count
  • Dark Apprentice ability, inflict pain, used in response to an AYE vote causes a loss of points unless the responded to vote is changed in the final count. Lowers midi-chlorian count by 2 to use, cannot target a player with a lesser midi-chlorian count.
  • Darth ability: Force Domination, absorbs midi-chlorians from target Jedi (and makes your count more negative by the same amount). Causes the user a loss of 3 points. Can't be used if that sith used a Darth ability already. Can also absorb midi-chlorians from another Sith...in that cases adds to their midi-chlorian count and subtracts from the user's by the same amount.
  • Darth ability: Force Fear, Prevents the use of Things or commands relating to non-protected Things for the remainder of the turn in the target. Can't be used if you already used a darth ability this turn, can only target players with between -10 and 10 midi-chlorians, inclusive, causes 2 point subtracted from user.
  • Darth ability: Force Lighting, does damage to target, if target is a sith it also makes their midi-chlorian count less negative. Player using it loses 2 points. Can't use if you used a darth ability already this turn.
  • Darth ability: Construct Lightsaber, same as Jedi ability except it cannot be used if you used another darth ability already this turn and results in the loss of 2 points for user.
  • Dark Lord of Sith ability: Dark Seduction: Provides a way for a player completely new to the game to join the game with an dark-side themed advantage (enter as a Darth, and with 30 or -30 pints) if the Dark Lord of the Sith approves. Provides incentive for Dark Lord of the Sith to recruit new players and entice them to join the Dark Side. Provides the Dark Lord of the Sith with seduction tokens each time it happens, he needs 2 as part of the criteria he has for a special win condition.
  • Dark Lord of Sith ability: Force Destruction: Provides a means for the Dark Lord of the Sith to destroy unprotected Things. Can be countered by the use of Anakin Skywalker's Second Lightsaber.
  • Dark Lord of the Sith ability: Emperor's Ritual: With the collusion of 3 other Darths, this provides a way for a rule to actually get repealed. There is a means to stop it using Anakin Skywalker's Second Lightsaber if it is in possession of a Jedi Master, but it comes at a great sacrifice.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Crunkus » 13 Mar 2014, 15:09

Pagane wrote:Couple of quick questions:
Players with between 21 and 50, inclusive midi-chlorians are known by the title, Jedi Knight.
Players with over 51 midi-chlorians are known by the title, Jedi Master.

This leaves players with a midi-chlorian count of 51 undefined. Would you change it to say either "51+, inclusive" or "greater than 50?"


Nice catch. That has now been rectified. greater than 50 used.

Pagane wrote:
Flow: At the start of a proposal phase, the Bookie’s Book is transferred automatically to the active player whose turn is scheduled to come next in the turn order.
Since the Bookie's Book was created at the end of Connect4's turn, it already existed when Crunkus' turn began. Wouldn't that mean that the Bookie's Book passes to me at the beginning of your turn, Crunkus, rather than you using it during your own turn?

At first glance I like where the proposal is going. I'll have to go over it in more detail tomorrow.


Wow, I think you're right. Pagane does seem to have it here. I'm recognizing this.

Pagane, you're now The House. Ignore my betting line.

Mods, update possession of the Bookie's Book. I'd include a notation of that in the EOT turn summary.
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Re: Nomic 5 - Proposal 308 - The Way of The Force/ASSL

Postby Crunkus » 13 Mar 2014, 15:20

I've made a few changes, all timestamped and noted in blue and strikethough text. I'll produce a final version of this without the corrective formatting once the voting phase is over or we stop making changes. Just seems easier given the size.

I changed the language on the clause under Portend that provides for Portents to be made void to hinge on a lost confrontation rather than lightsaber duel. When I originally wrote that clause I hadn't settled on the confrontation based paradigm yet, so this brings it into line with that.

Note confrontations are not codified here. That's for one of you to handle. They aren't necessary for this rule to function properly but they would enrich it and this lays a bit of groundwork. Confrontations need not be limited to lightsabers with the way I've worded the property of Confrontation. Any thing with that property would work depending on how the confrontation mechanic itself is eventually defined.
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