NtM: Proposals 1-50

please note that, in accordance with the rules, THS may alter the wording or layout of proposals to clarify meaning. the accepted proposals listed here may be slightly different to the rules created by them. in any such case, the rules are definitive.

No: Player: Status: Proposal:
26 Wyldshaman Accepted Ancilla:

After a Neonate has 5 proposals accepted and made rules, he is recognized as an up and comiming Kainite by his elders. His status is then upgraded to Ancilla.

25 Hari Accepted Bat Guano 2:

Bats will shit every turn at a rate of one shit per bat per turn. There are five bats. These shits will not be noticable by players as as soon as they appear the starving iguanas come, eat and leave, leaving no trace. In the game the amount of guano will have no affects other than to feed the iguanas or, in its absence, not feed them.

24 Wyldshaman Accepted Hit Points:

i. All Kindred Start the Game with 5 Hit Points. Kindred can regenerate Hit Points at a rate of 1 per blood point spent, but cant regenerate Angry damage. Angry damage can only be regenerated by a potion made by the witches. If a Kindred ever reaches 0 hit points and has 0 blood pool he is said to be in a state of Torpor and can only be revived by giving him 2 points of Mech-Wolfy blood or by the witches casting a powerful spell.
ii.Werewolfs start the game with 4 hit points. They regenerate 1 hit point every time they move, but they cant regenrate angry damage. If a werewolf ever reaches 0 hit points he is said to have "lost the Were" and becomes a normal wolf.
iii. Mecha-Wolfy has 12 hit points and can regenerate angry damage. If Mecha-Wolfy reaches 0 hit points something happens but no one knows for sure what, because a Mecha-Wolfy has never been beat up.
iv.Witches have 3 hit points, And can only heal themselfs with the potions they make. If a Witch reaches 0 hit points they become a not so powerful wraith.
v. Iguanas have 2 hit points, and dont regenerate. They die if they reach 0 hit points.
vi.Bats have 1 hit point. They die to if they reach 0 hit points.
vii. The Wraiths have no hit points they are dead silly.
viii. No one knows how many hit points hunters have becuase no kindred has ever left the House.

Blood Pools:

i. All creatures have a Blood Pool Equal to there hit points but only the kindred can use this Blood Pool for specail purpuses. Blood Pools regenerates just like hit points in all Living things. If a living creature ever has a 0 blood pool they are said to be "drained" and act as if they had 0 hit points. If a Kindred reaches 0 he enters a state of frenzy and makes one random move per turn untill he reaches a room with another creature in it and then attacks it and sucks its blood.

Damage

i. There are 2 types of damage, damage and angry damage.
ii.If a vampire attacks another creature he can do 1 hit point of angry damage, with his claws. He can also drink blood from creatures which gives the vampire +1 to his blood pool but does not hurt the victom.
iii.Werewolf attack causes 1 hit points of damage.
iv. Mecha-Wolfy attack causes 3 HP of angry damage.
v.Wiches cant attack but can cast spells.
vi.Iguanas cant attack but there vomit causes 1 HP of angry damage.
vii.Bats can bite causing 1 HP of damage, but no one knows why they would.

[another essay-proposal from wyldshaman. accepted with a few word changes and split into 3 different rules - TP]

23 Hari Rejected Guano:

Each bat will shit once every time a proposal or turn is submitted.
There are five bats.
Each shit counts as one Iguana meal.

22 Fire Bunny Accepted Mecha-Wolfy:
  1. If three werewolves are ever in the same room at the same time, they wil join together to form Mecha-Wolfy.
  2. He shall move around the house in exactly the same way as a normal werewolf, but will attack any player who is within 5 squares of his location by moving through space and time straight to their location.
21 Fire Bunny Accepted The Power of Five:

All proposals must now include the number five in some form.

[i hate your proposals. i hate them so very, very much ... - TP]

20 Fire Bunny Accepted Transdimensional Werewolves:
  1. Werewolves can move through time and space freely and hence can move to any point in the house almost instantly. They will behave as an animal and attack any player who comes too close. However, since they are transdimensional and free of space-time, creatures 'too close' to them could be anywhere in the house.
  2. Werewolfs mostly move on random dice rolls made by the THS every time a proposal is accepted. THS will roll dice to randomly select a room in the house, then the chosen werewolf will appear in that square.
  3. Werewolfs will not move randomly if there is a person in an adjacent room. If a person is in an adjacent room the werewolf will move to that room and attack them.
  4. There is a werewolf brought in to existence within the house every time a poo is sent in, up to a maximum number of werewolfs equal to the number of this rule.
19 Fire Bunny Accepted Reality and Physics:
  1. The Haunted House obeys the Laws of Physics. Nothing can affect the Haunted House without obeying the Laws of Physics.
  2. All creatures in the house, except werewolfs and ghosts, must obey the Laws of Space-Time Continuity.
  3. Outside of the Haunted House the Laws of Physics and the Laws of Space-Time Continuity do not apply. Hence outside is infinitly large.
18 Fire Bunny Accepted Iguana Habits:
  1. Iguanas eat guano (bat shit). The oil within this substance does keep their scales healthy and their joints supple but they dislike it so much that they turn green after eating it. This is why an unhealthy iguana does not look green. Should an iguana be kept away from the droppings for long enough it will turn red and vomit lots.
  2. Iguana vomit is a highly corrosive acid.
  3. Should anyone wish to attract an iguanas attention, they need only offer it some guano. However, to become truly friendly with an iguana, the players will need to offer them a tasty alternative to guano, which is still healthy and oil rich.
  4. Iguanas do have sensitive stomachs and will die if fed food which they are allergic to.
  5. There is rumoured to be a legendary iguana who turns purple when denied his dose of bat shit.
  6. There are initially five iguanas on each floor, except in the towers where there are none. They will not move between floors unless moved by someone.
  7. All iguanas will move one square in a random direction every time a proposal is received by THS.

[accepted. becomes rule 21. - TP]

The kindred do not react well with acid.

[accepted but becomes part of rule 16. - TP]

17 Wyldshaman Rejected Clan Rules:
  1. Each Clan has a leader he is said to be the Head of the Clan. The first person that joins a clan is always the leader, untill he steps down giving his postion to another member of the clan or leaves the clan entirely. The Head of the Clan performs certain duties as follows.
    a. He brings all greviences of his clan members to TP and/or The Primogen.
    b. Resolves desputes between members or his own clan.
    c. Desides who joins the clan.
    d. Creates any bilaws of his clan and posts them via a point of order to TP.
    e. May kick players out of the clan if they violate the bilaws of such clan.
  2. ii. Clan members can only learn powers from there own clan. "Non-Clan" clans cant learn powers.

[the proposal is rejected on the following grounds:
section i,a is in direct violation of Rule 5 which states that "Any player may, at any time, submit a Point of Order to raise any issue relevant to the game." Since a "greivance is a matter very relevant to the gain your proposal is in violation.
section i,c is in violation of Rule 19,ix which states that any player may, as part of their turn, join or leave a clan. hence, Clan Heads could not choose who joins their clan; it is already stated in the rules that a player may join any clan.
section i,d may be considered to be in violation of rule 4,i which states that rules accepted by TP and a priogen come into affect. your proposal violates this principal for rules concerning clan bilaws. whilst this section could be considered as an addition to the current rules, rather than a violation, i also consider this to be against the general principle of nomic: which is that all players may submit proposals for all rules. - TP
]

16 Wyldshaman Accepted Changes to Rule 15, iii:

If the Prince wants to destroy one of the blood, remove, change or enact a rule he must have the support of at least one of the Elders. (this changes the rule to its original meaning and makes sense of the line "change or enact a change" both the same thing)

Change to Rule 4:

i. TP will judge each proposal submitted and accept, reject or ignore it. To ignore a proposal, the condition by which it is ignored must be explicit elsewhere in the ruleset. Acceptance by TP and at least one of the Elders of a proposal will bring it into immediate effect by way of addition or modification of the current rules.
ii. TP may, at any time, modify or remove any existing rule or enact new rules with the support of at least of of the Elders.

[accepted. the relevant rules have been updated. Rule 4, ii is somewhat redundant due to rule 15. - TP]

15 Fire Bunny Accepted Moving:
  1. All creatures may move one square per turn. Creatures may not go diagonal across the grid.
  2. Creatures may only go up or down at the following (locations specified by TP):
    1. Stairs
    2. Escalators
    3. Lifts
    4. Holes
    5. Web-Ways
14 Fire Bunny Accepted Turnyness:

All players may do five things per turn. These may be any of the following:

  1. Submit a proposal.
  2. Move one room.
  3. Attack a creature or player in the same room.
  4. Pick up/ drop stuff.
  5. Perform a dance.
  6. Use a power.
  7. Feed a bat in the same room.
  8. Pet an iguana in the same room.
  9. Join or leave a clan.
  10. Eat/drink/sleep.
13 Hari Accepted Clans:

Nomic is a clan which only bats named Nomic may join. They may make any vampire an honorary Nomic Bat, but only if they save the life of a Nomic Bat or help revenge a hurt Nomic Bat.

12 Hari Accepted Revenge of the Nomic Bats:

I propose that there are additional inhabitants of the house. These are bats. The bats are part of the Clan Nomic and are all called Nomic, which can be very confusing. Instead of a normal batish sound, they squeek Nomic. They are untouchable. If a vampire harms a bat the entire Clan Nomic will plot and scheme and within one week they will have lured the culprit into a terminal situation. Beware the Bats of Nomic!

[accepted but incorporated into existing rules - TP]

11 Fire Bunny Rejected Running into Carteisians:

  1. The rooms of the house have a simple coordinates system of floor, column, row. The floor is either b for basement, g for ground and 1 or 2 for floors above. The column is given as a letter from A to J and the row is a number from 1 to 10.
  2. The map will be set up by THS with directions from TP and one of his primogens.
  3. It is possible to move around the grid in any way except diagonals. Moving from one floor to another is only possible at stairs, lift or large holes in the case of moving down.

[rejected on the grounds that points ii and iii have absolutely no bearing on the proposal's title of "running into cartesians" - TP]

10 Bean Bearradair Partially Accepted Clans:

There exist several clans, both within the bounds of the Camarilla and without. Each player who is of the Kindred must belong to exactly one clan at any given time.

The clans are as follows:

Camarilla clans
Brujah
Gangrel
Malkavian
Nosferatu
Toreador
Tremere
Ventrue

Non-Camarilla clans
Democratia
Republicat
Libertaria
Geekish

"Non-Clan" clans
Caitiff

Any player whose clan is not readily discernable is considered a member of the Caitiff clan.

Members of any Camarilla clan are bound by the laws of the Camarilla. Members of non-Camarilla clans are not bound by Camarilla laws, but are bound by laws that, unless otherwise specified, are identical to those of the Camarilla.

Members of the Caitiff clan are not bound by the laws of the Camarilla, but obey the mandate of protecting the Masquerade.

[the word "proposal" is NOT synonymous with the word "essay" *grin* - THS]

9 Hari Accepted The Hunters:

The Hunters are a group of humans who know about vampires, werewolves and the like. They want to remove them from human society, and know how to kill them.
The Hunters know that the haunted house contains werewolves. They know the danger of entering the house, and so will not, but they keep a round the clock vigil to ensure no werewolf leaves the house. They do not know of the presence of Vampires in the house. If anyone leaves the house, they will assume them to be werewolves and shot them with silver bullets. If a Hunter is taken, a point is scored.

8 Fire Bunny Accepted Inhabitants:

i) The witches in the house can make potions to aid any player who asks for their assitance. They may or may not help at their discretion. They will always charge a fee for their help. They are scared of the werewolves and the ghost but like the iguanas.
ii) The werewolves may attack the players. If bitten by a werewolf, a player will become furry. However, they will not become werewolves and they will only have normal fur. Those player drinking the blood of a werewolf, will gain an immunity to attacks from werewolfs. The fur of a werewolf is very magical. Werewolfs are scared of the ghost.
iii) The green iguanas are cute, loverbul and generally wicked. They are friends with all, and werewolfs will follow them in fasination staying one room away so as not to scare them. However, should an iguana be hurt, the witches will gather in a single room, and cast a powerful curse upon the player who hurt it. The werewolfs will also attack that person if they come within one room of them. Iguanas are scared of the ghost.
iv) The ghost is a powerful wraith who used to own the house. His spirit will roam until he has his revenge on the prince.
v) All living creatures are scared of the prince.

[accepted with significant adjustment of spelling and layout, courtesy of THS - TP]

7 Hari Rejected I propose that the name of the game be changed from Nomic: The Masquerade to Nomic: The Bat. This is because of the long association between bats and vampires and because everyone should have a bat named Nomic.

[i have sent hari a list of reasons why this proposal was rejected *grin* - TP]

6 Wyldshaman Accepted 2. How to Play:

A Proposal is submitted by completing the supplied form [Submit a Turn] whereupon the Proposal will be sent to THS. Similarly, a Point of Order may also be submitted [Submit a Point of Order]. A person becomes a Neonate (new player) at the submission of their first Proposal or Point of Order.

5 Wyldshaman Accepted The Primogen(v1.1):

The Primogen is a group of players that advise the Prince. The Prince picks his primogen from the current players. Once a player is picked to be a member of the primogen he will be known as an Elder. An Elder may renounce his seat among the primogen at any time by submitting a point of order stating such, at which point he is no longer an Elder and the Prince must select a new member of his Primogen. If the Prince wants to destroy one of the blood, remove, change, or enact a change to the rules he must have the support of at least one of the Elders. There must be at least two Elders at all times, no more then 10% of the players may be Elders after the required two.

4 Wyldshaman Rejected The Primogen is a group of players that advise the Prince. The Prince picks his primogen from the current players. Once a player is picked to be a member of the primogen he will be known as an Elder. The only way an Elder can leave the Primogen is by being destroyed. If the Prince wants to destroy one of the blood, remove, change or enact a change to the rules he must have the support of at least one of the Elders. There must be at least two Elders at all times, no more then 10% of the players may be Elders after the required two.

[rejected on the grounds that the destruction of a character just so that i can remove him from the primogen seems excessive - TP]

3 The Reverend Accpeted Any person my leave the starting house by means of the front door. When they leave they are in a small town, so they must keep the masqurade. The town is cammarila run so all rules apply.
2 Fire Bunny Rejected All players must have fangs and may use them on anything except another player, TP or THS. If any creature enters the room while a player is using them, they are declared to be in breach of the first tradition. Also, in the hope of rodent control, players MUST use them if on any pigeons found to be in any rooms. Failiure to do so wil result in the players being declared to be in a state of 'Terribly Weird Isolated Pleasure In Nomes Garden', or TWIPING for short.

[er.... what the fuck? - qo]

1 Fire Bunny Accepted The playing area in which the players start is a haunted house, containing ghost, witches, green iguanas, werewolves, and other stuff. It is ten rooms by ten rooms on the ground floor and in the basement, 8 rooms by 8 rooms on the second floor, and has two towers forming the third floor each of 4 by 4 rooms. Players start downstairs, in random locations.

 


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