Proposal 4156
Institutionalized Backing Stuff Thingee
else...if
Due: Sat May 1 17:23:21 1999
Sphere: Tocpe
Status: accepted
{{[I'm disconnecting Backers from Institutions because they don't
fit under the current Insts. structure, and I don't think it's a good idea
to drasticly revamp Insts. to support them. As it stands now, chess is
badly messed up, so I ask you to vote for this and reintegrate them with
Insts. after if that's what you wnat.]}}
Amend rule 16-1-8 to read as delimited by FRIENDSANDFAMILY, and
renumber it to rule 16-2.
FRIENDSANDFAMILY
All player are either Swingers or Non-Swingers. A Non-Swinger may
choose to Back a Swinger as a public action. If the Swinger and more than
half of that Swinger's Backers accept the Non-Swinger publicly, than the
Non-Swinger ceases to Back any other Swingers, and becomes a Backer of the
Swinger who accepted him. A Backer may cease to Back a Swinger as a public
action. As a public action, a Backer may approve a Support Payment of a
specified number of A$. If, within seven days, more than half of the
Backers of the same Swinger approve the Support Payment, it is Ordered.
One week after the Support Payment is ordered, all active Backers of that
Swinger automatically transfer the specified number of A$ to the associated
Coalition. Backers who don't own the specified number of A$ cease to be
Backers; this is the only way a Backer can cease to be one involuntarily.
If a Swingership is Warm, a Backer may publicly approve that it be
transfered to a specified player. If, within one week, more than half of
the Backers approve that the Swingership be given to the same player, and
the player accepts, than the Swingership is transfered to that player. As
a public action, A Backer may approve changing the Swinger's salary. If
more than half of the Backers of a Swinger approve the same salary change
with seven days, the Swinger's salary is set to that amount.
Coalitions are unownable, named entities. Each Swingership has an
associated Coalition. Coalitions may only own A$ and Point Pointers. A
Swinger may order eir Coalition to buy PartyChessPieces for the Swinger as
a public action. The cost of the piece is transfered to the Treasury from
the Coalition, and the Swinger receives the PartyChessPiece. If the
Swinger would not be allowed to purchase the Piece, e may not order eir
Coalition to. Point Pointers are ownable, nameless entities which may not
be owned by anything other than a Coalition.
FRIENDSANDFAMILY
Proposal 4157
How much wood...
else...if
Due: Sat May 1 18:14:46 1999
Sphere: Hypnotist of Ladies
Status: accepted
Repeal sections III and IV from 6-1 and iv from 6-1-4. Renumber
the sections of 6-1-4 accordingly.
Append the following SECRETARY delimited text to rule 6-1
SECRETARY
III. There are two Cabinets, the Upperand Lower Cabinets. A player
is a member of a Cabinet if e is an officer or acting officer for an office
which is in that Cabinet. The Substitutes for a Cabinet are the voting
Officers in that Cabinet who hold those offices in a non-Acting capacity,
ordered in the same order as the offices they hold.
The following offices are in the Upper Cabinet, from first to last:
President, Speaker, Clerk of the Courts, Financier, Scorekeeper, Promoter,
Tabulator, Count Tabula, Postmaster, Rule-Harfer, Web-Harfer, Map-Harfer,
Org-Harfer, Trinket-Harfer, Treasure-Harfer, Illuminatus. The following
offices are in the Lower Cabinet, from first to last: Registrar, Herald,
Dean, Spelling Exchequer, General Contractor, Dungeon Master, Evil Math
Troll, Poet Laureate, Scaremonger.
IV. When a player goes on vacation, e may name one player to be the
Acting Officer for em for each office e holds. An Acting Officer may
resign as an Acting Officer as a public action, and may optionally specify
a replacement at that time. If no voting or nonvoting player holds a given
functional office in any capacity (for instance because the holder went on
vacation or resigned as Acting Officer without specifying a replacement),
the office is assigned to the first Substitute in that office's Cabinet who
has not resigned as Acting Officer for that office since it was last held
in a non-Acting capacity.
SECRETARY
Proposal 4160
Merrily we fall along
else...if
Due: Wed May 12 16:30:57 1999
Sphere: Tocpe
Status: accepted
Move rule 17 to 17-2
Create rule 17, "Ambassador" to read as the following
THISONCEWASTHELIAISON-delimited text
THISONCEWASTHELIAISON
The office of Ambassador is a political office. The Ambassador is
the delegate<0> of Ackanomic to the InterNomic Treaty Organization<0> as
defined in rule 17-1. The Ambassador must always be subscribed to the
offical INTO-mailing-list<0>.
Any player may call an Agreement hearing on an InterNomic-Treaty<0>
which Ackanomic has not signed or a Disagreement hearing on an
InterNomic-Treaty<0> which Ackanomic has signed<0> and which allows
Ackanomic to unsign<0> it. The Ambassador is the Hearing Harfer on both
types of hearings. The valid responses to an Agreement hearing are "No! We
want to mess up things for ourselves, without help from those
black-helicopter flying INTO goons!" and "Surrender control to those
black-helicopter flying INTO goons!". If the result is the latter than the
Ambassador should sign<0> the treaty<0> the hearing was called on for
Ackanomic. The valid responses to a Disagreement hearing are "What's your
problem? Our rulers are doing a great job of pretending they still have
power" and "Never mind prosperity for all, let's return to the dark ages".
If the result is the latter the Ambassador should unsign<0> the treaty<0>.
The Ambassador may never sign<0> a treaty<0> which has terms which include
hyphens, greater than, or less than signs, unless all such signs have a
space on at least one side.
Should the INTO Archivist<0> be a player of Ackanomic then that
player receives the SHF as a monthly salary for bringing glory to Ackanomic.
If a word or string of hyphenated words is followed by a less than
sign, a nonnegative integer, and then a greater than sign: [<n>] then the
word is considered to be equivalent to the way that word or that word with
the hyphens replaced by spaces is used in INT#n<0>. No other terms or
words used in the rules are considered to be the same as any terms defined
in an InterNomic-Treaty<0>. If n is 0 then it means the term is considered
equivalent to a term defined in the INTO-rules<0>.
THISONCEWASTHELIAISON
Create rule 17-1, "INTO Ruleset" with the following
RULESANDREGULATIONS-delimited text
RULESANDREGULATIONS
Everything in this rule after this sentence is the ruleset of the
InterNomic Treaty Organization
Rule 1:
The Archivist is responsible for tracking InterNomic Treaties.
Rule 2:
The Archivist selects the official mailing list, and must make a
public notification of any changes to it. The first Archivist will be Uri
Bruck (bruck@actcom.co.il) and the first mailing list will be
internomic@muppetlabs.com.
Rule 3:
A notification is public if it is sent to everyone subscribed to
the mailing list.
Rule 4:
A Nomic may designate a single delegate to the InterNomic Treaty
Organization. Changes to the identity or the initial announcement of a
delegate must be made by public notice. If there is an ambiguity about the
identity of the delegate, the Archivist should determine the correct
identity by inspecting the ruleset of that Nomic and other documents
relating to that Nomic. If the rules and other documents for a Nomic are
not available on the Web, then that Nomic must make them available to the
Archivist in order have a delegate.
Rule 5:
The Archivist is elected. When there is no Archivist, Treaties may
not be made or signed. If public notice is made that there is no
Archivist, and no public notice is made by the Archivist contradicting this
fact for one week, then nominations begin. A person nominates emself by
making public notice of this. After one week of nominations, each Nomic,
through its delegate, may vote for a candidate via public notice. Two
weeks after the votes begin, the person who received the most votes becomes
Archivist. If there is a tie, a runoff is held between tied people as if
nominations had just ended and those two were the only nominees. Note that
this ay require multiple runoffs.
Rule 6:
A person proposes a Treaty by making public notice of the content
of the treaty. For two weeks after it is proposed, a Treaty is
preliminary. After a Treaty has been preliminary for two weeks, it becomes
an official InterNomic Treaty if it has been endorsed by at least three
people, one of whom must be a delegate, including the player who proposed
it (who is automatically assumed to endorse it). Otherwise it is
destroyed. Endorsements may only be made by public notice.
Rule 7:
When a Treaty becomes an official InterNomic Treaty, the Archivist
must assign it the smallest positive integer not already assigned to a
Treaty and make its content available upon request (preferably be storing
it on a web page). In any occurances of the string "INT#n" in that Treaty,
the "n" is replaced by the number of the Treaty.
Rule 8:
Any Nomic, through its delegate, may sign an InterNomic Treaty by
making public notice of this. The signing succeeds if and only if the
Nomic has met all prerequisites within the Treaty for signing it. The
Archivist should track which Nomics have signed a Treaty along with the
content of the Treaty. A Nomic may remove its signature from an InterNomic
Treaty unless the Treaty puts restrictions on doing so, in which case the
Nomic must meet those restrictions before doing so.
Rule 9:
Although Nomics are expected to abide by an honor code, and obey
the treaties they have signed, there is no general enforcement method in
existance. Treaties should include enforcement when it is neccessary.
RULESANDREGULATIONS
Proposal 4161
Time to Cash in Our Chips
else...if
Due: Wed May 12 20:53:22 1999
Sphere: Tocpe
Status: rejected
Replace the rules with the following TAKETWO-delimited text
TAKETWO
Immutable Rules
100. This game shall be known as Phoenix
101. All players must always abide by all the rules then in effect,
in the form in which they are then in effect. The rules in the Initial Set
are in effect whenever a game begins. The Initial Set consists of Rules
100-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the
200's are mutable. Rules subsequently enacted or transmuted (that is,
changed from immutable to mutable or vice versa) may be immutable or
mutable regardless of their numbers, and rules in the Initial Set may be
transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment,
repeal, or amendment of a mutable rule; or (2) the transmutation of an
immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new
rules are mutable; immutable rules, as long as they are immutable, may not
be amended or repealed; mutable rules, as long as they are mutable, may be
amended or repealed; any rule of any status may be transmuted; no rule is
absolutely immune to change.)
104. All rule-changes proposed in the proper way shall be voted on.
They will be adopted if and only if they receive the required number of
votes.
105. Every player is an eligible voter.
106. All proposed rule-changes shall be written down before they are
voted on. If they are adopted, they shall guide play in the form in which
they were voted on.
107. No rule-change may take effect earlier than the moment of the
completion of the vote that adopted it, even if its wording explicitly
states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for
reference. The numbers shall begin with 301, and each rule-change proposed
in the proper way shall receive the next successive integer, whether or not
the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the
proposal to reenact it. If a rule is amended or transmuted, it receives the
number of the proposal to amend or transmute it. If an amendment is amended
or repealed, the entire rule of which it is a part receives the number of
the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules
may be adopted if and only if the vote is unanimous among the eligible
voters. Transmutation shall not be implied, but must be stated explicitly
in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the
immutable rule takes precedence and the mutable rule shall be entirely
void. For the purposes of this rule a proposal to transmute an immutable
rule does not "conflict" with that immutable rule.
111. If a rule-change as proposed is unclear, ambiguous,
paradoxical, or destructive of play, or if it arguably consists of two or
more rule-changes compounded or is an amendment that makes no difference,
or if it is otherwise of questionable value, then the other players may
suggest amendments or argue against the proposal before the vote. A
reasonable time must be allowed for this debate. The proponent decides the
final form in which the proposal is to be voted on and, unless the Judge
has been asked to do so, also decides the time to end debate and vote.
112. The state of affairs that constitutes winning may not be
altered from achieving n points to any other state of affairs. The
magnitude of n and the means of earning points may be changed, and rules
that establish a winner when play cannot continue may be enacted and (while
they are mutable) be amended or repealed.
113. A player always has the option to forfeit the game rather than
continue to play or incur a game penalty. No penalty worse than losing, in
the judgment of the player to incur it, may be imposed.
114. There must always be at least one mutable rule. The adoption of
rule-changes must never become completely impermissible.
115. Rule-changes that affect rules needed to allow or apply
rule-changes are as permissible as other rule-changes. Even rule-changes
that amend or repeal their own authority are permissible. No rule-change or
type of move is impermissible solely on account of the self-reference or
self-application of a rule.
116. Whatever is not prohibited or regulated by a rule is permitted
and unregulated, with the sole exception of changing the rules, which is
permitted only when a rule or set of rules explicitly or implicitly permits
it.
Mutable Rules
201. A player may make a proposal at any time by informing the other
players of it.
202. Players vote by informing the other players of their vote, and
may vote for or against.
203. A rule-change is adopted after one week if and only if
two-thirds of the votes cast are in favor, otherwise it fails. If this rule
is not amended by the end of the second complete circuit of turns, it
automatically changes to require only a simple majority.
204. The players who vote against winning proposals shall receive 10
points each.
205. An adopted rule-change takes full effect at the moment of the
completion of the vote that adopted it.
206. When a proposed rule-change is defeated, the player who
proposed it loses 10 points.
207. Each player always has exactly one vote.
208. The winner is the first player to achieve 200 (positive) points.
209. At no time may there be more than 25 mutable rules.
210. If two or more mutable rules conflict with one another, or if
two or more immutable rules conflict with one another, then the rule with
the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself
that it defers to another rule (or type of rule) or takes precedence over
another rule (or type of rule), then such provisions shall supersede the
numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to
defer to one another, then the numerical method again governs.
211. If players disagree about the legality of a move or the
interpretation or application of a rule, then the player who made the most
recent proposal other than the player raising the dispute is to be the
Judge and decide the question. Disagreement for the purposes of this rule
may be created by the insistence of any player. This process is called
invoking Judgment.
When Judgment has been invoked, the next player may not begin his or
her turn without the consent of a majority of the other players.
The Judge's Judgment may be overruled only by a unanimous vote of
the other players. If a Judge's Judgment is overruled, then the player
preceding the Judge in the playing order becomes the new Judge for the
question, and so on, except that no player is to be Judge during his or her
own turn or during the turn of a team-mate.
Unless a Judge is overruled, one Judge settles all questions arising
from the game for one week, including questions as to his or her own
legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges
may, however, settle only those questions on which the players currently
disagree and that affect the completion of the turn in which Judgment was
invoked. All decisions by Judges shall be in accordance with all the rules
then in effect; but when the rules are silent, inconsistent, or unclear on
the point at issue, then the Judge shall consider game-custom and the
spirit of the game before applying other standards.
TAKETWO
Destroy everything except for the rules and the players
Proposal 4171
Compound Interest
O Olde Alpha
Due: Mon May 31 13:45:27 1999
Sphere: Wombles of Wibbledon
Status: accepted
This is a Silly Proposal.
This is a Grandiose Proposal.
Create a rule named "Evil Laboratory" as a child of rule 10-1 with the
following BATMAN delimited text:
BATMAN
The Evil Laboratory is a Cosy building and a Common Location. A player at
this location may demand that the resident Chemist, Swanson the Tungsten
Flea, create a compound. Unfortunately, Swanson is an Evil Chemist (Tungsten
Fleas always were a bit twitchy) and is prone to bouts of insanity.
To make a compound, a player must have the necessary chemical ingredients
and pay the Standard Harfer Fee. Swanson then experiments with the chemical
ingredients causing them to react and create the compound
requested although there is a one in six chance that Swanson will create a
different chemical. If this is the case, a random determination must be made
to determine which of the rule defined chemicals (other than the one
requested) the player receives.
BATMAN
Create a new rule named "Illuminatine" as a child of rule 7-17 with the
following FOREVER delimited text:
FOREVER
Illuminatine is a metallic element. Any player may create a nose-sack of
Illuminatine in eir possession by publicly declaring; "It takes five people
to make a conspiracy." [Nicholas Cage in Snake Eyes, Brian De Palma
director] but only if eir score is twenty-three.
FOREVER
Create a new rule named "Harfium" as a child of rule 7-17 with the following
SOUNDTRACK delimited text:
SOUNDTRACK
Harfium is an element. Any player may create a nose-sack of Harfium in eir
possession if they are Harfmeister or if they are Funky and Stylish. If they
do so, they immediately lose that title.
SOUNDTRACK
Create a new rule named "Cheesium DiHarfide" as a child of rule 7-17 with
the following WIBBLE delimited text:
WIBBLE
Cheesium DiHarfide is a Compound. It has the following ingredients; one
nose-sack of Cheesium, two nose-sacks of Harfium.
A player may convert Cheesium DiHarfide into a random puzzle piece as a
public action.
WIBBLE
Proposal 4178
huh?
rufus
Due: Sun Jun 6 13:57:27 1999
Sphere: Wombles of Wibbledon
Status: rejected
Declared Harfy: at Fri Jun 4 06:30:10 1999 by K 2
This is a Grandiose Monkey.
{King Felix gains 5 points, and a blue mustache. rufus loses 5 points}
Create a rule named "Declaration of War: Canada" as a child of rule 17-2
with the following text as delimited by RCMP:
RCMP
[Canadians are all around us. They dominate our culture. Leonard Cohen,
William Shatner, Mike Myers, Jim Carrey, Michael J Fox, that guy from Due
South (no, I don't watch it... ok I saw some of them - it wasn't that bad -
stop looking at me like that). We cannot allow them to continue.]
Ackanomic does hereby issue a declaration of war against the nomic known as
Canada.
RCMP
Proposal 4180
Canadian Spies
Trent
Due: Tue Jun 8 18:10:03 1999
Sphere: Wombles of Wibbledon
Status: accepted
Declared Harfy: at Fri Jun 4 06:27:33 1999 by K 2
Create a rule numbered 10-1-8-1 called 'SWORD' with the following
INFILTRATOR-delimited text:
INFILTRATOR
There is a project in Ackanomic called Secret Weapons and Ordinance
Research Development (SWORD). It is housed in a secret underground
laboratory 50 floors below the bottom level of the monolith, and is
reachable by a secret elevator. In it, Ackan technicians work on
newfangled weaponry with which to fight off Canadians and other bad guys.
Occasionally, Ackan technicians sell weaponry secrets to the Canadians, who
always disavow any knowledge of it, and say that 'that information was
declassified years ago anyways.' However, the Canadians fear the SWORD
project and consequently have vowed to destroy it.
Thus, if Canada ever wins a war against Ackanomic, then the SWORD project
shall be determined to have been bombed out of existence, along with the
monolith. If this occurs,
1) rule 10-1-8 will be renamed 'Former-Monolith' and its text replaced with
the following CRATER-delimited text
CRATER
Acka used to have a monolith, but it was bombed into oblivion by the
Canadians. Now all that remains is a large blast crater and a few
scattered piles of rubble
CRATER
2) this rule will repeal itself
INFILTRATOR
Proposal 4184
Blatant Grab for Power (Reprise)
Slakko
Due: Mon Jun 14 12:38:25 1999
Sphere: Hypnotist of Ladies
Status: accepted
This is a Modest Proposal.
[The Speaker has a lot of duties as defaults. One of them no longer
really seems appropriate, given the range of data tracked by other players
and indexed by the Web-Harfer.]
Amend Rule 6-4-1, "Speaker", by removing section (viii), and renumbering
section (ix) to section (viii).
Amend Rule 6-4-3, "Web-Harfer", by inserting the following
TRANSFER-delimited text immediately before the text "The Privileges are:"
TRANSFER
(c) To track any game state information or data that the Rules require
to be tracked, but do not specify elsewhere who is to track it, and to
make that information available to any player on request or as needed
[e.g. player locations, thread split information].
TRANSFER
Proposal 4186
A Minority of One
Slakko
Due: Mon Jun 14 12:38:46 1999
Sphere: Hypnotist of Ladies
Status: accepted
Declared Harfy: at Tue Jun 8 14:50:39 1999 by K 2
Create a new Rule, numbered 2-1-4, with text as delimited by TYRANT below:
TYRANT
If a proposal is rejected, and exactly one player voted to reject the
proposal, then that player shall receive the title of Tyrant, and any
other player who possesses the title of Tyrant shall lose it. If the
player in question was already the Tyrant, then their score shall be
reset to 0, and the points gained or lost distributed equally amongst all
other players (rounding away from 0).
Whenever a player is made Tyrant by application of this rule, their
Voting Characteristic shall be increased by 1, and they shall receive
500 Mannna. However, votes sent to the Tabulator from a player who is
the Tyrant are only valid if they lie between -100 and 100 inclusive.
TYRANT
Proposal 4194
Meet The New Boss
King Felix
Due: Wed Jun 16 13:56:18 1999
Sphere: Wombles of Wibbledon
Status: accepted
This is a Modesto.
Amend rule 6-20-1 ("SHF") by replacing the quoted text:
"
Every month on the 24th (or the next three days), the Financier must
announce the SHF for the next month, which must be a legal value for the
SHF, as a OD.
"
with the quoted text:
"
Every month on the 24th (or the next three days), the Financier may announce
the SHF for the next month, which must be a legal value for the SHF, as a
OD. If the Financier does not make this announcement, the new SHF is
considered to be the same value as it was in the previous month.
"
Proposal 4195
Oregon Trail
T. T. Ren
Due: Thu Jun 17 04:15:40 1999
Sphere: Anti-Canada Kamikaze Alliance
Status: accepted
amend rule 10-2 by
1) inserting the following TELEPORT-delimited text between the second and
third paragraphs
TELEPORT
In order to offer or accept a trade, or to gift any entities, the donator
and the recipient must be in the same region. This does not apply to any
rule-mandated payments (CFCJ punishments, for example), or to any
transaction between the treasury and another entity.
TELEPORT
2) removing the second sentence of the fifth paragraph
3) replacing the final paragraph with the following FRONTIER-delimited text:
FRONTIER
The Town is a region of Ackanomic located beyond the Wilds. The default
location for the Town is the Hitching Post.
All Kaas of Land and all Buildings are located in either the City or the
Town, unless otherwise specified by the Rules.
Beyond the Town is the region known only as the Outer Territories.
FRONTIER
Amend rule 10-2 by:
1) replacing the first instance of 'in the City' with 'in the City or Town'
2) appending to the first paragraph 'The Town always has exactly 81 kaas.'
3) replacing 'describing the position of Kaas' with 'describing the
position of City Kaas'
4) appending to the rule 'Kaas in the Town are referred to the same way,
but with reference to the Hitching Post. They are also prefaced with T to
distinguish them from City Kaas.'
Amend rule 10-2-1 by:
1) replacing all instances of 'Kaa' with 'City Kaa'
2) appending to the first sentence: 'or a Town Kaa for A$20'
{{[Land is cheap in the Town, but the Treasury won't buy it back]}}
Create rule 10-4-2, named Map of the Town, with the following
CLONE-delimited text:
CLONE
The Map of the Town is a map which represents the region of Ackanomic known
as the Town. It should display all locations found within the Town (that
are not themselves within another location). This includes, but is not
limited to, Kaas of land, Buildings, and Towers. The Map of the Town should
also represent in some way whatever lies immediately outside the bounds of
the Town, if anything. The Town itself is square, and the Hitching Post is
in the center of the Town.
The Map-harfer is the officer in charge of the Map of the Town, and is
responsible for maintaining its accuracy. If a location is known to be in
the Town, but exactly where it is in the Town is unknown, then it is the
duty of the Map-harfer to specify a place on the map for that location."
CLONE
Create rule 10-1-9, named Hitching Post, with the following
COWPOKE-delimited text:
COWPOKE
The Hitching Post is a common location at the geographic center of the
Town. It is where Ackans dry and dusty from travel tie their animals or
vehicles. Any player at the Hitching Post may tie any animal or vehicle
they own to the Hitching Post as a public action. It is the Crime of
Hogging the Water Hole for one player to have more than one animal or
vehicle they own tied to the hitching post.
COWPOKE
Proposal 4198
You ate WHAT?!?
T. T. Ren
Due: Fri Jun 18 23:43:59 1999
Sphere: Anti-Canada Kamikaze Alliance
Status: accepted
Append to Rule 7-17 (Chemicals) the following INGEST-delimited text
INGEST
Any player may ingest one nose-sack of a chemical e owns as a public
action, provided e has not done so within the past week. If the effects of
ingestion are not specified for that particular chemical, one of the
following effects is chosen. The probability of receiving any given effect
is equal to the number in parentheses following it divided by the sum of
all the numbers in parentheses.
Poison (20) The Ingestor must be rushed to the Hospital, where e is given a
miracle antidote. E loses 10 points and is charged three times the SHF for
the procedure.
Vomiting (18) The Ingested Chemical causes an attack of Vomiting, followed
by the ingestor passing out. E wakes up in gaol with a headache, and loses
25 mannna.
Brain Damage (14) The Intelligence Characteristic of the Ingestor is
lowered by 1, if it is greater than 2. If it is 2 or lower, e loses 5
points instead.
Intoxication (4) The Ingestor wanders around in a drunken stupor, and
eventually falls asleep on the steps of Town Hall. When e wakes up, e
discovers that e enlisted in the Ackanomic Armed Forces.
Hallucinations (2) The Ingestor's location is changed to Fairy Land, and e
gains a point and 20 mannna, and becomes Enlightened.
Mutation (1) The Ingestor receives a random mutation of the sorts available
at the AIGR.
Spontaneous Combustion (1) The Ingestor catches fire and runs screaming to
the River, where e throws emself in. Eir Fire Characteristic increases by
1, and all otzma and goose cards the player owns are burned up and destroyed.
INGEST
Append to rule 7-17-1 (Ancientium) the following GURU-delimited text:
GURU
Ingestion of a nose-sack of Ancientium causes the Ingestor's Wisdom
Characteristic to increase by 1.
GURU
Proposal 4200
get off your ASS
Ai! Pedrito!
Due: Sun Jun 20 01:43:37 1999
Sphere: Anti-Canada Kamikaze Alliance
Status: accepted
repeal rule 7-16-3 (Werewolves of London)
create rule 7-16-3, entitled Ass Song: Pomp and Circumstance, with the
following GRAD-delimited text:
GRAD
Title: Pomp and Circumstance
Artist: Sir Edward Elgar
Trigger: Whenever any player receives a degree.
Duration: Three and a half hours [the length of a graduation]
Cost: A$350
Effect: All citizens of Acka in the City except those in Gaol change
location to the University to watch the graduation. If the Speaker posts a
commencement address while the song is playing, e is paid the SHF for eir
motivational speech. If any player other than the Speaker posts a public
message while the song is playing, e receives A Shushing and is placed in
Contempt. Just as the song ends, every player who was present at the
University receives 10 mannna except the Dean, the Speaker, any players who
were shushed, and the player receiving eir degree.
Explanation: "We are gathered here today to honour an extraordinary class,
full of teachers, artists, politicians, and visionaries for the future of
our world. The students you see before you today have worked long and hard
to Yadda Yadda Yadda promising and enthusiastic Blah Blah Blah hopes and
dreams to help shape tomorrow's Blah Blah Blah pleased to announce our
commencement speaker, the Speaker of Ackanomic." [The Dean]
GRAD