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http://principiadiscordia.com/cramulus/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter= Cramulus - New pages [en] 2024-05-19T18:03:54Z From Cramulus MediaWiki 1.27.0
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http://principiadiscordia.com/cramulus/index.php/Memeplex Memeplex 2013-09-11T16:55:26Z <p>Cramulus: </p> <hr /> <div>== Memeplexes ==<br /> <br /> A game of ideological warfare.<br /> <br /> <br /> <br /> == SETTING UP ==<br /> <br /> <br /> Each player has his own deck, which may be customized before the game. Each deck contains a mix of Meme cards and Ideology cards. <br /> <br /> In center of the table, there&#039;s a space called &quot;public awareness&quot;, which has three slots.<br /> <br /> <br /> <br /> <br /> == PUBLIC AWARENESS ==<br /> <br /> <br /> The three public awareness slots can be occupied by one meme card at a time. If a slot is open, someone may play a card into it. To remove a meme from public awareness, it must be countered with another meme.<br /> <br /> <br /> == THE OBJECT ==<br /> <br /> <br /> The goal of the game is to play ideology cards, which go face up in front of you. Each ideology has a score (which represents how hard it is to enact). The first player with 10 ideological points wins.<br /> <br /> An ideology can only be played if certain memes are present in public awareness. For example, the &quot;Scientism&quot; ideology can only be played if the Science and Atheism keywords are present in public awareness.<br /> <br /> <br /> <br /> == MEME CARDS ==<br /> <br /> <br /> Each meme card has several keywords, such as &quot;science&quot;, &quot;religion&quot;, &quot;event&quot;, et cetera. Meme cards also have a numeric rating for their persuasiveness.<br /> <br /> A meme card which is in play can be countered by another meme which shares at least one keyword and has a higher persuasiveness rating.<br /> <br /> For example, the card &quot;Asch Confirmity Experiment&quot; has the keyword &quot;Science&quot;, &quot;Anti-Authority&quot;, and a persuasiveness rating of 4. To beat it, you have to play another meme with the science or anti-authority keyword and a persuasiveness of 5 or higher.<br /> <br /> Certain cards may have special rules. For example, &quot;Scholarly Debate&quot; has a persuasiveness of 3, but it gets +5 if used against a card with the mysticism keyword.<br /> <br /> <br /> <br /> <br /> <br /> == ON YOUR TURN ==<br /> <br /> <br /> During your turn, you may play two meme cards and, if the right memes are in public awareness, one ideology card.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> == Design Brainstorm Space ==<br /> <br /> The game has five &quot;colors&quot; (think: Magic)<br /> <br /> *Science/Technology. &#039;&#039;Cards include: Computers, Internet, Bill Gates, Bad Ass Cars, Richard Dawkins&#039;&#039; <br /> *Religion/Mysticism. &#039;&#039;Cards include: The Pope, Deepak Chopra, Westboro Baptists&#039;&#039; <br /> *Politics. &#039;&#039;Cards include: War, Elections, Revolution, Obama, Gun Laws&#039;&#039; <br /> *Consumerism / Entertainment. &#039;&#039;Cards include: Youtube, hip hop, The Video Music Awards, Summer Blockbuster&#039;&#039; <br /> *Corporate / business: &#039;&#039;Cards include: Lobbyists, Standardized Testing, Copyright Law&#039;&#039; <br /> <br /> <br /> Then there are keywords which cut across multiple &quot;colors&quot;:<br /> <br /> *Philosophy<br /> *Academic<br /> *Finance<br /> *Spirituality<br /> *Cool<br /> *Offensive<br /> *Scandal<br /> *Group</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Adventure_Scripts Adventure Scripts 2012-06-05T03:49:08Z <p>Cramulus: Created page with &quot;== Zombies!! == === Characters === Everybody chooses character sheets from the following list: *Medic *Gunner *Martial Arts *Survivalist Everybody also gets a zombie character ...&quot;</p> <hr /> <div>== Zombies!! ==<br /> <br /> === Characters ===<br /> Everybody chooses character sheets from the following list:<br /> *Medic<br /> *Gunner<br /> *Martial Arts<br /> *Survivalist<br /> <br /> Everybody also gets a zombie character sheet.<br /> *3 hp<br /> *slow<br /> *can infect an unconscious character on 3-count<br /> *when you die, return to a respawn point<br /> <br /> <br /> <br /> === Special Rules ===<br /> <br /> The Injured status - you are slow and weak unless you&#039;re on painkillers.<br /> <br /> Infection - if infected by a zombie, you have five minutes to return to the bunker and receive a dose of zombie-cure. At the end of your five minute count, you will turn into a zombie.<br /> <br /> <br /> <br /> <br /> === Setup ===<br /> <br /> Players choose an area to be the Bunker. It contains the following resources:<br /> *10 bandages<br /> *Medical table:<br /> **3 doses of zombie-cure (name needed)<br /> <br /> *a storage locker containing<br /> **1 painkiller per player<br /> **3 ammo per character<br /> <br /> Players do not start off equipped with their weapons. They must place their weapon a minimum of 100 feet away from their starting position.<br /> <br /> Players agree on at least 5 zombie respawn points. <br /> <br /> One designated player secretly chooses an area to be the drop point and draws a map which indicates its location. This map is left at one of the zombie respawn points. One of the zombies will drop it at the end of scene 1.<br /> <br /> A secret ballot determines who begins as a zombie. Roughly 1/3rd of the players should start as zombies.<br /> <br /> <br /> === Script ===<br /> <br /> ==== Scene 1 ====<br /> <br /> Players go about their daily lives. Weapons are positioned at least 100 feet away from character&#039;s starting positions. One or more of the players has been injured - some crazy bastard bit them! They may choose whether or not to reveal this.<br /> <br /> Suddenly, one of the injured players turns! At this point, zombies attack.<br /> <br /> Each zombie gets 3 lives. After each death, they respawn at a time of their choosing - they may respawn individually or as a group.<br /> <br /> One of the zombies drops the map which indicates the drop point.<br /> <br /> ==== Scene 2 ====<br /> <br /> Zombies are no longer slow. They may set two additional respawn points.<br /> <br /> Each zombie gains 10 lives.<br /> <br /> Players attempt to reach the drop point while zombies try to kill them.<br /> <br /> At the drop point, the players find 1 Resource.<br /> <br /> Bonus round: on one of the zombie&#039;s last lives, he will drop another map?</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Laws_of_Live_Warfare Laws of Live Warfare 2012-05-17T23:55:12Z <p>Cramulus: Created page with &quot;== Live Combat == All weapons in the game must be padded foam boffer weapons which are safe to fight with. Our goal is that no one should get hurt while playing. Though your cha...&quot;</p> <hr /> <div>== Live Combat ==<br /> <br /> All weapons in the game must be padded foam boffer weapons which are safe to fight with. Our goal is that no one should get hurt while playing. Though your character may be injured or killed, you (the player) shouldn&#039;t suffer the same risk.<br /> <br /> Any character can use a one handed foam “boffer” weapon. All weapon swings do one point of damage unless you call something out, in which case they may inflict more damage, or a status effect. Certain skills will allow you to use game calls with your weapon.<br /> <br /> Weapons larger than 48 inches are called Great Weapons and require two hands to use. To use a great weapon or shield you must have the skill [[Skill Martial Styles|Martial Styles]]. Both hands must be on the weapon&#039;s grip in order for a hit or block to count. Martial Styles also allows you to use a shield. The perimeter of a shield must be covered in foam. A shield may not be used to attack or touch another player in any way.<br /> <br /> To use a weapon in your off hand, you must have the skill [[Skill Two Weapon Styles|Two Weapon Styles]]. One of the weapons must be a short weapon or dagger. <br /> <br /> Weapons must be safety-approved by the Warden of whatever territory you are in.<br /> <br /> <br /> __Weapon Type_________Measurements__<br /> <br /> Small weapons..............Up to 24”<br /> Short weapons..............25” – 36”<br /> Long weapons...............37” – 48”<br /> Great weapons..............49” – 72”<br /> <br /> If your swing connects with your opponent&#039;s body on anywhere except for the hands, head, neck, or groin, the opponent takes a point of damage (called a wound). All swings must be between roughly 45 and 90 degrees and must be delivered with a safe approved boffer weapon. <br /> <br /> It is considered courteous to call &quot;hit&quot; or &quot;ouch&quot; or &quot;got it&quot; after you are hit to let your opponent know that you registered the attack. We encourage you to role play the damage – after all, you just got hit with a sword – act like it! <br /> <br /> &#039;&#039;&#039;Drum Rolling:&#039;&#039;&#039; Any swings of less than 45 degrees, or more than three strikes against the same body part do not count. This is called &quot;machine gunning&quot; or &quot;drum rolling&quot;. <br /> <br /> &#039;&#039;&#039;Flurries:&#039;&#039;&#039; After you take three swings, whether they hit or miss, you must pause for at least one full second. If someone attacks you and does not pause, every additional hit after the third does not count. You must say &quot;flurry&quot; to indicate to your opponent that the attack did not effect you because they have not paused. <br /> <br /> <br /> === Safety Guidelines ===<br /> <br /> &#039;&#039;&#039;Lightest Touch:&#039;&#039;&#039; Our game uses a &quot;lightest touch&quot; boffer style. This means that you only need to swing hard enough to touch your opponent with your weapon. A hit still counts even if it only grazed you. There is no such thing as &quot;not swinging hard enough for the hit to count&quot;. <br /> <br /> We want to emphasize that “boffer sword” fighting is an entirely unique style – it is not trying to emulate what a real sword fight would be like, nor is it trying to be overly-realistic. The emphasis in boffer combat is on speed, skill, and finesse – not strength or landing hits on vital areas. <br /> <br /> &#039;&#039;&#039;Charging:&#039;&#039;&#039; You are not allowed to touch your opponent in any way shape or form except for through safety-approved boffer weapons and spell packets. Any type of body contact is called &quot;charging&quot; An opponent is also charging if they are close enough to you so that you can reach out and touch their torso. <br /> <br /> &#039;&#039;&#039;Violations:&#039;&#039;&#039; People who are found to be fighting in an unsafe way may be issued a yellow card or red card from a local Warden. If a Red Card is presented, you (the player) will have your right to use weapons removed for the night. <br /> <br /> &#039;&#039;&#039;Legal Targets:&#039;&#039;&#039; Strikes to the head, neck, or groin are illegal. Shots against the hands do not count if they are currently holding something. Anyone found to be repeatedly striking these spots will be issued a yellow or red card by a warden. Safety reports may be filed on the website.<br /> <br /> &#039;&#039;&#039;Weapon Construction:&#039;&#039;&#039; In order to ensure that all weapons are safe, they must adhere to certain safety guidelines, as described in [http://www.scribd.com/doc/25019109 this document]. At any time, the Warden of the territory you are in may ask to check your weapon. If they find any fault with its construction, such as thin foam or exposed pipe, they will reject the weapon. This means you may not fight with it until it is fixed or remade.<br /> <br /> <br /> <br /> <br /> [[Category: Flipside]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Laws_of_Turn_Based_Warfare Laws of Turn Based Warfare 2012-05-17T23:54:37Z <p>Cramulus: Created page with &quot;== Turn Based Combat == When the game is in &quot;turn based&quot; mode, and a fight breaks out, somebody will call out &quot;Fight!&quot;. At this point, everybody freezes where they stand. In T...&quot;</p> <hr /> <div>== Turn Based Combat ==<br /> <br /> When the game is in &quot;turn based&quot; mode, and a fight breaks out, somebody will call out &quot;Fight!&quot;. At this point, everybody freezes where they stand. <br /> <br /> In Turn Based Combat, players take turns making a single action. The encounter is divided into rounds - during a round, each player gets to go once. <br /> <br /> === Round sequence ===<br /> <br /> The Initiator (whoever initiated the encounter by calling &quot;FIGHT&quot;) gets to go first. The sequence of the round is determined by proximity to the Initiator. Whoever is standing closest to him goes next. If more than one player is equally close, the Initiator will choose the order in which they act. Once the first round has passed, people will continue to act in this order until everybody agrees the combat is over.<br /> <br /> === Die Rolls ===<br /> <br /> &#039;&#039;&#039;Do you hit?&#039;&#039;&#039; All players should be carrying a 20 sided die. It is advisable to carry a clear plastic box or flat surface to aid in rolling. Any time you attack, roll the d20. A roll of 10 or higher counts as a hit. Certain skills, items, or powers might affect this roll.<br /> <br /> === On Your Turn ===<br /> <br /> During your turn, you may take one action. Your options:<br /> <br /> *&#039;&#039;&#039;Attack&#039;&#039;&#039;: Make a normal attack using a weapon you&#039;re holding. <br /> **If you target another player with a melee attack, you must be close enough to touch the person&#039;s torso. If you are holding a weapon prop, you must be close enough to touch them with the weapon.<br /> **If you target another player with a ranged attack, you must be within 20 feet of them, and must be able to see their head or torso. Line of sight cannot be broken by an object that the person holds.<br /> *&#039;&#039;&#039;Move&#039;&#039;&#039;: Take 5 steps in any direction. At the end of the move, you are allowed to crouch, lay down, or otherwise take cover. You must maintain that position until the next time you move.<br /> *&#039;&#039;&#039;Change Gear&#039;&#039;&#039;: Draw a weapon, sheath a weapon, otherwise change what you&#039;re holding.<br /> *&#039;&#039;&#039;Skill&#039;&#039;&#039;: Use an ability from your character sheet.<br /> <br /> &#039;&#039;&#039;Opportunity Attacks&#039;&#039;&#039;: If you make a ranged attack while another player is within arm&#039;s reach of you and has a melee weapon ready, they can make an attack immediately afterwards for free.<br /> <br /> <br /> <br /> &#039;&#039;&#039;Performing Long Actions, Passage Of Time&#039;&#039;&#039; - A combat round represents about 10 seconds of real time. If the rules refer to an action taking 30 seconds, that means it takes 3 full rounds. If something takes 3 seconds to complete, it still takes one full round. Each time you perform the action, you must say it out loud. <br /> <br /> For example, to use the &quot;Take a breath&quot; skill, you must concentrate for 30 seconds. That means you must spend 3 consecutive turns where your only action is saying &quot;Take a breath&quot;.</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/The_Book_of_Imperial_Law The Book of Imperial Law 2012-05-17T22:20:37Z <p>Cramulus: </p> <hr /> <div>== Imperial Rules For All Citizens ==<br /> <br /> <br /> * &#039;&#039;&#039;Follow the Law&#039;&#039;&#039;: Everyone in the empire must adhere to all Imperial Rules. Breaking the Imperial Rules is known as cheating.<br /> * &#039;&#039;&#039;The Method Law&#039;&#039;&#039;: Things which take place in the Empire should always be treated as if they really happened. While a sword may be made out of foam and duct tape, when it is held by somebody in the Empire, it really is a sword. If somebody throws a lightning bolt at you, act like you were hit by a lightning bolt. Always talk about things that happen in the Empire as real things that happened, even when you are not in the Empire.<br /> * &#039;&#039;&#039;The Law of Honor&#039;&#039;&#039;: Play fair, don&#039;t cheat. Cheating ruins the game for everybody. If somebody is cheating, stop playing with them.<br /> * &#039;&#039;&#039;The Law of Safety&#039;&#039;&#039;: Be safe. Nobody should be injured in a way that carries into Mundania. Do not engage in risky situations.<br /> ** &#039;&#039;&#039;Charging&#039;&#039;&#039;: Do not make body contact or touch other people. In a combat situation, the closest you may move is arm&#039;s length.<br /> ** &#039;&#039;&#039;Lightest Touch&#039;&#039;&#039;: We use a &quot;lightest touch&quot; fighting system. When attacking someone with a weapon, you only need to touch them. You don&#039;t need to hit hard in order for your hit to count. If someone is swinging too hard, politely let them know.<br /> ** &#039;&#039;&#039;The Safety Marshal&#039;&#039;&#039;: At every gathering, one person is designated as the &quot;safety marshal&quot;. By default, it is the person hosting the event, but it could be anybody that is agreed on by a majority of people. The safety marshal is responsible for ensuring that all boffer weapons are safe, nobody fights on stairs or other dangerous areas, and people are fighting safely. The safety marshal is empowered to issue warnings ((yellow card)), and remove people from the Empire ((red card, stop playing)).<br /> * &#039;&#039;&#039;Keep It Real&#039;&#039;&#039;: Do not break any laws of Mundania. Anything that you shouldn&#039;t do in Mundania, you also shouldn&#039;t do in the Empire. Don&#039;t create noise disturbances, trespass, or otherwise break the Mundane (real world) law. <br /> ** &#039;&#039;&#039;The Law of Nondisturbance&#039;&#039;&#039;: While in the Empire, do not take actions which might disturb Mundanes. Events in the Empire take place in public, so we must take precautions to make sure we don&#039;t endanger people or break the law. This is one of the reasons why most citizens don&#039;t wear outlandish costumes or get in sword fights inside the mall. If you are in a crowded restaurant, it is definitely inappropriate for you to start throwing spells at people. Even mindless monsters cannot swing their weapons in contexts where it might scare people, accidentally hit a bystander, or draw police attention. <br /> * &#039;&#039;&#039;The Law of Alternate Persona&#039;&#039;&#039;: Blue Arm Bands and persona badges indicate that the person is not who they appear to be, they are an alternate persona. They are possessed by one of the spirits of the Empire ((sometimes known as &quot;playing an NPC role&quot;)). Treat them like a totally separate person. Information learned while an alternate persona cannot be used when not possessed, and vice versa.<br /> <br /> <br /> == Entering or Leaving the Empire ==<br /> <br /> * &#039;&#039;&#039;Coming Aboard&#039;&#039;&#039;: When you wear an Imperial badge or arm band, you are in the Empire. Anybody not wearing a badge or arm band is outside of the empire, sometimes known as Mundania. You cannot try to hide or camouflage your badge in any way to conceal whether you are in Mundania or the Empire. You can only enter or leave the Empire when you&#039;re off-stage.<br /> * &#039;&#039;&#039;Off Stage&#039;&#039;&#039;: &quot;Off-Stage&quot; refers to any area where there are no citizens of the Empire watching. You are off stage whenever you&#039;re not near by other citizens. <br /> * &#039;&#039;&#039;Pursuit and Escape&#039;&#039;&#039;: If you&#039;ve recently fought someone, or there are other citizens who might be looking for you, you must stay off stage for at least ten minutes before you leave the Empire.<br /> * &#039;&#039;&#039;Coming On Stage&#039;&#039;&#039;: There are certain times when you may be able to enter the Empire &quot;on stage&quot;. For example, you may be dead, but you are raised as an undead. Or you might be a monster who is touching a respawn point. In these cases, you are in the Empire and vulnerable to attacks and calls from the moment you put on your badge or arm band.<br /> * &#039;&#039;&#039;Cuts in Play&#039;&#039;&#039;: This rule is very important. If someone is hurt ((for real)), call out &quot;Cut!&quot; If you hear someone call &quot;Cut!&quot;, you must immediately stop what you&#039;re doing and go down to one knee. If you see other people on one knee, they is probably a cut in effect and you should also go down to one knee. When the action is cut, time is frozen. During a cut, you may not communicate with friends, planning strategy, or fighting.<br /> **Cuts can be used to clarify rules or describe a special scene or effect, though this will not happen often. Since calling a Cut stops the game, do not call cuts lightly. They are usually used for emergencies, or to improve the flow of the game.<br /> **When the game resumes from a Cut, the person who called the cut will yell &quot;everybody ready? 3-2-1, Action!&quot; <br /> <br /> == Property and Equipment ==<br /> <br /> * &#039;&#039;&#039;Tags:&#039;&#039;&#039; Some Imperial items have a tag, a slip of paper which describes the item&#039;s properties. For example, a magic sword might have a tag which says &quot;Once per day, you can swing this sword for 5 damage&quot;.<br /> * &#039;&#039;&#039;Props&#039;&#039;&#039;: If the tag describes a physical item, you must have a prop which looks like that item in order to use it. So the tag alone is not enough to use a magic wand - you must also find an object which fits the description written on the tag (like a chopstick or twig). The tag should, if possible, be attached to the prop.<br /> * &#039;&#039;&#039;Searching and Stealing&#039;&#039;&#039;: If someone is unconscious, paralyzed, asleep, or otherwise incapacitated, you may whisper them, &quot;I search you.&quot; There are two types of searches: Quick Searches and Full Searches.<br /> ** A &#039;&#039;&#039;Quick Search&#039;&#039;&#039; involves grabbing an object out of an unconscious character&#039;s hands. Obvious items such as swords, worn talismans, or any immediately visible prop can be taken immediately.<br /> ** A &#039;&#039;&#039;Full Search&#039;&#039;&#039; is needed to take items out of pockets and pouches. You must count to sixty while pretending that you&#039;re patting down and searching the person. During this 60 seconds, the target of the search will pull out all his in-game tags and shuffle them. At the end of the 60-count, he will then fan them out, and you may pick one. If someone searches you, please be quick to hand over your items and do not whine or take an extra-long time to get them out in hopes that someone will come and save you from being robbed. Items that aren&#039;t a part of the game cannot be taken at all. <br /> **You can only be targeted by a Full Search once per person per hour. That means that if someone full searches you at 11 PM, that person can’t do it again until midnight.<br /> **All props remain property of the owner even if they are stolen in-game. A tag may change hands, but the prop itself must be returned to the person who it&#039;s been stolen from at the earliest convenience.<br /> **Certain tags, labeled &quot;unstealable&quot;, cannot be stolen.<br /> <br /> <br /> == Calls ==<br /> <br /> * &#039;&#039;&#039;Calls&#039;&#039;&#039;: Certain words, known as &quot;calls&quot;, indicate an effect that takes place in the Empire. For example, if someone says &quot;3 damage&quot; while swinging a sword at you, you will take 3 wounds if it hits. A complete list of calls can be found here: [[List of Game Calls]]<br /> ** &#039;&#039;&#039;Weapon Verbals&#039;&#039;&#039;: If you are delivering a call with your weapon, you must say the call as you&#039;re swinging. <br /> ** &#039;&#039;&#039;Ranged Verbals&#039;&#039;&#039;: If you&#039;re delivering a call with a spell packet or foam gun, you must say the call before you throw the packet or fire the shot. &#039;&#039;&#039;ED: MOVE R/W VERBALS TO THE LIVE COMBAT PAGE&#039;&#039;&#039;<br /> * &#039;&#039;&#039;The Reaction Rule&#039;&#039;&#039;: Any time you are hit with a call, you must react appropriately. If somebody says &quot;2 damage&quot; and hits you with a sword or packet, you don&#039;t have to drop to the ground screaming, but you should at least go &quot;ugh&quot;.<br /> ** If you use up an expendable skill and the target doesn&#039;t act like they were hit or call a defensive skill in reply, the skill is not used up. At the very minimum, they have to call “ugh” to indicate to you that they registered the attack.<br /> <br /> == Mortality ==<br /> <br /> * &#039;&#039;&#039;Attacks&#039;&#039;&#039;: All weapons deal one point of damage (called a wound). People can use certain skills and abilities which may change this – if they use a call or specify a number of damage when they attack, the weapon delivers that game effect or number of damage &#039;&#039;instead&#039;&#039; of a wound.<br /> <br /> * &#039;&#039;&#039;Health&#039;&#039;&#039;: Every character has a certain number of health. This is the number of wounds they can take before they lose consciousness. All characters begin with five health. You cannot fall into negative numbers. For example, if you have two health left, and somebody hits you for ten damage, you will only be at 0 health.<br /> <br /> * &#039;&#039;&#039;Armor&#039;&#039;&#039;: Certain spells or abilities can grant you additional protection, called armor. Armor works just like health, except that points of armor are lost before health. Once it is lost, armor is not refreshed by healing spells, it needs to be refit. The spell or ability which grants you the armor will describe how to refit it. You may only benefit from armor from one source. If you have multiple spells or abilities which grant you armor, they do not stack, you only use the highest of them. For example, if you were granted 1 point of armor from a spell, and 1 point of armor from an item, you still only have one point of armor. <br /> <br /> * &#039;&#039;&#039;Unconsciousness&#039;&#039;&#039;: When you have zero health left, you must fall down and act like you&#039;re knocked out. This lasts for five minutes. While you&#039;re playing dead, you can&#039;t look around, call out for help, use items or skills, or do anything. If you&#039;re lying in the middle of a battle, you&#039;re allowed to crawl a few feet over so you don&#039;t get stepped on.<br /> ** Once you reach 0 health, you will be knocked-out for five minutes. While unconscious, you are helpless against any attempts to kill you. <br /> **&#039;&#039;&#039;Death Blows&#039;&#039;&#039;: During this time someone may lay a weapon on your torso and deliver a Death Blow. To do this, they say &quot;Death Blow 1, Death Blow 2, Death Blow 3&quot;. This must take at least three seconds, and anyone may stop it by knocking the killer&#039;s weapon aside. When the blow is finished, you say &quot;I die&quot;, and take off your game badge or arm band. If someone death blows you while you are still conscious, you may say &quot;no effect&quot; and ignore the blow.<br /> **&#039;&#039;&#039;Waking Up&#039;&#039;&#039;: If you are unconscious for five minutes and you do not receive a death blow, you will have completed a 5-minute rest. You regain all your health and encounter skills, and are conscious again.<br /> <br /> * &#039;&#039;&#039;Death&#039;&#039;&#039;: If you are killed, you immediately leave the Empire for the rest of the day. You may return to the Empire again tomorrow after 6:00 AM. <br /> <br /> *&#039;&#039;&#039;Dragging Someone&#039;&#039;&#039;: An incapacitated or otherwise immobile person may be dragged. To do this, you must have two free hands (so all items you are holding must be sheathed or dropped). Put a hand on the persons shoulder and say &quot;I drag you&quot;. Once they stand up, you may move at a walking speed with them. Using any skills or taking damage while dragging causes the dragged person to be dropped. They must must lie down at that spot. If you pick that person up again, you have to wait for them stand back up.<br /> <br /> *&#039;&#039;&#039;Rules of Warfare&#039;&#039;&#039;: When you are in a place where live combat is allowed, you must follow the [[Laws of Live Warfare]]. When you are in a place where it would be inappropriate to swing weapons, shoot Nerf guns, and throw spells, use the [[Laws of Turn Based Warfare]].</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/The_Book_of_Customs The Book of Customs 2012-05-17T19:19:37Z <p>Cramulus: </p> <hr /> <div>== The Custom of Citizenship ==<br /> <br /> In order to join the Empire, one must take the Oath of Citizenship. The Oath must be made out loud with at least two witnesses. The Emperor recommends that these witnesses should be citizens of the Empire, but if none can be found, any bystanders will suffice. <br /> <br /> &#039;&#039;I hereby declare, on oath, that I will support and defend the Empire of Chimerica against all enemies, foreign and domestic; that I will bear allegiance to the same; that I will follow the Imperial laws and customs; and that I take this obligation freely without any mental reservation or purpose of evasion.&#039;&#039;<br /> <br /> Upon swearing the Oath of Citizenship, you have the option of choosing a moniker, handle, holy name, or persona by which you will be known. If you do, announce, &quot;From this day forth, in the Empire of Chimerica, I shall be known as &lt;name&gt;&quot;. <br /> <br /> <br /> == The Custom of Conquest ==<br /> <br /> In order to claim land for the Empire, one must perform the Ceremony of Conquest. <br /> <br /> First, you must select an unclaimed location to conquer. This could be a house, park, part of a park, basement, back yard, restaurant, coffee shop, clearing in the woods, town square, area around a monument, or any other place that citizens might gather.<br /> <br /> You may name the territory you are claiming.<br /> <br /> You must choose the territory&#039;s &quot;mode&quot;, ie, whether the combat is turn-based or real time.<br /> <br /> While at this territory, you must make a proclamation before a minimum of three citizens of the Empire. While there, you must elevate yourself (perhaps by standing atop a soap box, table, or chair) and read the proclamation of conquest.<br /> <br /> After you read the proclamation, there is a ten minute window during which anybody may challenge you for ownership of the territory. You may choose at least three types of competition. Your challenger will choose from this list when issuing a challenge. If they win the challenge, they may perform the Ceremony of Conquest. If they lose, they may not challenge you again for a full month.<br /> <br /> &#039;&#039;&#039;Examples of challenges:&#039;&#039;&#039;<br /> *battle<br /> *Foot race<br /> *chess match<br /> *poker tournament<br /> *riddle contest<br /> *board game<br /> <br /> You must provide any props or objects required by your challenges. For example, if somebody wishes to challenge you to a duel, you must have a sword on hand they can use for the duel. <br /> <br /> Be fair!<br /> <br /> <br /> &#039;&#039;&#039;Proclamation of Conquest:&#039;&#039;&#039;<br /> <br /> &#039;&#039;I &lt;name&gt; hereby claim this territory in the name of the Chimerican Empire. I do hereby declare and proclaim myself MAYOR and PROTECTOR of &lt;describe the area you are conquering&gt;, and name it &lt;name&gt;.<br /> <br /> If anyone would like to challenge me for ownership of this territory, they have ten minutes to do so. &#039;&#039;<br /> <br /> Non citizens may challenge you as well! If they are interested, have them take the Oath of Citizenship.</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Wards Wards 2012-05-01T03:25:20Z <p>Cramulus: </p> <hr /> <div>Wards are locations where gameplay is focused. Wards are created in-game by completing a quest from the [[Playbook]]. <br /> <br /> &#039;&#039;&#039;How to create a territory:&#039;&#039;&#039;<br /> <br /> #Go to the location you wish to create.<br /> #Perform the action described on the quest page.<br /> #Take pictures!<br /> #Create a [http://dreamings.ning.com/groups group] for that territory. <br /> #Mark your territory on the [http://dreamings.ning.com/page/4797885:Page:60 Map of the Dreaming]. Link to your [http://dreamings.ning.com/groups group] from there.<br /> #Use the [http://dreamings.ning.com/groups group] to coordinate activities which take place there. <br /> <br /> You may only own two Wards at a time: one hideout and one barony. A hideout cannot be contested by other players. But the owner of a barony can be challenged for its control. <br /> <br /> As the owner of a Ward (referred to as a Warden), you have two roles:<br /> *&#039;&#039;&#039;Out-Of-Game Duties:&#039;&#039;&#039; You are responsible for moderating the game, including designating dangerous areas, performing weapon safety checks, and policing rules violations. You may act in this capacity even when you are out of game. Your personal motivation has no bearing on these duties. (You must be fair when performing a safety check, even for your enemies)<br /> *&#039;&#039;&#039;In-Game Duties&#039;&#039;&#039;: You are considered the owner of this part of the Flipside. You feel connected to it, and responsible for maintaining it. In order for it to remain active, you must occasionally spend time there. If you host occasional gatherings there, you gain the ability to vote for a Shaper.<br /> <br /> <br /> ==Game Mode==<br /> When you create a territory, you may specify that it is &quot;live combat&quot; mode or &quot;turn based&quot; mode. <br /> <br /> You may specify also specify parts of it to be &quot;combat ok&quot; or &quot;non combat&quot;. If it is &#039;&#039;non combat&#039;&#039;, no combat may take place in that area. If it is &#039;&#039;combat ok&#039;&#039;, combat is allowed at any time. You may restrict combat to certain times or certain areas as well. <br /> <br /> For example, if you Gamescaped your house, you probably wouldn&#039;t want people swinging weapons around and destroying everything. You would designate your house as &#039;&#039;non combat,&#039;&#039; except for the back yard, which is &#039;&#039;combat ok&#039;&#039;. If players hang out in your back yard, they could attack each other at any time.<br /> <br /> A corporate park may be a good spot for a fight in the evening, but would fighting during the daytime wouldn&#039;t be &quot;keeping it real&quot;. Somebody&#039;s house can be a ward, but if you are not welcome there, it is still trespassing if you show up uninvented.<br /> <br /> This information is included in the description of your Group.<br /> <br /> == Banishment ==<br /> <br /> If you are the Warden of a territory, it is your job to make sure that the Flipside game rules are enforced. If combat is allowed there, you are responsible for safety checking the weapons. (See this [http://www.scribd.com/doc/25019109/Weapon-Safety weapon assembly and safety guide]. The safety checklist is on the last page.) If someone is fighting unsafely or cheating, you should give them a yellow card. If they continue to cheat or play in an unsafe manner, you give them a red card to banish them from the area. <br /> <br /> You do not need to actually present them a card. You may simply inform them, &quot;I am issuing you a yellow card because you&#039;ve hit Jake in the face three times.&quot; When issuing a card, be calm and professional, and don&#039;t make a big scene of it.<br /> <br /> If you banish a player with a red card, they must leave the Ward for the remainder of the night. After several red card violations, you may choose to banish a problematic players permanently. Please note that this banishment is a penalty for breaking the game rules or endangering other players, not for in-game disputes. You shouldn&#039;t use this ability to banish your character&#039;s enemies or people you don&#039;t like.<br /> <br /> <br /> == Contested Territory ==<br /> <br /> Some Wards can be contested and taken over by other players. You may contest someone else&#039;s title by challenging them to a competition.<br /> <br /> The competition may take any form that the Warden agrees to. Generally, a challenge is issued a few days before the tournament itself. If the Warden loses the competition, ownership of that territory goes to the victor. The challenger may not dispute the territory again for one month. The Warden may also voluntarily bequeath the territory to someone else.<br /> <br /> Common forms of competition include the following:<br /> *chess matches<br /> *foot races<br /> *scavenger hunts<br /> *dueling - you must win 5 of 7 bouts take the territory<br /> *eating or drinking contests<br /> *public vote<br /> <br /> <br /> == Fertility ==<br /> <br /> A territory may be &quot;fertile&quot; or &quot;infertile&quot;. <br /> <br /> Some Astral Magic may only be cast if the territory is fertile. These spells may create items or resources valuable within the Dreaming.<br /> <br /> In order to be Fertile, the territory must have hosted an in-game gathering of at least 2 people on at least 2 of the last 30 days.<br /> <br /> <br /> <br /> == Atmosphere ==<br /> <br /> You can use lighting or music to enrich the experience of the people who hang out in your territory. Safe or Dangerous areas are often designated with red or blue lights. Music should be non-intrusive and help build the atmosphere you want to create. <br /> <br /> Props and decorations can help set the tone, but also can be a way to artistically augment a section of the real world by creating features which might be found in a dream.<br /> <br /> <br /> ===Folklore===<br /> <br /> You&#039;re encouraged to develop the folklore and mythology of your territory.<br /> <br /> One method for developing folklore is to invent local traditions. Traditional activities are great reasons for people to gather in-game. You might tell people, &quot;At least once a month, we have to stand on the bridge and drop rocks into the water to scare the river demon.&quot; As people ask you questions about the river demon, you can ad-lib answers, developing and nuancing the folklore of your territory.<br /> <br /> Your area might have certain superstitions, (&quot;If you sit under this tree at midnight, you&#039;ll be inspired.&quot;) or inhabitants that are somehow always off-stage (&quot;I&#039;ve seen these big winged creatures fly overhead some times.&quot; or, &quot;There&#039;s a dragon sleeping under this bar. You can hear him snoring sometimes.&quot;)<br /> <br /> Your area might have a particular history. You can write a backstory for your region which gives it a certain role within the Dreaming. For example, a haunted territory may be the site of an ancient battle. A Feast Hall may have had previous owners who taught some secret recipes. <br /> <br /> These stories are considered true as long as you are the owner of the territory. If your territory becomes part of a [[Dream Countries|dream country]], a [[The Shaper|Shaper]] may make your folklore affect the game through use of the word Veritas. In addition to keeping your folklore as an oral tradition, you can post documents or information to your [http://dreamings.ning.com/groups group page]. <br /> <br /> Folklore may build on the Dreaming&#039;s setting, or other folklore, but should not directly contradict it. For example, you can specify that the Goblins you encounter in this territory have English accents, but you cannot specify that &#039;&#039;all&#039;&#039; Goblins have English accents.<br /> <br /> Territories are encouraged to collaborate and participate in each other&#039;s background / folklore. Dream characters do understand that the &quot;reality&quot; of these backgrounds are somewhat localized. You can live in a region where monsters have taken over the entire Dreaming except your little cluster of territories, and if you drive a few towns over, that&#039;s not necessarily true anymore.<br /> <br /> <br /> ==Social Networking==<br /> <br /> After you&#039;ve created a territory, there are two things you should do to ensure that others can find it.<br /> <br /> *Create / Manage a [http://dreamings.ning.com/groups Group] for your territory on the Dreaming Social Networking site. Be sure to include how to find the location and when people tend to meet there. Indicate any safe / dangerous areas. If you are hosting an event there, such as a Dream Walk, Ritual, or other game activity, post about it in advance so that people know where/when people are gathering.<br /> *Go to [http://www.communitywalk.com/dreaming the community map page] and click on the &quot;Build This Map&quot; tab. Add a push pin for your location, and link it to your [http://dreamings.ning.com/groups Group] page.<br /> <br /> If your territory changes hands, you must promote the new Warden to administrator and then demote yourself.<br /> <br /> [[Category:TheDreaming]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Social_Networking_Site Social Networking Site 2012-04-25T16:19:42Z <p>Cramulus: /* Profile */</p> <hr /> <div>== Visual Notes ==<br /> <br /> palette: http://kuler.adobe.com/#themeID/1890091 (use the cream color for background)<br /> <br /> fonts: http://1001freefonts.com/western-fonts.php<br /> **I&#039;m particularly liking bleeding cowboys for the main title font. Maybe dry goods, edmunds, or trading post for the headers.<br /> <br /> == Profile ==<br /> <br /> Your profile contains a few non-standard pieces of info....<br /> <br /> * Level - a number determined by your XP value / 10<br /> * XP - a number. this is modified by the website in a few different circumstances<br /> <br /> <br /> <br /> &#039;&#039;&#039;Inventory&#039;&#039;&#039;: You have a digital inventory, displayed on your profile. The game can assign items to you after you go on an adventure. Players can send items to one another. If you have an item code, you can enter it and it will add the corresponding item to your inventory. Item codes are unique, and are generated when a player prints an adventure. The codes also need to be validated, which is done automatically on the day of the event.<br /> <br /> <br /> <br /> <br /> Your profile lists all the territories you own, with links to their pages.<br /> <br /> == Territories == <br /> <br /> These are pages connected to a physical space in the real world. Each territory must have a GPS coordinate or be somehow linked to a map.<br /> <br /> A territory may have an owner, which is a player.<br /> <br /> If you are the owner, you have a button &quot;relinquish territory&quot; which passes ownership to another player. If you&#039;re the owner, you have moderation privileges for that page.<br /> <br /> A territory can be marked &quot;public&quot; or &quot;private&quot;.<br /> <br /> <br /> <br /> On the territory page, there&#039;s a button that takes you to the Event Summary interface. After you run a live adventure, you&#039;ll go into the event summary interface where there&#039;s a dropdown, and a list of available adventures. When you select one, it brings you to a form where you can submit info about that. See below.<br /> <br /> <br /> === Facilities ===<br /> <br /> <br /> <br /> <br /> == Events ==<br /> <br /> The create event button is located on a territory page. Events must be linked to a territory. You can invite people to events. After the event is completed, there&#039;s an Event Summary form available where people can submit data about the event. Basically, everybody who participated gets a chance to post pictures, video, or text. <br /> <br /> On the event page, there&#039;s a section for attendees. You can tag other users who were at the event. Everybody who attended gets 2 XP.<br /> <br /> If you attended, you may post any number of pictures to the event page. This earns +1 xp<br /> <br /> If you attended, you may post any number of videos to the event page. This earns +1 xp<br /> <br /> If you attended, you may post a 200+ word narrative to the event page. This earns +1 xp<br /> <br /> == The Map == <br /> <br /> Players can access a google-maps style game map. Pushpins mark established game territories.<br /> <br /> Players should be able to view upcoming events on a map. They can see what events in their area are coming up.<br /> <br /> == Achievements ==<br /> <br /> After accomplishing certain objectives, players earn achievements which are displayed on their profile.<br /> <br /> Each achievement is linked to a private storefront offering a game accessory from a print on demand site.<br /> <br /> [[Category: Flipside]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Card_Combat Card Combat 2012-04-25T13:27:00Z <p>Cramulus: </p> <hr /> <div>&#039;&#039;&#039;NOTE: THIS SEGMENT IS ON HOLD OR CANCELLED I DUNNO WHATEVER EAT SHIT&#039;&#039;&#039;<br /> <br /> The Card-based combat rules are a way to resolve conflict using game cards. This style of gameplay is ideal if you&#039;re playing in a space where live boffer combat might not be acceptable, like a library or busy street.<br /> <br /> <br /> == The Deck ==<br /> <br /> Everybody should have access to a game deck. These can be purchased on the game website. If a group of people are sharing a deck, shuffle it up, and divide the cards roughly evenly between them.<br /> <br /> Before gameplay, decks may be customized. You may remove any number of cards from your deck.<br /> <br /> Each player draws a &quot;hand&quot; of 5 cards. All other cards will remain in a pocket, called a Draw pile. Another pocket will be your Discard pile. <br /> <br /> Each card has a number (1-10) representing its speed. A higher number means a faster card. <br /> <br /> In order to play a card, you must hold it up and say its name.<br /> <br /> == The Round ==<br /> <br /> A round begins when somebody plays a card. This player is called the Round leader. As soon as this happens, everybody in the vicinity must freeze where they stand. Everybody participating in the round picks one card to play. Every player gets a turn in order of distance from the round leader. (so the person closest to the round leader reacts first). Once you&#039;ve picked a card, you&#039;re committed to it - you can&#039;t change cards after the round starts moving. Once everybody has taken a turn or passed, the round ends. <br /> <br /> At the end of the round, everybody draws until they have 5 cards in their hand again.<br /> <br /> If more than one person wants to initiate a round at once, all potential round leaders pick the card they wish to play. They are then committed to playing that card for the round. The person holding the card with the highest speed is the Round leader. <br /> <br /> === Your Turn ===<br /> <br /> &#039;&#039;&#039;Movement:&#039;&#039;&#039; Before you play the card, you have the option of decreasing its speed in order to move. For each point that you decrease the card&#039;s speed, you may take one step. All your movement must be used up at once - you can&#039;t move before AND after a card. Once you&#039;ve finished moving, you&#039;re locked into that position until the round ends. <br /> <br /> Unless you&#039;re the round leader, you&#039;ll have picked a card &#039;&#039;before&#039;&#039; your turn comes up. When you play that card, hold it up and announce its name, speed, and effects.<br /> <br /> <br /> For example, let&#039;s say you have an attack card with a speed of 8. You are at least four steps away from the person you want to hit. So you may decrease your card&#039;s speed by 4 in order to take 4 steps before the attack. If you actually made it there in three steps, the last step is wasted - you can&#039;t use it after the attack.<br /> <br /> <br /> <br /> == Classes ==<br /> <br /> Depending on which class your character belongs to, you will have different options for how to use cards. <br /> <br /> &#039;&#039;&#039;Melee&#039;&#039;&#039; attacks can target a person within arm&#039;s reach. In order to play the attack card, you must be close enough to touch your opponent.<br /> <br /> &#039;&#039;&#039;Ranged&#039;&#039;&#039; attacks can target any person you can see. In order to play the attack card, you must be able to see at least 50% of the person&#039;s torso. Other players don&#039;t count as blocking this line of sight. If your target is crouched behind furniture or another unmovable obstacle, you cannot target them. <br /> <br /> Certain players may have skills or abilities which let them use cards in different ways. For example, one class may specify that attack cards with a speed of 5 or higher are melee attacks, whereas lower than 5 is a ranged attack. Another player might have an ability that lets him attack two people at once. Or an ability that lets you apply -1 to damage to your melee attack in order to treat it as if it&#039;s ranged.<br /> <br /> == List of Cards ==<br /> <br /> {| border=&quot;1&quot; cellpadding=&quot;2&quot;<br /> !width=&quot;75&quot;|Name<br /> !width=&quot;20&quot;|Speed<br /> !width=&quot;525&quot;|Description<br /> |-<br /> |Attack|| 1 || Deal 5 Damage<br /> |-<br /> |Attack|| 3 || Deal 4 Damage<br /> |-<br /> |Attack|| 5 || Deal 3 Damage<br /> |-<br /> |Attack|| 7 || Deal 2 Damage<br /> |-<br /> |Attack|| 9 || Deal 1 Damage<br /> |-<br /> |Defend|| 2 || -5 Damage from an attack card with a slower speed.<br /> |-<br /> |Defend|| 4 || -4 Damage from an attack card with a slower speed.<br /> |-<br /> |Defend|| 6 || -3 Damage from an attack card with a slower speed.<br /> |-<br /> |Defend|| 8 || -2 Damage from an attack card with a slower speed.<br /> |-<br /> |Defend|| 10 || -1 Damage from an attack card with a slower speed.<br /> <br /> |}<br /> <br /> <br /> [[Category:Flipside]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/List_of_Game_Calls List of Game Calls 2012-04-25T01:58:50Z <p>Cramulus: </p> <hr /> <div>== the Basics ==<br /> <br /> <br /> Many of the things that happen in the game are explained by the use of “calls”. These are out-of-game words and phrases which describe certain effects. For example, the call &quot;roots&quot; represents a force which pins your foot to the ground. “2 iron” is a call that represents that the attack does two points of damage with an iron weapon. (if you are vulnerable to iron, you take an extra point). It is necessary that you role play when you are hit with these effects. <br /> <br /> If you use up an expendable skill on someone and they don’t role play the effect or call a defensive skill in reply, the skill is not used up. At the very minimum, they have to call “got it” to indicate to you that they registered the attack. If you miss with an attack, it isn&#039;t used up either.<br /> <br /> Sometimes you may be able to call a defensive skill in reply to another attack. For example, some warriors have the ability to parry weapon blows. To do this, you must announce &quot;parry&quot; in response to the attack. After the attack, you have &#039;&#039;&#039;three seconds&#039;&#039;&#039; to use a defensive call.<br /> <br /> == Delivery Methods ==<br /> <br /> *&#039;&#039;&#039;By Weapon&#039;&#039;&#039; – in order to deliver a call through a weapon blow, you must say the call out loud, and then hit your victim in a legal target (anywhere other than their hands, head, neck, or groin). All game weapons must follow weapon safety guidelines. <br /> *&#039;&#039;&#039;By Aura&#039;&#039;&#039; – most spells are cast through small cloth pouches filled with birdseed called Spell Packets (or occasionally “spackets”.) In-game, people refer to these objects as “aura”. If you are holding spell packets, it looks like your hand is glowing with magical aura. In order to cast a spell, you must say the full incantation of the spell and then throw the spell packet. If the packet his your target or anything he or she is wearing or holding, then your spell succeeds.<br /> *&#039;&#039;&#039;Versus X&#039;&#039;&#039; – Some attacks only work against certain targets. The call &quot;5 damage versus fae&quot; will affect a fae, but nobody else.<br /> <br /> <br /> == Duration ==<br /> <br /> Some effects will be instant, like effects that inflict wounds. Others will last longer. Most calls have a duration of &quot;line-of-sight&quot;. This means, the spell still affects you as long as you are within the caster’s line-of-sight. To determine whether or not you are in line-of-sight, imagine a line being drawn between you and the caster. If it is obstructed by buildings or stationary objects for more than ten seconds, the spell is over. To break a line-of-sight spell, you can’t just face the other way or hide behind people – you have to step behind a building or tree for at least ten seconds. <br /> <br /> The duration of any spell that doesn’t deliver an immediate effect (like damage) is line-of-sight unless a different duration is specified. For example, if someone hits you with a “root” attack, you are rooted in place until the caster leaves your line of sight. If the attack states “roots for 1 minute”, you remain trapped for a full minute. <br /> <br /> The duration &quot;until rest&quot; indicates that the effect will go away once you take a five-minute rest.<br /> <br /> <br /> == Calls ==<br /> <br /> &#039;&#039;&#039;Bestow&#039;&#039;&#039; - the target receives a skill, ability, or bonus, as specified. Some bestowed abilities can only be used once, while others can be refreshed like an encounter skill. Unless another duration is specified, all bestowments disappear at 6 AM. <br /> <br /> &#039;&#039;&#039;Bind&#039;&#039;&#039; - your arms are bound to your side. You may still move around. Any attacks that hit your weapons or shield will effect you while &#039;&#039;bound&#039;&#039;.<br /> <br /> &#039;&#039;&#039;Disarm&#039;&#039;&#039; - you must drop the specified item. You may not toss it or throw it. You may pick it up again as soon as it hits the ground and stops moving. If this call is delivered by weapon, the target is the weapon or limb it hits. The call will have no effect if the legs or torso are hit.<br /> <br /> &#039;&#039;&#039;Dispel X&#039;&#039;&#039; - the specified call is ended. For example, if you are effected by &#039;&#039;roots&#039;&#039;, someone could cure before the duration has finished with &quot;dispel roots&quot;. Any unspent charges from an evocation spell can also be snuffed out by a &#039;&#039;dispel&#039;&#039; by targeting &quot;dispel evocation&quot;. <br /> <br /> &#039;&#039;&#039;Drain&#039;&#039;&#039; - While &#039;&#039;drained&#039;&#039;, you cannot take any in-game actions or use any skills.<br /> <br /> &#039;&#039;&#039;Heal&#039;&#039;&#039; – this call heals a point of damage. A number of wounds may be specified, such as &quot;Heal 3&quot;.<br /> <br /> &#039;&#039;&#039;Knockout&#039;&#039;&#039; - you are unconscious and must fall to the ground. You will wake up in 60 seconds.<br /> <br /> &#039;&#039;&#039;Push&#039;&#039;&#039; - the target must immediately move back until they are ten feet away, and cannot use offensive game skills until he does. If he is unable to move back, he must kneel for three seconds. If the target is already ten feet away, this has no effect.<br /> <br /> &#039;&#039;&#039;Refresh&#039;&#039;&#039; - This call recharges one skill. Usually, a specific skill or skill type will be specified, such as &quot;Refresh 1 encounter skill&quot;.<br /> <br /> &#039;&#039;&#039;Roots&#039;&#039;&#039; – When &#039;&#039;rooted&#039;&#039;, your right foot is stuck to the ground. You may pivot on that foot, but cannot move it from that spot.<br /> <br /> &#039;&#039;&#039;Slow&#039;&#039;&#039; - When &#039;&#039;slow&#039;&#039;, you cannot run.<br /> <br /> == Veritas ==<br /> <br /> &#039;&#039;Veritas&#039;&#039;, the Latin word for &#039;&#039;truth&#039;&#039;, is a special game word which means the next thing you are about to say is true within the context of the game. For example, if somebody points to the sky and says &quot;Veritas: There&#039;s a UFO flying overhead!&quot; you must act as if you see the UFO flying overhead. <br /> <br /> Game instructions may also be delivered with the word Veritas. For example, during a Dream Walk, you might hear, &quot;Veritas - the pavement is hot lava. If you step on it, you take one damage.&quot;<br /> <br /> You are only allowed to use the word Veritas if a game ability or Dream Walk script has permitted you to do so. <br /> <br /> === Psychogeography ===<br /> <br /> In Game, a location can have more than one identity. For example, a place can be &#039;&#039;both&#039;&#039; a park near your house &#039;&#039;and&#039;&#039; the ruins of an ancient battleground. Sometimes, (often on Adventure Scenarios) you will venture into fantastic places which coexist with actual geography. <br /> <br /> For example, you might be on an adventure to a temple in the peaks of the Himalayas. As you climb a steep hill, your party leader might say, &quot;Veritas, you can see for hundreds of miles up here!&quot; When you reach the little gazebo at the top of the hill, he&#039;ll say &quot;Veritas - look, over there, the temple!&quot;<br /> <br /> [[Category: Flipside]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Live_Combat Live Combat 2012-04-20T15:17:51Z <p>Cramulus: </p> <hr /> <div>Whenever you are playing Flipside, you must follow the game rules. Depending on where you are playing, combat might be resolved using boffer weapons, toy guns, and birdseed &quot;spell&quot; packets, or it might be resolved using die rolls. The owner of the territory you&#039;re playing in will choose which set of rules will be used.<br /> <br /> Boffer combat is not allowed in places where it would be illegal or dangerous. It may be okay to have sword fights in a park, but not at a mall. A friend&#039;s backyard might be safe for live combat, but not a library. The game distinguishes between these two &quot;modes&quot; of play (live combat and turn based), but many of the game&#039;s rules are common to both modes.<br /> <br /> == Common Rules ==<br /> <br /> These rules are in play no matter which game mode is in effect. <br /> <br /> === The Most Important Rules ===<br /> <br /> # &#039;&#039;&#039;The honor system&#039;&#039;&#039;: Play fair, don&#039;t cheat. Cheating ruins the game for everybody. If somebody is cheating, stop playing with them.<br /> # &#039;&#039;&#039;Safety&#039;&#039;&#039;: Nobody should ever be injured during gameplay. Do not engage in risky situations. Do not make body contact or touch other players. We use a &quot;lightest touch&quot; fighting system. When attacking someone with a boffer weapon, you only need to touch them. You don&#039;t need to hit hard in order for your hit to count. If someone is swinging too hard, politely let them know.<br /> # &#039;&#039;&#039;Keep It Real&#039;&#039;&#039;: Anything that you shouldn&#039;t do in real life, you also shouldn&#039;t do in-game. Don&#039;t create noise disturbances, trespass, or otherwise break the law.<br /> <br /> <br /> <br /> === In-Game and Out-of-Game ===<br /> <br /> There are two “states” that someone can be in. You can be in an “Flipside” state (often reffered to as In-Game, or &quot;IG&quot;), or an “out of game” state (often abbreviated as OOG). To indicate that you are Flipside (and thereby, actively playing the game), wear a game badge or arm band. You cannot try to hide or camouflage your badge in any way to conceal whether or not you are IG or OOG. Likewise, you are not allowed to ask people what state they are in – if you can’t see their badge, you can’t tell whether they’re IG or OOG. <br /> <br /> Sometimes, people in the game might play a pre-written role, called a non-player character, or NPC. Playing an NPC is a bit like method acting - you are playing as an alternate persona which everybody else must treat as real.<br /> <br /> If you see someboyd playing an NPC, treat them as if they&#039;re a different person. If you are playing an NPC role, do not use information you learn as an NPC when you are playing normally. Doing so is called meta-gaming and is a form of cheating.<br /> <br /> <br /> ====Game State Signals====<br /> <br /> *&#039;&#039;&#039;Game Badges&#039;&#039;&#039; indicate that you are in-game as your normal self. &#039;&#039;(note: until the beta test is finished, an arm band will be fine. Arm bands may be any color except blue or orange)&#039;&#039;<br /> *&#039;&#039;&#039;Orange Arm Bands or NPC Badges&#039;&#039;&#039; are special markers which indicate you are playing an NPC. These characters have instructions given to them by an Adventure script or [[the Shaper]]. When you see someone wearing an NPC arm band, you do not recognize them as their normal persona. Any knowledge you learn while NPCing cannot be taken in-game.<br /> <br /> ==== Entering or Leaving ====<br /> <br /> &quot;Off-Stage&quot; refers to any area where there are no players watching. You are off stage whenever you&#039;re not near by other players. You can only enter or leave the game when you&#039;re off-stage.<br /> <br /> If you&#039;ve recently fought another player, or there are other players who might be looking for you, you must stay off stage for at least ten minutes before you take off your badge. <br /> <br /> There are certain times when you may be able to enter the game &quot;on stage&quot;. For example, your character may be dead but you are summoned as an undead. Or you might be a monster who is touching a respawn point. In these cases, you are in-game and vulnerable to game effects from the moment you put on your badge or arm band.<br /> <br /> === Keeping It Real===<br /> <br /> Any action which you shouldn&#039;t take in real life, such as breaking the law, attack strangers with boffer weapons, or kidnapping someone and throwing them in your car, cannot be taken in-game either. In-game this restriction is called &quot;Keeping it Real&quot;.<br /> <br /> While playing the game, do not take actions which might disturb non-players. Our game is played in public, so we must take precautions to make sure we don&#039;t endanger people or break the law. This is one of the reasons why most players don&#039;t wear outlandish costumes or get in sword fights inside the mall. If you are in a crowded restaurant, it is definitely inappropriate for you to start throwing spells at people. Even mindless monsters cannot swing their weapons in contexts where it might scare people, accidentally hit a bystander, or draw police attention.<br /> <br /> === Cuts in Play ===<br /> <br /> This rule is very important. If someone is hurt out-of-game, call out &quot;Cut!&quot; If you hear someone call &quot;Cut!&quot;, you must immediately stop what you&#039;re doing and go down to one knee. If you see other people on one knee, they is probably a cut in effect and you should also go down to one knee. When the action is cut, the game is stopped, and everything should freeze. During a cut, you may not be communicating with friends, planning strategy, or fighting. <br /> <br /> Cuts can be used to clarify rules or describe a special scene or effect, though this will not happen often. Since calling a Cut stops the game, do not call cuts lightly. They are usually used for emergencies, or to improve the flow of the game. <br /> <br /> When the game resumes from a Cut, the person who called the cut will yell &quot;everybody ready? 3-2-1, Action!&quot;<br /> <br /> <br /> <br /> === In-Game Items ===<br /> <br /> Some game items have a &#039;&#039;tag&#039;&#039;, a slip of paper which describes the item&#039;s properties. For example, a magic sword might have a tag which says &quot;Once per day, you can swing this sword for 5 damage&quot;. <br /> <br /> If the tag describes a physical item, you must have a prop representing that item in order to use it. So the tag alone is not enough to use a magic wand - you must also find a stick or object which fits the description written on the tag. The tag should, if possible, be attached to the prop.<br /> <br /> ==== Searching and Stealing ====<br /> <br /> If someone is unconscious, paralyzed, asleep, or otherwise incapacitated, you may go up to the player and say &quot;I search you.&quot; There are two types of searches: Quick Searches and Full Searches. <br /> <br /> * A &#039;&#039;Quick Search&#039;&#039; involves grabbing an object out of an unconscious character&#039;s hands. Obvious items such as swords, worn talismans, or any immediately visible prop can be taken immediately.<br /> * A &#039;&#039;Full Search&#039;&#039; is needed to take items out of pockets and pouches. You must count to sixty while pretending that you&#039;re patting down and searching the person. During this 60 seconds, the target of the search will pull out all his in-game tags and shuffle them. At the end of the 60-count, he will then fan them out, and you may pick one. If someone searches you, please be quick to hand over your items and do not whine or take an extra-long time to get them out in hopes that someone will come and save you from being robbed. Items that aren&#039;t a part of the game cannot be taken at all.<br /> <br /> You can only be targeted by a Full Search once per person per hour. That means that if someone full searches you at 11 PM, that person can’t do it again until midnight. <br /> <br /> All props remain property of the owner even if they are stolen in-game. A tag may change hands, but the prop itself must be returned to the person who it&#039;s been stolen from at the earliest convenience.<br /> <br /> Certain tags, labeled &quot;unstealable&quot;, cannot be stolen. <br /> <br /> <br /> === Calls ===<br /> <br /> Certain game effects are linked to key words, called &quot;calls&quot;. These calls let other people know that a game effect is taking place. For example, if someone says &quot;3 damage&quot; while swinging a sword at you, you will take 3 wounds if it hits. <br /> <br /> If you are delivering a call with your weapon, you must say the call as you&#039;re swinging. If you&#039;re delivering a call with a spell packet, you must say the call &#039;&#039;before&#039;&#039; you throw the packet. <br /> <br /> Any time you are hit with a game effect, you must roleplay your reaction. If somebody hits you with a sword, you don&#039;t have to drop to the ground screaming, but you should at least go &quot;ugh&quot;.<br /> <br /> &#039;&#039;&#039;The RP The Damn Effect Rule&#039;&#039;&#039; - If you use up an expendable skill and the target doesn&#039;t role play the effect or call a defensive skill in reply, the skill is not used up. At the very minimum, they have to call “ugh” to indicate to you that they registered the attack.<br /> <br /> <br /> &#039;&#039;See also:&#039;&#039; [[List of Game Calls]]<br /> <br /> <br /> <br /> === Life and Death ===<br /> <br /> &#039;&#039;&#039;Attacks:&#039;&#039;&#039; All weapons do one point of damage (called a wound). People can use certain skills and abilities which may change this – if they call out a game effect or number of damage when they attack, the weapon delivers that game effect or number of damage &#039;&#039;instead of&#039;&#039; a wound. <br /> <br /> &#039;&#039;&#039;Health:&#039;&#039;&#039; Every character has a certain number of health. This is the number of wounds you can take before you lose consciousness. All characters begin with five health. (You can gain two more by picking the skill &#039;&#039;Toughness&#039;&#039;.) You cannot fall into negative numbers. For example, if you have two health left, and somebody hits you for ten damage, you will only be at 0 health.<br /> <br /> &#039;&#039;&#039;Armor:&#039;&#039;&#039; Certain spells or abilities can grant you additional protection, called armor. Armor works just like health, except that points of armor are lost before health. Once it is lost, armor is not refreshed by healing spells, it needs to be refit. The spell or ability which grants you the armor will describe how to refit it. You may only benefit from armor from one source. If you have multiple spells or abilities which grant you armor, they do not stack, you only use the highest of them. For example, if you were granted 1 point of armor from a spell, and 1 point of armor from an item, you still only have one point of armor. Note that there is no bonus for wearing real armor.<br /> <br /> &#039;&#039;&#039;Unconsciousness:&#039;&#039;&#039; When you have zero health left, you must fall down and act like you&#039;re knocked out. While you&#039;re playing dead, you can&#039;t look around, call out for help, use items or skills, or do anything. If you&#039;re lying in the middle of a battle, you&#039;re allowed to crawl a few feet over so you don&#039;t get stepped on. <br /> <br /> Once you reach 0 health, you will be knocked-out for five minutes. While unconscious, you are helpless against any attempts to kill you. During this time someone may lay a weapon on your torso and deliver a &#039;&#039;&#039;Death Blow.&#039;&#039;&#039; To do this, they say &quot;Death Blow 1, Death Blow 2, Death Blow 3&quot;. This must take at least three seconds, and anyone may stop it by knocking the killer&#039;s weapon aside. When the blow is finished, you say &quot;I die&quot;, and take off your game badge or arm band. If someone death blows you while you are still conscious, you may say &quot;no effect&quot; and ignore the blow.<br /> <br /> If you are unconscious for five minutes and you do not receive a death blow, you will have completed a 5-minute rest. You regain all your health and encounter skills, and are conscious again.<br /> <br /> &#039;&#039;&#039;Death:&#039;&#039;&#039; If you are killed, you immediately leave game for the rest of the day. You will recover at sunrise with no wounds. <br /> <br /> === Attributes ===<br /> <br /> Each character has three pools of resources:<br /> <br /> *Fortitude<br /> *Reflex<br /> *Will<br /> <br /> Characters have 10 points to divide between these 3 categories. You may gain more points as you level up. <br /> Certain powers, items, or facilities may give you options for spending these points. For example, a power may let you spend 2 points of reflex to dodge an attack that otherwise would have hit you. These attributes are refreshed to their full value at the beginning of each adventure scenario.<br /> <br /> *Vitality - Vitality is your &quot;hit points&quot;. Everybody begins with 5 vitality. Right now there&#039;s no way to upgrade it but we&#039;ll get to that later.<br /> <br /> <br /> === Dragging Someone ===<br /> <br /> An incapacitated or otherwise immobile character may be dragged. To do this, you must have two free hands (so all in-game items you are holding must be sheathed or dropped). Put a hand on the character&#039;s shoulder and say &quot;I drag you&quot;. Once the character stands up, you may move at a walking speed with the character. Using any in-game skills or taking damage while dragging causes the dragged character to be dropped. <br /> <br /> When you drop a character, he must lie down where you dropped him. If you pick him up again, you have to wait for him to sit down and stand back up.<br /> <br /> <br /> == Turn Based Combat ==<br /> <br /> When the game is in &quot;turn based&quot; mode, and a fight breaks out, somebody will call out &quot;Fight!&quot;. At this point, everybody freezes where they stand. <br /> <br /> In Turn Based Combat, players take turns making a single action. The encounter is divided into rounds - during a round, each player gets to go once. <br /> <br /> === Round sequence ===<br /> <br /> The Initiator (whoever initiated the encounter by calling &quot;FIGHT&quot;) gets to go first. The sequence of the round is determined by proximity to the Initiator. Whoever is standing closest to him goes next. If more than one player is equally close, the Initiator will choose the order in which they act. Once the first round has passed, people will continue to act in this order until everybody agrees the combat is over.<br /> <br /> === Die Rolls ===<br /> <br /> &#039;&#039;&#039;Do you hit?&#039;&#039;&#039; All players should be carrying a 20 sided die. It is advisable to carry a clear plastic box or flat surface to aid in rolling. Any time you attack, roll the d20. A roll of 10 or higher counts as a hit. Certain skills, items, or powers might affect this roll.<br /> <br /> === On Your Turn ===<br /> <br /> During your turn, you may take one action. Your options:<br /> <br /> *&#039;&#039;&#039;Attack&#039;&#039;&#039;: Make a normal attack using a weapon you&#039;re holding. <br /> **If you target another player with a melee attack, you must be close enough to touch the person&#039;s torso. If you are holding a weapon prop, you must be close enough to touch them with the weapon.<br /> **If you target another player with a ranged attack, you must be within 20 feet of them, and must be able to see their head or torso. Line of sight cannot be broken by an object that the person holds.<br /> *&#039;&#039;&#039;Move&#039;&#039;&#039;: Take 5 steps in any direction. At the end of the move, you are allowed to crouch, lay down, or otherwise take cover. You must maintain that position until the next time you move.<br /> *&#039;&#039;&#039;Change Gear&#039;&#039;&#039;: Draw a weapon, sheath a weapon, otherwise change what you&#039;re holding.<br /> *&#039;&#039;&#039;Skill&#039;&#039;&#039;: Use an ability from your character sheet.<br /> <br /> &#039;&#039;&#039;Opportunity Attacks&#039;&#039;&#039;: If you make a ranged attack while another player is within arm&#039;s reach of you and has a melee weapon ready, they can make an attack immediately afterwards for free.<br /> <br /> <br /> <br /> &#039;&#039;&#039;Performing Long Actions, Passage Of Time&#039;&#039;&#039; - A combat round represents about 10 seconds of real time. If the rules refer to an action taking 30 seconds, that means it takes 3 full rounds. If something takes 3 seconds to complete, it still takes one full round. Each time you perform the action, you must say it out loud. <br /> <br /> For example, to use the &quot;Take a breath&quot; skill, you must concentrate for 30 seconds. That means you must spend 3 consecutive turns where your only action is saying &quot;Take a breath&quot;.<br /> <br /> <br /> == Live Combat ==<br /> <br /> All weapons in the game must be padded foam boffer weapons which are safe to fight with. Our goal is that no one should get hurt while playing. Though your character may be injured or killed, you (the player) shouldn&#039;t suffer the same risk.<br /> <br /> Any character can use a one handed foam “boffer” weapon. All weapon swings do one point of damage unless you call something out, in which case they may inflict more damage, or a status effect. Certain skills will allow you to use game calls with your weapon.<br /> <br /> Weapons larger than 48 inches are called Great Weapons and require two hands to use. To use a great weapon or shield you must have the skill [[Skill Martial Styles|Martial Styles]]. Both hands must be on the weapon&#039;s grip in order for a hit or block to count. Martial Styles also allows you to use a shield. The perimeter of a shield must be covered in foam. A shield may not be used to attack or touch another player in any way.<br /> <br /> To use a weapon in your off hand, you must have the skill [[Skill Two Weapon Styles|Two Weapon Styles]]. One of the weapons must be a short weapon or dagger. <br /> <br /> Weapons must be safety-approved by the Warden of whatever territory you are in.<br /> <br /> <br /> __Weapon Type_________Measurements__<br /> <br /> Small weapons..............Up to 24”<br /> Short weapons..............25” – 36”<br /> Long weapons...............37” – 48”<br /> Great weapons..............49” – 72”<br /> <br /> If your swing connects with your opponent&#039;s body on anywhere except for the hands, head, neck, or groin, the opponent takes a point of damage (called a wound). All swings must be between roughly 45 and 90 degrees and must be delivered with a safe approved boffer weapon. <br /> <br /> It is considered courteous to call &quot;hit&quot; or &quot;ouch&quot; or &quot;got it&quot; after you are hit to let your opponent know that you registered the attack. We encourage you to role play the damage – after all, you just got hit with a sword – act like it! <br /> <br /> &#039;&#039;&#039;Drum Rolling:&#039;&#039;&#039; Any swings of less than 45 degrees, or more than three strikes against the same body part do not count. This is called &quot;machine gunning&quot; or &quot;drum rolling&quot;. <br /> <br /> &#039;&#039;&#039;Flurries:&#039;&#039;&#039; After you take three swings, whether they hit or miss, you must pause for at least one full second. If someone attacks you and does not pause, every additional hit after the third does not count. You must say &quot;flurry&quot; to indicate to your opponent that the attack did not effect you because they have not paused. <br /> <br /> <br /> === Safety Guidelines ===<br /> <br /> &#039;&#039;&#039;Lightest Touch:&#039;&#039;&#039; Our game uses a &quot;lightest touch&quot; boffer style. This means that you only need to swing hard enough to touch your opponent with your weapon. A hit still counts even if it only grazed you. There is no such thing as &quot;not swinging hard enough for the hit to count&quot;. <br /> <br /> We want to emphasize that “boffer sword” fighting is an entirely unique style – it is not trying to emulate what a real sword fight would be like, nor is it trying to be overly-realistic. The emphasis in boffer combat is on speed, skill, and finesse – not strength or landing hits on vital areas. <br /> <br /> &#039;&#039;&#039;Charging:&#039;&#039;&#039; You are not allowed to touch your opponent in any way shape or form except for through safety-approved boffer weapons and spell packets. Any type of body contact is called &quot;charging&quot; An opponent is also charging if they are close enough to you so that you can reach out and touch their torso. <br /> <br /> &#039;&#039;&#039;Violations:&#039;&#039;&#039; People who are found to be fighting in an unsafe way may be issued a yellow card or red card from a local Warden. If a Red Card is presented, you (the player) will have your right to use weapons removed for the night. <br /> <br /> &#039;&#039;&#039;Legal Targets:&#039;&#039;&#039; Strikes to the head, neck, or groin are illegal. Shots against the hands do not count if they are currently holding something. Anyone found to be repeatedly striking these spots will be issued a yellow or red card by a warden. Safety reports may be filed on the website.<br /> <br /> &#039;&#039;&#039;Weapon Construction:&#039;&#039;&#039; In order to ensure that all weapons are safe, they must adhere to certain safety guidelines, as described in [http://www.scribd.com/doc/25019109 this document]. At any time, the Warden of the territory you are in may ask to check your weapon. If they find any fault with its construction, such as thin foam or exposed pipe, they will reject the weapon. This means you may not fight with it until it is fixed or remade.<br /> <br /> <br /> <br /> <br /> [[Category: Flipside]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Rabbit_Hole Rabbit Hole 2012-04-20T14:26:20Z <p>Cramulus: /* Table of Contents */</p> <hr /> <div>== Intro ==<br /> <br /> Once upon a time (San Fransisco during the mid 1800s), there lived a madman named Joshua Norton. Like many geniuses, he was regarded as a deranged lunatic by some and an inspirational figure by others. Joshua was a prophet who foresaw the building of the Golden Gate bridge. More importantly, named himself Emperor of the United States and Protector of Mexico. He ruled magnanimously from the taverns and restaurants of San Fransisco and was beloved by all his subjects. <br /> <br /> Norton lived large - he issued his own currency. He made imperial proclamations. He ate free at dozens of restaurants. The newspapers loved him. People traveled to San Fransisco just to meet him. He created his own world and it became real.<br /> <br /> What a lot of people don&#039;t know about Joshua Norton is that his Empire lasted far longer than he did. In essence, he had created an alternate version of America, a parallel sovereign nation which you could move to by simply declaring yourself a citizen. This America next door has its own rules and governance. Norton&#039;s declaration of independence was passed down in secret for generations. Today the nation is called The United States of Chimerica (pronounced KAI-merica). Its National animal is not the Bald Eagle, but the Chimera, an impossible mythological creature. <br /> <br /> Norton&#039;s Empire is still around. By 2012, its population had dwindled down to a scant few, ruled by the Mad Emperor Norton V. The Empire faced a number of problems, including occasional zombie outbreaks, and a long standing feud with a race of Mole People who live beneath the Earth&#039;s surface. The Emperor declared that it was time to stop keeping Chimerica a secret. They needed help.<br /> <br /> For the first time in over a century, people are becoming citizens of Chimerica. Once, the way to immigrate was a well kept secret. Now, the doors are wide open to anybody mad enough to visit the flipside of the country. <br /> <br /> Newcomers to Chimerica are often surprised by what they find there. Shortly after declaring yourself a citizen, weird things may begin to happen to you. There are dangerous things that live in Chimerica, like monsters. And people who spend time in Chimerica can quickly become talented in combat, and even learn wacky abilities like how to cast magic spells. <br /> <br /> === Catch You On The Flipside ===<br /> <br /> <br /> The United States of Chimerica is the universe next door. It overlaps with the &quot;real&quot; world - it exists wherever people declare it to exist. People in Chimerica can affect each other using boffer weapons and spell packets, or do battle by taking turns. Somebody killed in Chimerica is not really dead, they&#039;re just ejected from the realm for a while.<br /> <br /> You and your friends will explore, build, and possibly conquer Norton&#039;s Empire. The adventures you have with your friends in your town will influence ongoing storylines. If there are enough Chimericans in your area, you may elect a King or Queen, a game-master who can create their own adventures and storylines.<br /> <br /> == Intro ==<br /> <br /> Chimerica is a 24/7 live gaming system which can be used to run different types of live scenarios and adventures. Players transform familiar hangout spaces (like parks and restaurants) into several types of game zones (like arenas and feast halls). &quot;Go flipside&quot;, and get buffed up by visiting the local coffee shop. Then head down to the park and defend your neighborhood from zombies, space aliens, and mole people. <br /> <br /> Chimerica is organized via a social networking site. Your profile is your &quot;character sheet&quot;. Use the site to coordinate events for your local gaming community. Several plotline-based adventure scripts are available for download. Depending on the type of venue, combat might be resolved with live boffer action or and turn-based combat involving real space. <br /> <br /> For each scenario, there are a number of &quot;character class sheets&quot; available for download (single page PDF). Each character class has its own character sheet with the game&#039;s rules on one side, and a character building flowchart or checklist on the reverse. Before you play, you just print out a character sheet, check off a number of skills, and read any scenario specific rules. You may have access to a bonus skills based on facilities and resources.<br /> <br /> Acquire resources by creating content for your friends. Spend resources to build imaginary facilities like secret labs and arcane libraries, earning access to elite class skills. When your group runs an adventure, the outcome may influence ongoing global storylines (For example, every time you complete one of the zombie adventures, it adds to the global zombie bodycount. New plot developments are posted as the community achieves a higher bodycount).<br /> <br /> == Table of Contents ==<br /> <br /> [[Flipside Game Rules]] - basic game rules. Includes rules for live combat and turn based combat.<br /> <br /> [[The Book of Imperial Law]] - game rules phrased from an in-universe POV<br /> <br /> [[List of Game Calls]] - game effects and language<br /> <br /> [[Wards]] - transform your neighborhood into a game space<br /> <br /> [[Facilities]] - things you can build on your territories<br /> <br /> [[The Book of Customs]]<br /> <br /> [[Adventure Scripts]]<br /> <br /> <br /> [[Character Sheets ]] - printable character sheets for the Live Combat scenarios<br /> <br /> [[Social Networking Site]] - describes the architecture of the website<br /> <br /> <br /> <br /> <br /> <br /> &#039;&#039;&#039;Defunct:&#039;&#039;&#039;<br /> [[Card Combat]] - rules for card-based scenarios<br /> <br /> <br /> <br /> [[Category: Flipside]]<br /> [[Category: Live Game]]</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/LARP_Consulting LARP Consulting 2012-04-19T16:47:59Z <p>Cramulus: /* Services */</p> <hr /> <div>== Home ==<br /> <br /> Manticore Consulting specializes in supporting the design and production of live games. If you&#039;re putting together a Live Action RPG (LARP), Alternate Reality Game (ARG), Interactive Theater, or foam combat experience, we can help. First, take a look at our Portfolio &lt;link&gt;. Then Contact Us &lt;link&gt; to discuss your project.<br /> <br /> <br /> <br /> <br /> <br /> <br /> == About Us ==<br /> <br /> About Manticore Consulting<br /> <br /> Manticore Consulting has 30+ years of experience running Live Action games. We love helping people develop live adventures and interactive game environments. We want to help the LARP industry and the LARP community grow together. <br /> <br /> &#039;&#039;&#039;We&#039;ve been there.&#039;&#039;&#039; We know how hard it is to start a new game. You want it to be cool, and you don&#039;t want to make the same mistakes others have made. We know how you feel! We&#039;ve played Live Games all over the country, both as players and directors. We&#039;re sensitive to the things that can make a game fun or break a fun game. <br /> <br /> <br /> &#039;&#039;&#039;We live for this.&#039;&#039;&#039; We&#039;re gamers. We like talking about games. We love running games. And we LOVE helping directors bring their vision to life. We want to help you create experiences that your players will reminisce about for years. We want to see Live Action gaming become a popular and accessible hobby. That&#039;s why we started this company.<br /> <br /> <br /> &#039;&#039;&#039;How can we help?&#039;&#039;&#039; We offer advice to LARP directors free of charge. We&#039;ll help you talk through challenges you&#039;re facing in creating and directing your game. We charge for more substantial help, like website development and editorial services. Manticore will negotiate a price appropriate for your game&#039;s budget. <br /> <br /> === Who is the Manticore? ===<br /> <br /> &#039;&#039;&#039;Owners&#039;&#039;&#039;<br /> <br /> *Dan Comstock - Picture - Bio<br /> *Mickey Golosovker - Picture - Bio<br /> <br /> <br /> &#039;&#039;&#039;Staff&#039;&#039;&#039;<br /> <br /> *Bill Tobin - Picture - Bio<br /> *Dave Epstein - Picture - Bio - website guy<br /> === Portfolio ===<br /> <br /> Manticore Consulting has over 30 years of Live Game experience. Here are some projects we&#039;ve worked on.<br /> <br /> *&#039;&#039;&#039;[http://larpcast.podbean.com LARPCast]&#039;&#039;&#039; - Larpcast is a podcast by Mickey Golosovker and Bill Tobin about live-action roleplaying. <br /> <br /> *&#039;&#039;&#039;[http://nerology.wordpress.com NEROlogy]&#039;&#039;&#039; - Nerology is a blog by Dan Comstock about running live action games.<br /> <br /> *&#039;&#039;&#039;[http://nerolarp.com NERO International]&#039;&#039;&#039; - NERO is the America&#039;s largest live boffer role playing game. There are over 40 chapters of NERO, each representing a different unique location in the fantastic World of Tyrra. Players may take their character on the road, exploring Tyrra and engaging in storylines all over America and Canada. <br /> **All members of Manticore Consulting have worked on the NERO rulebook and National plotlines. <br /> **Mickey and Dan are listed as authors of the 9th Edition Rulebook<br /> **Dan was head of plot at [http://avendale.com NERO Avendale] from 2000-2007<br /> **Mickey was head of plot at [http://www.neroashbury.com/ NERO Ashbury] from XXXX-YYYY<br /> <br /> *[http://accelerantgames.com/ Accelerant Games] - a live action role playing system by Rob Ciccolini, Accelerant licenses a simple set of LARP rules for live games.<br /> **Mickey owns [http://www.invictuslarp.com/ Invictus]<br /> **Mickey runs [http://mirrormirror.accelerantgames.com/ Mirror Mirror]<br /> <br /> *The Dreaming - The Dreaming was a scalable 24/7 Live Action RPG by Dan Comstock. A magazine about the game&#039;s story can be found [http://www.scribd.com/doc/35795236/Dreaming-LARP-Magazine-2010 here], and a draft of the rulebook can be found [http://www.scribd.com/doc/28919644/Dreaming-LARP-Rulebook here].<br /> *Stage of the Open Air - The first LARP Dan Comstock ever created. Stage of the Open Air ran from 1997-2004 in Fairfield, Connecticut. <br /> *Brittanis (Jason Dawson&#039;s game - should it be here? Consultation in progress)<br /> *[http://larpmag.com LARP Magazine] - Dan was a staff writer<br /> *[http://www.larpyawards.com The LARPYs] - Dan worked on the Live Action Role Playing Game Awards<br /> <br /> <br /> === Other Experience ===<br /> <br /> Here&#039;s a list of games we&#039;ve played.<br /> <br /> *[http://www.live-adventure.de/ Conquest Mythodea]<br /> *[http://www.knightrealms.com/ Knight Realms]<br /> <br /> *etc etc etc<br /> <br /> == Services ==<br /> <br /> Are you filming a &#039;&#039;&#039;movie, documentary, TV show, or other video&#039;&#039;&#039; which involves Live Action RPGs? Manticore Consulting provides an insider look at the world of gaming. <br /> <br /> We provide free advice to LARP directors about the following topics:<br /> <br /> *Rule Design<br /> *Game Websites<br /> *Community Development<br /> *Plot<br /> *Event Feedback Procedures<br /> *Staff Management<br /> *Logistical Management<br /> *Marketing Your Game<br /> <br /> &#039;&#039;&#039;Paid Services&#039;&#039;&#039;<br /> <br /> The following services involve a bit more attention. We charge modest rates based on the amount of time required.<br /> <br /> *Website Development<br /> *Creation of marketing materials<br /> *Editorial services <br /> *Rulebook Layout &amp; Printing<br /> <br /> == Contact Us ==<br /> <br /> When you fill out the contact form on this website, your information will be forwarded to the Manticore Consulting staff. We&#039;ll discuss your query and contact you.<br /> <br /> <br /> Form-------<br /> <br /> Your name:<br /> <br /> Your email:<br /> <br /> Game name:<br /> <br /> Query:</div> Cramulus
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http://principiadiscordia.com/cramulus/index.php/Micronations Micronations 2012-04-12T13:47:14Z <p>Cramulus: /* Second pitch */</p> <hr /> <div>= Second pitch =<br /> <br /> == Game Concept ==<br /> <br /> A live gaming system which can be used to run different types of live adventures. Players transform familiar hangout spaces into several types of game spaces. Adventure scripts can be downloaded from the website. Adventure types include live boffer combat scenarios and turn-based card battles involving real space. Accumulate resources by creating content for your friends. Spend resources to build imaginary facilities like secret labs and occult libraries to give yourself access to class skills.<br /> <br /> Several plotline-based adventure scripts are available for download on the game website. When your group runs an adventure, the outcome may influence ongoing global storylines (For example, every time you kill a zombie in boffer combat, it adds to the global zombie bodycount).<br /> <br /> For each scenario type, there are a number of &quot;character sheets&quot; available for download (single page PDF). Each character class has its own character sheet with rules on one side, and a character building flowchart or checklist on the reverse. Before you play, you just print out a character sheet, check off a number of skills, and read any scenario specific rules. You may have access to a bonus sheet based on available facilities.<br /> <br /> <br /> === Game Zones ===<br /> <br /> Players may designate real-world locations as game zones (working title). (Vocabulary Brainstorm: Zone, District, Steading, Holding, Property, Demesne, Territory, Ward)<br /> <br /> There are several types of game zones, each are suited for different types of real-world locations. If it&#039;s a place where combat could take place, like a park, it could be an arena or a haunt. A bar or restaurant where it&#039;s inappropriate to be screaming and running around whacking each other with sticks could be a feast-hall, with no boffer combat allowed.<br /> <br /> Each zone is controlled by a player. Players can contest each other for control of the zone. Zomes also provides a game bonus for performing a certain kind of activity there. For example hanging out at a feast hall for at least 15 minutes earns you an extra hit point for the night.<br /> <br /> Some facilities give you access to special skills / abilities / tags for certain scenarios. For example, if you run enough zombie scenarios, you can create a bunker containing additional food/ammo.<br /> <br /> A zone must be maintained by having a gathering there at least once per month. If people stop gathering there, they become inactive.<br /> <br /> ==== Zone Types ====<br /> (see http://cramul.us/mediawiki/index.php/Astral_Magic#Dreamscaping_Rituals )<br /> <br /> * Combat Zones<br /> ** Arena<br /> ** Hunting Ground<br /> ** Haunt<br /> <br /> * Hangout Zones<br /> ** Feast Hall<br /> ** Performance Hall<br /> <br /> ==== Facilities ====<br /> <br /> Each type of Zones can house a few different kinds of facilities. Each facility gives access to certain class sheets. <br /> <br /> Types of facilities include:<br /> * Secret Lab: get access to the SCIENCE! and cyborg character sheet.<br /> * Ninja Dojo: get access to the ninja (rogue) character sheet.<br /> * Bunker: get access to the Gunner character sheet (nerf weapons)<br /> * Weapons Rack: get access to the Knight character sheet<br /> * Occult Library: get access to the wizard character sheet<br /> * Doctor&#039;s office: get access to the medic character sheet<br /> <br /> <br /> == Adventures ==<br /> <br /> === Building a character ===<br /> <br /> Before each adventure, you build a character by filling out a character sheet. You don&#039;t have to keep the same skills from adventure to adventure. <br /> <br /> The character sheet lists each skill and its description. You are allowed to check a certain number of skills based on your XP total. <br /> <br /> === Adventure Types ===<br /> <br /> * Boffer - conflict involves boffer weapons &amp; spell packets. These must take place at an appropriate zone.<br /> * Card - conflict involves playing cards against one another. A card deck is for sale on the website. Card combat involves taking turns, but moving around in real space.<br /> * Parlor - these are &quot;murder mystery&quot; style scenarios in which everybody has a pre-set character<br /> <br /> === Adventure themes ===<br /> <br /> *Zombie &amp; vampire, supernatural horror.<br /> **Maybe the vampire character sheet makes you wear glitter on your face if you go out in the daytime ROFL<br /> *Mole people<br /> **The Mole King is taking over!<br /> *Evil AI<br /> <br /> <br /> == Example: Zombie Scenario ==<br /> <br /> === General Rules / Info ===<br /> <br /> In the classic Zombie Escape scenario, a group of players are attacked by a group of zombies.<br /> <br /> Setting: anywhere - house, park, forest, downtown<br /> <br /> Zombies pick two &quot;respawn points&quot;. If a zombie NPC dies, he has to return to that point before respawning. Zombies are mindless and cannot run. They walk directly towards any living players and try to touch them.<br /> <br /> Players: If a zombie touches you, you are injured. If you are touched again while injured, you are infected. If you get infected, you will become a zombie in 60 seconds.<br /> <br /> If you find a weapon card, you may hold it up to kill a zombie. Some weapon cards have limitations on their use. For example, a gun card does nothing without any bullet cards. Bullet cards are used up each time they are used. A shovel can kill a zombie, but it takes 20 seconds. If you are busy killing a zombie with a shovel and another zombie approaches, you won&#039;t be able to defend yourself.<br /> <br /> Before game, zombies hide the resource cards all over the play area. When the game starts, players must try to collect enough resource cards to &quot;survive&quot;. Survival might involve finding a safe place with food and barricading the door, it might involve finding all the weapons, or it might involve killing enough zombies to make an escape. <br /> <br /> === Character Sheets ===<br /> <br /> *Gunner<br /> *Medic<br /> *SCIENCE!<br /> *Cyborg<br /> *Ninja<br /> *Wizard<br /> *Knight<br /> <br /> = First Pitch =<br /> <br /> Date: 4/12/2012<br /> <br /> Here&#039;s the initial set of game ideas. <br /> <br /> <br /> === Game Concept ===<br /> <br /> &#039;&#039;&#039;Micronations&#039;&#039;&#039; is a live alternate reality game in which players become citizens and rulers of feudal micronations.<br /> <br /> By joining the game, you become a citizen of a large micronation containing numerous warring states. Gameplay involves politics, resource management, and tactical boffer combat.<br /> <br /> The game is organized through a social networking site which tracks character and territory information. Game actions must be recorded on the site. Players gain XP by posting blog entries, photos, and other content from the game. When you log onto the site, you&#039;ll see content created by your fellow players.<br /> <br /> Players turn real-world hangout spots into game-spaces, called territories. There are several types of territories, ranging from feast hall to combat arena. Players may set up and control multiple territories. Each territory must be visited once per month to remain &quot;active&quot;. Players may gain bonuses by performing certain activities in a territory. For example, visiting a feast hall for 15 minutes grants you an extra hit point for the rest of the night. In this way, players will want to visit their friends territories before going out on a module.<br /> <br /> Resources can periodically be harvested from active territories. These resources can be used to build (imaginary) facilities in that territory. Facilities, (such as secret labs, ritual altars, and missile silos) either provide a game effect, or provide access to certain skills. For example, a character with access to a cybernetics lab may be able to access cyborg skills.<br /> <br /> Territories can be contested and conquered by other players. Each type of territory has its own rules for conquest. A territory in a park may be disputed through a boffer tournament, whereas a territory set in a restaurant may be contested through cards, checkers, or a drinking contest.<br /> <br /> Five territories can band together to form a state. States hold periodic elections for Governor. A Governor is afforded game-masterlike powers and can run modules, create NPCs, or create other interactive game experiences for the citizens of his State.<br /> <br /> === What is a Micronation, anyway? === <br /> <br /> [http://en.wikipedia.org/wiki/Micronation Wikipedia on micronations]: <br /> <br /> Micronations, sometimes also referred to as model countries and new country projects, <br /> are entities that claim to be independent nations or states but which are not recognized <br /> by world governments or major international organizations. These nations often exist only<br /> on paper, on the Internet, or in the minds of their creators.<br /> <br /> Micronations, such as [http://en.wikipedia.org/wiki/Lovely_(micronation) Lovely] or the [http://en.wikipedia.org/wiki/Aerican_Empire Aerican Empire] are organizations which act as if they are sovereign states, while not being formally recognized by local governments. Some have hundreds of citizens.<br /> <br /> The citizens of this game&#039;s micronations are governed by a set of laws, which are, effectively, the game&#039;s rules.<br /> <br /> <br /> === Narrative ===<br /> <br /> The game&#039;s micronation is threatened by several outside forces. These are all fictional constructs, many of which involve fantasy or science fiction tropes. <br /> <br /> At the game&#039;s outset, enemies of the micronation include<br /> *a renegade AI<br /> *space aliens<br /> *mole people<br /> <br /> Marketing materials include Uncle-Sam style &quot;WE NEED YOU&quot; posters, asking people to enlist in the fight against the mole men. <br /> <br /> Modules involve competitive scenarios in which players defend their territory from enemy attacks. The website hosts a number of modules.<br /> <br /> At the end of a module, players may be able to cast a vote which will impact ongoing plotlines. In this way, the game&#039;s narrative is shaped by all participants regardless of location.<br /> <br /> <br /> === Hey Dan, walk me through what this might be like ===<br /> <br /> ==== Getting started ====<br /> <br /> You find out about the game through a friend, or the Internet. You create a profile on the game website. Through the website, you see that 4 other people in your town are playing. You can see that there are already three territories: a local park, a restaurant, and somebody&#039;s house. <br /> <br /> The game website has a schedule of upcoming events. You see that there&#039;s a gathering this Friday. You decide to come out and meet everybody.<br /> <br /> ==== Your first meeting ====<br /> <br /> You go to the restaurant first. One of the game&#039;s players works there, and he&#039;s declared the restaurant a &quot;feast hall&quot;. This means that if you spend 20 minutes hanging out there, you get +1 health for the rest of the night. You meet up with the other game players and say Hi. You all have a drink and get to know each other.<br /> <br /> After the restaurant, the group heads over to the park. Within the micronation, the park is known as the &quot;Haunted Forest State Park&quot; and is ruled by a guy named Baron Dave. Your friends have brought a few boffer weapons - foam swords, shields, and stuff like that. Somebody tells you that the park is also a training ground where you can learn ghost hunting skills.<br /> <br /> ==== Attack of the mole people ====<br /> <br /> Baron Dave explains that the park has a bad problem with mole people. The mole people live underneath it. They&#039;ve been trying to take over the haunted park for a few months now. Dave needs his friends to show up every now and then and take care of them before they get out of hand.<br /> <br /> Of the five people hanging out, two of them wander away. When they come back, they are wearing a badge which indicates they are NPCs - for the next section of the game, you&#039;ll treat them as if they&#039;re really mole people. They have an &quot;adventure script&quot;, an adventure they downloaded off the game&#039;s website. This instructs them how to play the mole people, what stats they should have, and what type of challenges the adventure will involve. Other adventures involve scavenger hunts, puzzles, and different flavors of combat.<br /> <br /> Next, the mole people attack! The two mole people run towards the three players. You defend yourself using a boffer sword. Somebody else in the group tells you he has a cybernetic augmentation - he has some special abilities he uses in combat to fend off the mole people. (Later, you ask him how he got those abilities. He tells you he has a secret lab in his basement where he can get cybernetic upgrades installed.) <br /> <br /> The two mole people get killed, but a few minutes later, two new ones show up. Over the course of the next 20 minutes, five waves of mole people attack your party. During the fight, one of the other players reaches 0 hit points and is considered &quot;injured&quot;. Now he can&#039;t use any game skills or help in the fight.<br /> <br /> At the end of the battle, the party finds some treasure. These are little squares of paper (called Tags) which represent an in-game resource. Your cyborg friend says he&#039;ll use some of it to work on his next cybernetic upgrade. Baron Dave will use it to expand the influence of the park. One of the other players, Bill, says he&#039;s going to save his treasure and use it as a ballot during the next Vote. You do the same.<br /> <br /> Finally, a mole person walks up to your party. He&#039;s not hostile or carrying any weapons, looks like he wants to talk. The person playing the mole person is following instructions from the adventure script. How you interact with him will influence how the plotline develops. He says, &quot;Well, you&#039;ve beaten my evil mole forces. I could leave right now, and that would harm the mole nation. But tell you what - if you let me live on your land, I&#039;ll train somebody in mole-fu, a fighting style that involves throwing foam rocks at your enemies.&quot; The group decides to kick the pesky mole out. Later, this means that the mole nation loses one of its generals, and is slightly closer to being officially defeated. If you had chosen differently, people who hang out at the park would be able to learn some mole combat skills.<br /> <br /> ==== Contested Territory ====<br /> <br /> Everybody&#039;s hanging out and recovering from the little adventure with the mole people, when Bill decides it&#039;s time to make his move. He formally challenges Baron Dave for ownership of the Haunted Park. He names a challenge: a duel. Baron Dave accepts the challenge. The two of them square off, poised to kill each other using boffer weapons and magic spells (represented by little bean bags filled with birdseed). In an intense battle, Bill manages to beat Dave in the fight, and is named Baron Bill. Dave swears revenge.<br /> <br /> ==== The Website ====<br /> <br /> That night, everybody goes home and logs onto the game&#039;s website. Dave creates an event page for the things which took place last night. Everybody who was there tags themselves on the event page. Some people upload pictures they took, others post journal entries about what happened. The website awards 1 XP to everybody who attended, 1 XP to anybody that wrote a blog entry, and 1 XP to anybody that uploaded pictures. Players can then spend that XP to lean or trade out game skills. When a new player logs onto the website, they&#039;ll see stories and pictures of what the game&#039;s actually like. <br /> <br /> <br /> ==== Politics ====<br /> <br /> The next day, you get an e-mail from the new Baron Bill. Now that there are five players in the area, he wants to form a State. That means five different territories will have to band together and have an election. He promises that if elected, he will run an fun plotline involving the hated mole people. <br /> <br /> Next, you get an e-mail from Dave. He&#039;s angry that Bill took his territory - he says that if you help him take it back, and get elected as the Governor, he will run several adventures which utilize the park&#039;s grills - he wants to run an Iron-Chef style burger cooking adventure where the players have to out-cook the mole people.<br /> <br /> You&#039;ve still got the treasure from last night. If you created an in-game territory, you could spend it on building a facility like a ninja dojo... or you could use it in the upcoming election to vote for Dave or Bill. Or maybe YOU want to be the ruler of your state, and will run against Dave and Bill. Being the governor gives you some cool powers, but you&#039;ll be partially responsible for organizing the local micronations community. <br /> <br /> Each state is like a little gaming community - people in it will band together, fight each other, and vie for power. Each state may have its own plotlines and themes. The citizens of a state get to choose things like a flag, a state bird, and a state anthem. <br /> <br /> <br /> ==== The nation next door ====<br /> <br /> Through the game website, you find out that people playing Micronations in another nearby city are helping out the mole people. Every time they run the mole adventure, they spare the mole general. You and your friends decide you have to stop this! So next time they schedule a battle against the mole people, you and your friends take a road trip, and show up to make sure the furry little bastard is put to death...<br /> <br /> <br /> <br /> This is, perhaps, how the game of Micronations would work.</div> Cramulus

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