Unnatural Selection Stats

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Rules and Character statistics for Unnatural Selection

Basic Abilities

All characters currently have access to these.

Basic Communication

Grants the ability to communicate with spoken and written language.

Summon Rulekeeper

If the player spots a rule violation, or simply feels that their puzzle was unfair for the purposes of the contest, then the player may summon the Rulekeeper. They may argue their points, and the Rulekeeper will make a decision and, if necessary, convey the argument to the stage's Judges who will assist in forming a decision.

Review Known Rulesets

The contestant will be refreshed on the rules of any specific puzzles (Stage 7 and beyond) it has encountered.

Stage 8 Mechanics

Alison's Inventory

271 Zeny
Rank 2 Weapon
Rock Candy
Ghost Emblem

Known Item Descriptions

Items are non-tradeable, and no other player can block usage of an item. There is no limit to the number of items one can have.

Lava Immunity For 10 Seconds - 250z

- One Time Consumable - Allows the user to touch lava without harm for the duration. (Rulekeep note: What we call lava is not actually lava, it is just a red liquid that kills instantly on any contact. Clothes included! Please remove loose strands of clothing, and watch your hair.)

Rock Candy - 200z

- One Time Consumable - Feeds Ghosts, pacifying them from their insatiable bloodlust. (Rulekeep note: These ghosts cannot actually pass through the walls! Perhaps a zombie or ghoul would have been a better word choice? Unfortunately, we don't have a vocabularian with us! Oh, and these ghosts have no relation to any other ghosts you may have heard of, by name or form.)

Rank 2 Weapon - 300z

- Upgrades weapon from Rank 1 - (Rulekeep note: Your normal fists and body maneuvers count as rank 1 already, so don't think we overlooked something! This also allows a new weapon form, much like before. It can even have range! Up to 5 meters. Note that players start with defense 3, meaning you need a rank 3 weapon before you can engage in killing other players! Until that point, there are some baddies along the way you might need to fight. Still freeroam, so there aren't stats or HP or whatever! If you're near death, though, you'll know it, trust me. Oh, uh, pain receptors are at 20% with a modest sedative cap, if that means anything to anyone. Try to get used to it, all pain limiters are getting removed on stage 9!)

Magnifying Glass - 250z

- One Time Consumable - Gives a hint towards solving the current puzzle (Rulekeep's note: These are one-time use only! After use, the magnifying glass explodes. No refunds! If you are unhappy with your hint, then please summon the rulekeep.)

Ghost Emblem

- Can hold up to 5 ghosts, one in each node.
- According to Fuzz, once a ghost enters the emblem, the emblem's node will be dedicated to that ghost, and no other ghost can be put in it.
- It is believed that there are 2 checkpoints. At each of the two checkpoints, 2 nodes will have to be deactivated. The ghosts inside, if any, will be killed off. The remaining ghost will be resurrected into the normal competition.

Stand-Alone Mechanics

Isolated Exit NPC

Entrants: 1 Exits: 1

NPCs surround the entrant, each with a specific message. There is a lower limit of 2 NPCs, and no upper limit.

Area Specific Abilities gained: Have NPC talk - When used, the NPC will say a predetermined message. This message never changes. Trigger NPC - The NPC's ability will be triggered. There is one NPC who's ability is to transport the contestant to the next area. The other 9 NPC's ability is to kill the contestant.

NPCs may be Blue, White or Red.

Blue NPCs always tell the truth.

Red NPCs always lie.

White NPCs can tell both truth and lies.

Questionnaire

Entrants: 5-10 Exits: 1-4 Each player answers 3-6 questions.

Abilities Gained:

Trade Answer - An manner to safely trade answers with one or more others. Each player will choose any answer they know - either one of their own, or a question they gained from another player. These choices will be known to the people within the trade, including who the answer belongs to. If all players agree to the final trade proposal, then the trade is enacted. Every player must choose at least one answer - a trade will not trigger if a player chooses nothing, even if all participants would agree, and it will not trigger if all answers offered are already owned by the recipient.

Link - Choose at least one target. All targets will get the chance to decline this link. If all players accept this link, then all players will be able to talk telepathically to each other. In the case of a 3 person or more link, anything one person says will be heard by both other people. The only way person A will be able to say something to person B without person C hearing is to either set up a link with person B alone, or to attempt to whisper using normal speech (however, people will be able to see or overhear this if they are paying attention.) A player can only maintain 3 links at any given time.

Disengage Link - Disengages from an existing link. If this link contains at least 3 people including the user, then this will not break the link for the other players.

Elimination - Target one other contestant. Success in using this ability requires that the user accurately recites all of the target's answers to the questionnaire. If the user succeeds, this will eliminate the other player. If the user fails to answer accurately, then the user is eliminated.

Rules:

Use any given abilities to eliminate all other players. The last survivor will continue to the next area.

If no trades are performed inside of a 5 minute period, then the game breaks the tie. Whoever has the most answers of all contestants disincluding themselves will be the winner. Should multiple people have the same number, then the winner will be the one having the most answers belonging to a single contestant besides themselves (example: Person A only knows answer for Person B and C, with 2 answers for B and 4 for C. Person D knows 3 answers from each E and F. If the game ends with a tie breaker, then A and D both know 6 answers total. Since A owns the most for a single person, then A will win the next phase of the tie break).

If a tie remains, then survivors will continue on. However, the exit may only be overloaded by a maximum of 4 people. If 5 or more have a tiebreaker, then all contestants will be killed.

If multiple contestants survive, then they will engage in another puzzle to the death in which only one will survive.

Not Go Fish

Found in Stage 8, Area 2 (Citadel Basement)

Overview

Freeroam: No
Attacks: On
Entrants: 5
Each Player starts in a room next to a locked stairwell, and must be unlocked by using cards. Cards are numbered 1 to 5, with 5 different suits. You begin with 2 cards, but need one of each 5 numbers to get through the exit in your personal room - more on this soon.
Each turn you may take one action. The primary actions are Attack, Search, Ability, Use Item, and Move, and the priority of each goes in that order. Other actions include Unlock Stairwell, put ghost in or out of an emblem, and Do Nothing. These other actions all take absolute last priority.
Although moves have priority, your actions are decided in advance; there is no mid-round decision making.
Regardless of where a ghost is, they can speak with the host at any time, but a host can only speak to ghosts in the same room, but outside of the emblem.
Rounds take as long as you need! Time will still be abstracted, so you won't need to wait for others at all when you finish a round.

Attacking

One's ghosts can use attack at 1 HP regardless of one's own weapon rank (remember, it always starts at one HP - to simplify that, weapon ranks start at 1 instead of 0 now, so everyone gets +1 to weapon rank)
Your starting HP: 5
Your max HP: 15
Ghosts HP: Infinity, but a hit ghost will be returned to the emblem instantly and be unable to leave the emblem for a number of rounds equal to 4 times the number of damage inflicted. These disabled ghosts will not give in-emblem bonuses, but may still speak.

Rooms and Exits

The personal room can be used to safely stock items and oneself from harm, as only you and any entrants you grant permission to will be allowed inside. But be warned, permission cannot be revoked, and any entrants who have permission can attack you inside this room.
While inside, you heal 1 hp every 2 rounds.
This room contains a door to a stairwell to the next area - you and anyone with permission can enter to the next area. Note that you can unlock the stairwell from any room. The exit contains a five part lock sequence (although it does not take multiple rounds to unlock multiple sequences). To unlock each sequence, one must expend a card denoted on each sequence. At the beginning, this will be 1-2-3-4-5, effectively meaning a player must have 1 card of each number to unlock it. However, as the game runs on, or as players find items to expand sequences, a single lock segment may be given multiple options. For example, a lock sequence of 1 - (2 & 5) - 3 - 4 - 5 can unlock the exit with a deck of either 1-2-3-4-5 or 1-3-4-5-5 - in other words, they are able to substitute a second five in place of a two.
Non-personal rooms are either segments of hallways (as denoted by a circle on the map), which have nothing inside of them and only serve to make room, or are feature rooms (rectangles). These latter rooms contain doodads, panels, cards and various objects to be found! Searching a room takes one round.

Area Specific Item rules

Lava invulnerability
Lasts for 10 rounds
Magnifying Glass uses
Tells how many hidden objects remain in a room.
Tells how many cards an opponent has that are of a different number than the user.
Reveals the location of all opponents (but not ghosts) for the current round.
Rock Candy:
Instant use, can only be used in the same room, to turn a purple ghost into a blue one permanently.

Abilities

Guess Card
Guess the number of a card on an enemy player's deck. If you're right, you gain their card! If you're wrong, and you take damage equal to the number of cards in their deck, and then they get a random card from your deck.
Guess Deck
If a player has 2 cards or more, you may guess their entire deck. This ability has a cooldown of 20 rounds. If you are correct, you deal damage equal to 2 times the number of cards in their deck.

Ghosts

Ghosts provide sight to their host, and telepathically speak to them (but not vice versa!) If they can see an opponent or other ghost, so can you.
Ghosts can search rooms as well, but [b]multiple people from the same party cannot search the same room in the same round![/b] (Party: the people consisting of the host and their ghosts, regardless of separation). Don't ask about that rule - we're not trying to abstract real life, otherwise we would have just freeroamed this stage. If they find an item, then they can use it, but will drop it if they are sent back to the emblem either by attack or host summon.
Ghosts cannot attack other ghosts directly (but indirectly, a ghost can take ghost damage by blocking an attack made on a player).
Summoning a ghost back to the emblem takes a number of rounds equal to 3 divided by the number of rooms away they are, rounded up.
You can pull any number of ghosts in the same room into your emblem instantly, or push them out instantly, but this is the last thing done in a round.
Ghosts in the same room can take damage in place of the host.
Ghosts in the emblem provided what we will call level ups. Each ghost inside of an emblem gives a level, and everyone starts at level 0.
- Level 1 - +3 Shield (Regenerates 1 per 3 round in any room. If one goes to level 0, then the current shield value is frozen and will not replenish until level 1 is regained.)
- Level 2 - Gain one free Move action per round
- Level 3 - +1 Weapon Rank
- Level 4 - Gain one free Search action per round
- Level 5 - +1 Action Per Round (Priority cannot be changed, but the same action can be done twice)

Death

If someone dies, then they die like anywhere else. However, they will drop all of their zeny and items. If these are destroyed by lava, they are lost permanently. Cards, however, are lost as soon as the player dies. The cards will return to the unclaimed card pool, and can be found by any player searching in rooms.