QUANTAFIED
Because F&H is still hard to redo.
Spoiler for Lore:
...wait, what is this?
"HEATHEN!"
You look up and open your eyes, revealing what appears to be an abandoned arena of some sort, with the walls around it being translucent and chromatic in nature. A being in the sky hovers angrily as you realize others in the arena have awoken from their slumber as well.
"PUNISHMENT TO ALL OF YOU, TO THOSE WHO CHOOSE TO ABUSE THEIR MAGIC IN FOUL WAYS. THE PENALTY OF SUCH CRIME IS DEATH, BUT ALAS, THE SUPREME HAS DECIDED TO LET ONE OF YOU LIVE..."
You feel your body radiate with a substantial amount of energy; yes, you remember. You were one of the several mages that had abused the elemental powers for fun and goals, whether they were malicious or righteous, for personal purposes, national security, and whatnot. The others must have been arrested as well.
"LET YOUR LIFE BE QUANTIFIED BY YOUR CHOICES."
The being vanished, and you all looked at each other. So much for diplomacy...
RULES:Objective: Be the last one standing!
As a single-player game, every player has 12 pools of quanta, just like in the game. For each of the twelve elements, players start with 2 quanta in each pool, plus an additional one quantum of their choosing (if they don't choose, it'll be randomized) - this will total to exactly 25 quanta total among all of their 'pools'. Throughout the game, players must use their skills and wits to outsmart and attack other players to remove each other from the game.
If a player has 0 or less total quanta after a turn, they die (dissipate) and are removed.
If a player has more than 50 quanta (the maximum) after a turn, they also die (explode) and are removed.Quanta pools can go below 0 (negative numbers), but only by having it removed from another player (not via spending).
Negatives can affect the total quanta.Each player has 4 actions they can do each round. For all intents and purposes, an 'action' = 'turn', therefore, each player has 4 slots to fill in actions. Every 'skill' is considered an action, and (generally) requires a certain amount of quanta.
Therefore, 4 actions each round. Calculations of a player's death/status occur after each turn. This cannot change.Actions are broken into two sets: 'Basic, and Elemental'
- There are four basic actions. Basic actions can be used at any time and do not require a particular type of quanta.
- Elemental actions are separated by element and have three types: Minor, Major, and Ultimate
- Minor Actions cost 3 quanta of an element.
- Major Actions cost 7 quanta of an element and usually do more impressive things.
- Ultimate Actions can only be used as the FIRST action of any round, and cost 15 quanta of a certain element.
- All actions are broken into two phases: Spending, and Implementation
- First, during an 'action' turn, all actions first have their quanta 'spent', based on the action used
- Spending quanta cannot cause a quanta pool to drop below 0.
- Then, the effects of that action take place.
- Effects from an action can drop a quanta pool below 0, and further into the negatives as necessary.
- Spent quanta can be refunded depending on what actions occur, as well as if an action was 'transformed' due to the effects of another action (i.e. - an action turns into 'Wait', via Halt, etc.)
Rounds generally last for approximately 36 hours; duration of rounds will be reduced when there are less than 4-5 players left. Rounds will never go below 24 hours. No exceptions except for holidays (potentially) or emergencies (forum server disaster, internet crashing, etc.). After each turn, all players that died by having 0 or less total quanta, or more than 50 total quanta, are removed. Once all four turns are over, a new round starts up and this repeats until one remains.
The winner receives the standard 5 Master of Games points, followed by an additional 3 for 2nd place. Third place will receive 1 point ONLY IF they do not die at the same time as another player.
Every day, the link to the spreadsheet will be posted as follows in the topic: https://docs.google.com/spreadsheets/d/1BSA_VtIx86hafpUxiVCG9RTM7MMC8_ABjeLEhs_x27Q/edit#gid=0
BASIC ACTIONS (you must choose what quanta type to spend for these actions):2 - Block: Use 2 quanta of a single element (choose one element only to spend from); ignore any changes made by others to your quanta pools and refund the quanta cost if you successfully block [works against most actions]. Works on that turn (1 turn, not the whole round) only.
1 - Conjure: Use 1 quanta of an element; generate 3 quanta in any pool (for yourself or other players)
1 - Destroy: Use 1 quanta of an element; remove 3 quanta in any pool (for yourself or other players)
0 - Wait: Do nothing. Requires no quanta. This action is the default action, and counts as a Basic action when doing calculations. Actions that fail due to being incorrect or because the player lacks the necessary quanta to spend, are turned into 'Wait'. Actions that spend quanta, but are blocked or reflected or refunded, do not become 'Wait'.
ELEMENTAL ACTIONS:Aether
3 : Shock - Destroys 5 quanta from a target player's element pool; if that player was Blocking, turn it into a 'Wait' action, and refund the Aether cost. If Shock affects a player's Blocking status, higher precedence effects that would normally be stopped by Block, are instead let through.
7 : Reflect - All actions used against you are reflected against the owner instead (Reflect status). If two or more players targeted you while Mirror is up, spend two additional Aether quanta per additional player that targeted you after the first.
15 : Duplicate - Create a clone of yourself. All actions used against you this round and the next 2 rounds will instead be transferred to your clone, and vice versa. If you are killed instead of the clone, you instantly gain control of the clone. Otherwise, the clone dissipates. Cannot create more than 1 clone. The clone is visible to all players after the initial round. Also can't redirect Pressurized actions.
Air
3 : Echo - Select an element besides Air, and target any player; whenever you use Conjure for this round, you also generate three quanta for that element of that player as well. Can target self.
7 : Storm - Remove 15 quanta from 3 different players of a specific element (you cannot target yourself). You may choose how to spread the quanta destruction (9 on the first player, 5 on the 2nd, 1 on the last, etc.) If there are less than 3 targets to choose from, remove the quanta between two (or one) remaining target(s).
15 : Levitate - After the quanta is spent, all other current and future player actions no longer cost quanta, and the total quanta of a player cannot decrease for the current round. Affects all players.
Darkness
3 : Leech - Target any other player and an element; drain 3 + X of that quanta and add it to your corresponding element pool. X is the amount of quanta they spent for that action turn. Fails if you target an element that cannot be drained.
7 : Hide - Your next three actions can only be affected by other basic actions, but they themselves can only be basic actions as well. Carries over to the next round if necessary. This status does not allow you to bypass 'Reflect' statuses.
15 : Enslave - Target a player; if that player did not affect your quanta or target you at any point this round, gain control of their first three actions the following round. You cannot force them to use ultimates.
Death
3 : Wither - Target a player and an element; remove 2 quanta from that element per action they take until they use Block (does not affect their current turn). Wither can bring pools below 0. Can stack on the same element.
7 : Haunt - Target player generates 5 death quanta immediately (you can target yourself) if they do not use 'Block'. They will then generate 5 additional Death quanta for every basic action they use until they use 'Destroy' (this includes the turn you targeted them with Haunt).
15 : Curse - Upon use, the maximum amount of quanta (originally 50) that any player can have total in all of their combined pools will decrease by 5, except you. This Curse stacks with other Curses by both you and other players, until any player dies by going over the maximum; the maximum will then reset back to 50.
Earth
3 : Bury - Target a player and three elements; both you and the target can only lose/spend quanta from those elements for the following 2 actions (if a player attempts to use quanta from anything else via an action, it instead turns into 'Wait'). Refunds the 3 Earth quanta if the target player does not have any of their actions turned into 'Wait'.
7 : Rumble - Choose a player's elemental pool and cut that quantity in half (this can affect negative quanta); prevent them from using actions requiring quanta from that element for that action and the next. Can target self.
15 : Calcify - Name a player and an element; quanta from that pool cannot be increased or decreased by any means (including being spent) for the remainder of the game. Takes effect immediately after the player has spent quanta, but before any effect from their action takes place - if two or more players use Calcify on each other, they will still lock the targeted pools simultaneously. If a player has more than six pools Calcified, they die.
Entropy
3 : Gamble - Generates a randomly even number of quanta between 2-16 quanta for a player (or yourself). You may choose beforehand which element gains half of the quanta automatically (otherwise, it's completely randomized); the other half is randomized between the other elements.
7 : Diffuse - Target a player and an element. All quanta of that element is randomly distributed between the other 11 elements. Takes effect after all other Major actions.
15 : Transmute - Rearrange all of your remaining quanta as necessary into different pools, equalizing the exact amount as you had before. Refunds the quanta used to do this if successful.
Fire
3 : Smoke - Target a player; their current action spends twice as much quanta - if their current action has higher precedence than "Smoke", Smoke will then attempt to destroy additional quanta equal to the quanta spent. If their action is "Wait", destroys 5 of their quanta of the element with the highest amount (chosen at random if there are ties). You refund your fire quanta if they used "Destroy", "Conjure", or "Wait".
7 : Enrage - Instantly generate X quanta of the element opposite (i.e. - Fire/Water, Aether/Time, etc.) of the one with the most quanta. If there are multiple elements with the same top amounts, you will generate quanta for all of them. X is equal to the amount of quanta for your top elemental pool.
15 : Detonate - For every basic action used during this round, all players receive 1 'bomb' (status effect). At the end of the round, all players with bombs will lose 1 quanta per 'bomb' accumulated, and will specifically target elemental pools with the highest quanta (those pools can dip into the negative). Fails to work if you die before Detonate triggers at the end of the round. Detonate fails if the player dies before the round ends.
Gravity
3 : Attract - Name a basic action and an element; gain three quanta of the element you selected per person who used that basic action on the turn you used this. Gain 1 quanta of that element if it's used on any other turn of that round (including if that action was used by you).
7 : Vacuum - Target a player; remove up to 2 quanta from all of their elemental pools. Pools affected by this ability do not go in the negative. Can be prevented via 'Block'.
15 : Pressurize - Name a player and give them the status 'Pressured'; all action and targeting effects are redirected towards that player for the remainder of that round. (If there are two or more players who use Pressurize, the one with greater Gravity quanta initially (or a higher quanta total) gets priority.) Fails against 'Hidden' players.
Life
3 : Sprout: Select three elements; each of those elements generate one quanta per action you take until you spend quanta from one of those pools (as in, if you spend quanta from ANY of those 3 elements, the effect is completely canceled at that moment you spend the quanta). Can target the life element.
7 : Multiply: Target a player and an element (can target self); if the quanta amount is a single-digit value, triple its value and add one additional quantum to it. Otherwise, does nothing. Can affect negative numbers.
15 : Adapt: Name four elements; gain the 'Adaptive' status. Non-Ultimate Elemental actions from those elements cannot affect you for the current and following round.
Light
3 : Illuminate - Give X of your quanta of an element to a player of your choice. X can be any number greater than 0, but you cannot give more quanta of an element than you have (if you attempt to do so, you give out whatever quanta you have if possible). Refunds 3 Light quanta if successful.
7 : Pacify - If the target player targets anyone else for this action turn, prevent the effects of that action and refund the quanta cost of Pacify. If they attempted to use 'Destroy', reflect it back onto them. If they use "Wait", they generate 7 Light quanta. Cannot be used on self.
15 : Resurrect - Any quanta pools you have that are equal to or less than 0, are instead set to 1, and cannot have their quanta pools dip below 0 for the current round. You may spend quanta from those pools without reducing their amount.
Time
3 : Halt - Target a player and transform one of their upcoming actions to become 'Wait' (if you choose to use this as your first action, and target someone's "Action 1", it will not affect the current action, but rather, their Action 1 on the following day).
7 : Remember - Name two players (you may target yourself). If only one of them dies during the round, the other player generates Time quanta equal to the number of rounds that have completely passed (i.e. - not including the current round), multiplied by 3. If both players die during the same round, you generate the quanta instead. No quanta refunded if the targeting fails (or if you target the same person twice).
15 : Foresee - Name a player and guess all four of their actions (name only); if you guess at least 2 right in the slot order they were given, negate all of their actions for that round (turn it into 'Wait' for them), and take control of their actions for the following round. You cannot use Foresee on a player you control.
Water
3 : Chill - Target a player (or yourself although you basically lose -1 net water quanta, which is... whatever). Any action they use that turn, they refund half the quanta they spent (rounded up).
7 : Submerge - You and a target player gains 7 quanta in an elemental pool of your choice. If they used Conjure the same turn as you used this, double the amount gained for both you and the target.
15 : Evaporate - Continuously removes X quanta from every player's top elemental pool (except you), at the very end of each round (after all other actions have their quanta spent and effects implemented) until a player dies (cannot be stopped via blocking). If two or more pools are tied for the highest quanta, all are affected by Evaporate. X starts at one (from the beginning it was used from) and increases by 1 per round. The Evaporate effect cannot stack. Evaporate will trigger at least once (i.e. - it cannot be canceled on the same round a player dies from a non-Evaporate effect; it can be stopped however, if a player dies within a round (between actions) before another Evaporate-'tick' occurs.
ACTION PRECEDENCE (for people who want to know what actions are simultaneous, and which have higher effort):
From First to Last (if actions were to be used on the same turn of a round):
(Ultimates)
Adapt
Levitate/Curse
Duplicate
Pressurize
Calcify
Foresee
Evaporate/Detonate
Enslave
Transmute/Resurrect
(Basic Action - BLOCK)
(Major Actions)
Reflect
Pacify
Rumble
Hide
Remember
Enrage/Submerge
Haunt
Storm/Vacuum
Multiply
Diffuse
(Minor Actions)
Smoke/Chill
Bury
Halt
Sprout/Attract
Gamble/Illuminate
Wither
Leech/Shock
Echo
(Basic Actions [Except Block])
Sign-up List:Sign-up deadline: It has begun.
List of status effects:Reflect - Player reflects targeting effects for a single action turn only.
Echo - Generates quanta in an element of a player whenever the caster of Echo uses 'Conjure'.
Levitate - For one round, all skills no longer spend quanta, and quanta cannot be destroyed/removed. You still need to have the required amount of quanta to spend on a skill however.
Hidden - For three action turns (which can carry into the next round), the hidden player can only have their quanta/actions affected by basic actions. Their basic actions cannot bypass other statuses such as Reflect or Calcify (higher precedence skills).
Enslaved - Player's first three actions are being controlled by the caster.
Wither - Player is losing 2 quanta in an element(s) until 'Block' is used.
Haunt - Player is gaining 5 death quanta per action until 'Destroy' is used.
Curse - All players that are not 'Adaptive' will have their max quanta limit reduced by 5.
Buried - Caster and target can only spend/lose quanta from selected elements via actions for 2 upcoming actions. Does not carry over to next round.
Calcified - Lock an elemental pool of a player at a specific number for remainder of the game.
Bomb - Players receiving a bomb lose 1 quanta per bomb at the end of all turns against their original highest element pool (randomizes if pools are tied).
Attractive - Generates massive quanta of an element per specified basic action used throughout the turns.
Pressured - All targeting effects redirected to the target player for the round.
Sprout - Generates 1 quanta in specified elements for the caster per action they take, until they spend quanta from said pools.
Adaptive - Player becomes immune to 4 non-Ultimate elemental actions for current/following turn.
Resurrect - Caster turns all negative/0 quanta elements into '1', and ignore any effects to drop them below 1 for the round. Quanta in said pools can be spent freely without consuming quanta.
Remember - Whoever survives between those affected by Remember generates Time quanta if the player dies. The owner generates time quanta if both targets die on the same turn.
Foreseen - Player is being controlled by the caster.
Evaporate - Takes X quanta off of every affected player's highest quanta element pool(s) (plural, in case top elements are tied) each turn, until someone dies. Ignores blocking.
FAQ:Ok, this is basically going to be my ‘question post’, so i'll edit in all future questions i have.
1. If you attempt to do an action, but dont have the quanta for it, is it turned into a wait action?
2. If you do a basic action that you specified for an absorb earlier in the round, do you generate 1 quanta for yourself?
3. Can you use quanta from a calcified pool if you use levitation or resurrection first?
4. Does pressurize redirect the actions of someone who's hidden?
5. Does bury stop ALL quanta loss, or just spending?
6a. Does rumble cut negative quanta in half?
6b. Do you choose the quanta pool affected by rumble? As its written right now, thats not obvious.
- Yes. Failed actions (whether due to other elemental actions, or because you didn't have enough quanta to spend) become 'Wait'.
/confusion (?) What do you mean by specified for an absorb? AH, okay, you meant 'Attract'. Yes - if you use that specified action that you named for your 'Attract' usage, you get 1 quanta, since you count as one of the players. I can clarify this too.- No. Levitate/Resurrect cannot undo/mitigate/ignore the effects of Calcify once Calcify is used.
- Nope. Pressurize redirects all actions, except from people who are Hidden.
- Bury stops ALL quanta loss, thus it serves as both a defensive tool (if you feel like you might be targeted), and an offensive tool (locking someone down). But remember precedence!
- Rumble DOES cut negative quanta in half. I will clarify that Rumble must have an elemental pool to be chosen before being used, or else it becomes a failed action.
Good questions, I'll try to keep things clarified/clear.
Does wait count as a basic action for the purpose of detonate?
Yes. Otherwise, the changes that I've made today (in regards to how basic actions were processed) would not be correct, and many players would not have a lot of the quanta they would have now.
More questions incoming!
1. How does leech work if it targets a player that cant lose quanta? (levitation, resurrection etc)
2a. Does adapting against aether let you bypass refect?
2b. Does hide allow you to bypass reflect?
3. What happens if two or more players attempt to take control of the same player? (through enslave and foresee)
4. How does smoke work if it targets a player who was attempting, say, calcify, but was targeted with pacify?
5. What happens if you remember a target player and yourself, but the target uses reflect?
6. Can you remember yourself and your clone?
1. Leech will not be able to drain.
2. Adapting bypasses Reflect, Hide does not.
3. The player using Enslave will get higher priority, I believe, based on precedence.
4. Smoke will affect Calcify, as Calcify was the highest priority action used.
5. Then Remember basically fails, as you cannot target yourself twice. You still spend quanta however during this.
6. Yes.