User:UnderSampled/GuildNomic

Time
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.

Players
Only players may perform actions and vote.

A player may stop being a player by announcing their intent or by leaving the Discord server.

Guilds
Guilds are entities that have members. Anyone may join a guild, provided they are currently a player or have not been a player at any point in the past seven days. Anyone who joins a guild and is not a player, becomes a player by doing so.

Phases
Each week is divided into two phases, containing the following days:

Monday, Tuesday, and Wednesday Thursday, Friday, Saturday, and Sunday

Phases are identified by successive Roman Numerals: The first Phase of the cycle is Phase I, and each successive phase is assigned the next numeral after.

Proposals
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously. A player can create a proposal in #proposals by specifying the text. A proposal is active if the message representing it in #proposals has been neither deleted nor edited. A player cannot create a proposal if they have already created four (4) proposals in that week or two (2) or more of the proposals they have created are active.

A 👍 or 👎 reaction on a proposal message at the time when its voting period ends constitutes a vote in favor or against, respectively. The voting period for a proposal ends and the end of first phase after it was submitted. It is popular if it has more votes in favor than votes against.

A proposal is urgent if the message representing it in #proposals begins with "URGENT". The voting period for an urgent proposal ends two days after it is created. An urgent proposal is popular if there are no more than two votes against it.

A proposal takes effect if it is active and popular when voting for it ends. A proposal that does not take effect at the end of its voting period is withdrawn automatically. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

Characters
Characters are entities which may recieve and bear titles. Players and NPCs (Non-Player Characters) are Characters. Characters may be refered to by their titles. Characters have a level. Players start at level 1. Characters have Health Points (HP), which start equal to their level. Titles and levels for players are listed in the 'roster' recorded in the generally-agreed-upon applicable location.

Items
Items are entities that can be possessed/owned by another entity or named group of entities. Unless another rule states otherwise, players may own items. For an entity to gain an item is for that item to be created in that entity's possession. For an entity to lose an item is for that item to be destroyed from that entity's possession. To transfer an item is to move it from one entity's possesion to another's.

Elemental Strengths
There are four elements: Earth, Water, Air, and Fire. Characters have a set of Elemental Strengths (ESs), one (1) ES for each element. An elemental advantage of an attacker against a target is the value of one of the attacker's ESs subtracted from the target's ES of the same Element.

Each

Classes
A class is a title which conveys elemental strengths to those who bear it.

The Classes and their respective ESs listed in the table below: {| !Class !colspan=2|Elemental Strengths (EPs)
 * Knight||Fire (2)||Earth (1),||Water (-1)
 * Ranger||Earth (2)||Water (1)||Air (-1)
 * Cleric||Water (2)||Air (1)||Fire (-1)
 * Mage||Air (2)||Fire (1)||Earth (-1)
 * Cleric||Water (2)||Air (1)||Fire (-1)
 * Mage||Air (2)||Fire (1)||Earth (-1)
 * Mage||Air (2)||Fire (1)||Earth (-1)
 * Mage||Air (2)||Fire (1)||Earth (-1)

The Adventurer's Guild
The Adventurer's Guild is a guild. Anyone eligible to join a guild may become a member in the Adventurer's Guild at any time by posting their intent to join and their choice of class on #adventurers-guild. Upon joining the guild, adventurers are given the title Adventurer, and of the class of their choice.

Parties
A party is a group of adventurers. A party's ESs are the sum per-element of it's adventurers' ESs, and its level is the sum of it's adventurers' levels. To create a party, any adventurer may announce its creation in #adventurers-guild and by stating a name for the party. The creator of a party becomes a member upon its creation. To join a party, any adventurer who has HP greater than zero (0) and is not in a party may state their intention to join in #adventurers-guild. Party members may leave the party at any time. A party is disbanded when no members are left. Any items remaining in the party's possession are transfered to the last player to leave. If a party member's HP falls below zero (0) at any time, they are immediately removed from the party. Any member of a party may lead the party by stating an action for the party to take. The party then does that action immediately. The member who lead the action is responsible for fulfilling the rules of the action on behalf of the party.

Monsters
A monster is an NPC. To create a monster, Roll 1d6-3 for each element to determine it's ESs and 3dN-2 to determine it's level, where N is the level of the highest-level adventurer in the Adventurer's Guild. After this, name the monster with a name which subjectively fits its ESs and level. If at any point, a monster's HP falls below zero (0), it is killed. Any items it owns are transferred to the character or party that killed it.

Quests
The Adventurer's Guild maintains a quest board, a list of quests which can be completed by adventurers, recorded in the generally-agreed-upon applicable location. Up to three (3) new quests can be added to the quest board in a given phase, up to a limit of five (5) quests on the board. Quests can be removed from the quest board at any time if they have been on the board during more than two (2) phases, or when they are completed.

To add a quest to the quest board, create a monster and record it's ESs, level, and HP on the quest board. A quest is completed when a party kills it's monster. Once a quest is completed, it is immediately removed from the board, and all members of the party which completed the quest gain one level.

Combat
Once per phase, a party may do an attack action against a target monster. To take an attack action against a target, the attacker announce the target and what element they are attacking with in #adventurers-guild. The attacker then rolls 1d20. If the roll plus the elemental advantage they have against their target is greater than ten (10), the target's HP is then reduced by the attackers' level. The target then may choose to take a attack action in response as a counter-attack. Monsters will always choose to counter-attack with their greatest elemental advantage against their attacker. Counter-attacks are not followed by any further counter-attacks.

Rest
At the end of a phase, if a character has not been in combat during that phase, its HP is restored to equal its level.

Victory
Any player with level 30 is considered to have won the game. The game ends immediately once any player reaches level 20.