Explaining Moss' 'Golden Rule' Protection

ApoideaBee's picture
Quote:
Moss is unable to be physically injured or magically controlled by anyone else unless he purposefully physically injures or otherwise intentionally harms them first. Since this is not likely to happen, he is basically unable to be hurt. It doesn't mean that he has no sense of self-preservation and he will likely try to keep out of harm's way. I like to call this "Golden Rule Protection" because it is all dependent on him not doing something to another that he doesn't want done to himself. He is 99.9% unlikely to attack your deer, so attacking him isn't going to do anything but show that your deer aren't something he wants to be around. It's not like he's going to go out of his way to cause someone to want to attack him, so this shouldn't be an issue.
~from Moss FAQs and Development



Since Moss had to use this power for the first time recently, I thought I might make a thread dedicated to how he uses it, what it is, and what the limitations of it are.


How does this 'Golden Rule' thing work?

Should someone attack Moss with intent to hurt him, he will become intangible. This is in homage to how the game itself works, where we can't really touch each other.

The GRP is activated when someone tries to physically harm Moss, and lasts for the duration of the threat. Should a repeat-offender appear, the GRP will become active the moment the other enters the vicinity.

There is no energy source for GRP. There's no need to replenish it, no need to rest after using it, etc.


Magic and GRP

Just like the game, Moss can still throw spells when intangible. This is the ONLY way he can protect anyone like this, since he is unable to touch others just like they can't touch him.

Spells that can be thrown are all simple forest spells: Masks, Pelts, Antlers, Critter spells. The only difference here is that Moss can stack up a limited number of spells.

    Limits:
  • Mask spells: +/- 7 spells. This is due to the number of mushrooms he can eat off of a tree. Unfortunately, this also means that by casting the spell the food disappears from his stomach and he gets hungry.
  • Antler spells: +/- 3 spells. Although he could possibly eat more pinecones, he doesn't like to due to how they cut up his mouth. Just like mushrooms, the food disappears after the spell is launched.
  • Pelt spells: variable This is entirely dependent on how much company he has had in a given day that he has had relaxed-time with.
  • Critter Spells: +/- 2 spells. This is entirely dependent on if Moss has slept in a mushroom circle that day. Critter spells cast on himself are dependent on if he has drank from De Drinkplaatz that day.
  • Spells in general: +/- 7 spells. Moss can carry around 7 spells at a time, mixed bag. This will be determined by what he has done during the course of the day. Example: He has relaxed with 4 others, therefore must obtain 4 pelt spells. This means that there is only room for 3 other spells.


In contact with those who become hurt from the act of casting magic: if he is unaware of harm it still counts as harm and the GRP is negated. He is intentionally casting the spell on your deer, therefore risking that it may hurt them to come into contact with the magic.

***This does NOT count for self-incurred harm that comes to someone after the magic has been cast. (Example: Casting a mask, animal panics because it can't see and runs into a tree)

Disclaimers

Moss is not an invincible character because of GRP. He can still experience emotional trauma if a friend is hurt during the experience.

While using GRP, Moss will still show signs of being cautious. This is due to a natural fear of predators and doesn't change. Just because he knows he can't be hurt doesn't change his fear that others can.

Moss is aware of the possibility of the Devout Pelt causing harm to demonkind. (With so many demons in-game, it's hard for him not to have seen it once.) He will not cast this spell because of this. He simply doesn't want to hurt anyone, even if they're hurting his friends.

Moss reserves the right to run away from a fight should it get to be too much for him. He will try to take any injured party with him, but can not help them to get away due to being intangible. He cannot become tangible just to take someone away. As long as the threat is present, Moss cannot drop the GRP effects.


I reserve the right to modify this based on any future incidents that require GRP that bring new challenges. The base rules of GRP will not change.

This power has its limitations, however unless Moss himself tells your character these limitations or they are able to logically deduce them during a fight, please do not make your character aware of them. This is God-modding and will not be tolerated.



~please watch for future updates.~

Questions, comments, or concerns can be brought to me through E-Mail at Apoidea.Bee.TEFc @ outlook . com