It wasn't supposed to happen. They said this sector was safe, that the navy keeps up it's patrols and the bandits don't dare show their faces here. Well, it happened anyways. You were forcibly awoken from your cryosleep to the dsunds of alarms and explosions as pirates boarded the transport you had taken passage on in search of loot and slaves to sell. Well, no choice but to hit the escape pods with whatever you can loot yourself in order to survive and evade them, which now brings up your current situation:crashing down on an unknown planet with two other people who had the same idea, not knowing if you can work together to survive or just go crazy and kill each other. What now?
This is a multiplayer suggestion game where you guys create a character and work together to survive the harsh realities of crash-landing out on the rimworlds-or, just kill each other, whichever comes first. Here's how the game works:
Name:
Gender:
Age:
Skills:
Each character gets 20 points to spend, divided among the following:
Shooting:How good you are with guns and other ranged weapons. The more points you have in this, the better chance you'll actually hit something
Melee:How good you are in a fistfight or with melee weapons. More points here means you won't miss as much with your swings
Social:How charismatic you are. More points means you keep everyone's spirits up better and also a better chance to recruit people-as well as better haggling.
Medicine:Exactly what it says on the tin. More points means you treat people better and have less chance to fuck up operations.
Growing:Every point in this skill lets you be better at growing food and other crops, and increases yields per plant.
Construction:Every point here increases the speed at which you build things like walls, beds, and other stuff.
Cooking:How fast you can cook things. More points here means you can cook enough per week to feed one more person and/or build up a surplus
Mining:How fast you mine out hills, dig ditches, etc. Evey point here speeds this up
Crafting:How fast you craft things like weapons, refined metals, and other useful stuff that you can manufacture. Each point also raises the chance for better qualities on goods that benefit from quality.
Art:How fast and how well you craft ornamental stuff from whatever to boost the mood of the colony.
Research:How fast you research new tech. More points here means more discovery points gained in a new tech each week
Turns are one week long, and at the end of a week any colonist tasked with doing anything related to a skill(such as crafting electronics) gets 5 xp(note, you must be doing this task throughout the week to gain xp with the skill-no multitasking!). it takes 20 xp to raise a skill to the next level-except for when a skill is Passionate.
Passion:You can spend a point in a skill to make yourself Interested(char creation only)in that skill, which cuts xp needed to gain a level by 25%(to 15xp). So it only now takes three weeks to level that skill! You can also further increase you passion to Passionate, which cuts xp needed by a full 50% to 10xp. However, it requires two additional skill points to increase a skill to passionate! Note that you can only add passion to a skill that has at least one point in it! Do note I'd like a skill marked as interested done by bold, and a skill marked as Passionate done by bold in red.
Finally, I'd like a simple backstory for your char.
Each turn, you assign yourselves to a task that needs to be done(for example, growing potatoes), and I'll roll for how well you did. Each point in a skill gives a +2 mod to that skill roll on a d20, that I check against a target set by me. You pass that target? Hey you finished the job/made progress this week! Pass it by certain margin? Critical sucess, you built most of that wall ahead of schedule! Fail to pass the target? You derped around this week and didn't do much. I roll a one? You critfailed and that wall collapsed on you and now you have a broken arm! Do note that on anything but a critfail, you still generally gain experience
When doing tasks that give yields(such as harvesting those potatoes you planted), I'll indicate the expected yield based on the skill of the guy assigned to the task(so if Joe average with a growing of 2 tries to harvest, I'll give one number, but if Urist McFarmer with a skill of 6 does it, I'll give another, much higher number).
Next, when combat inevitably happens, it will be using your best offensive skill versus a DC of ten. On a hit, I'll roll for what you hit and how badly(an arm isn't so bad, a shot to the brain would likely be fatal!). If you don't get killed outright, you accumulate wound points that increase your pain until you either die from a lucky hit, collapse out of pain, or beat back your attackers. Once your wound points pass a certain level, you have to pass a pain check to stay conscious and fighting(and each wound you receive after that adds a -2 malus to the check!). Your theshhold is normally 10 wounds, though conditions might apply to change that(for instance, being sick would drop that lower)
Finally, a blurb about mood. Your colonists have a mood category that defines how they are generally feeling. There are 5 categories of mood:Happy, content, neutral, stressed, and about to break, and each category has 3 stages. Things like the environment and art increases and decreases the mood of your colonist depending on how good or bad it is; if you have more positives than negatives, mood boosts a stage, and the reverse happens when there are more negatives than positives. Neutral is the starting stage your colonists start at. When you are content, you get a +1 to skill rolls. When you are happy, you get a +2 to skill rolls(just as if you had another level in that skill!). Conversely, stessed adds a -1 malus, and is a warning to take a break. About to Break confers a -2 malus, and also provokes a breakdown roll every week your colonist is at this mood! If you fail this roll, a random breakdown happens, from something harmless(you spend the week in a drunken stupor) to dangerous(you go berserk and start attacking everyone!). Note that after a breakdown is resolved/you spend a week doing nothing, your mood is reset to neutral if it was below neutral; nothing happens if you are content or better). Keep an eye on your mood!
You get the following resources to start with:
800 silver ingots(the standard trade currency after the rebuilding from the Schism)
800 steel ingots
600 pallets of wood
one weapon per colonist from the following:
Knife:Better than your fists, that's for sure!
Pistol:Not quite as ranged as a rifle or as accurate(-2 to hit), but it fires twice for every rifle shot to make up for it
Rifle:Perfect for keeping enemies(and wildlife) at range, it is rugged and reliable, but a bit slower firing than a pistol
When doing things that require resources(like building a wall), I'll define how much that will require, but in general:
Walls and doors usually take 2 units of the resource it is being built from. To build a roof to go with your building, it takes 1+ the area covered/5(so a 5x5 room would cost 6 to roof, in addition to the cost for the walls). For reference, 1 unit of wall covers 5 feet in length, so a 1 square room is 5x5ft.
Flooring costs 1 of a resource per square of flooring, or 2 if you want fancy tiling that gives a slight mood boost. You can dig up and replace flooring if you wish, but you don't get that resource back.
The ultimate goal is up to you guys. Do we create a lasting colony on this world, or do we research ship tech and build an escape boat out of this hellhole and hopefully to a more civilized sector?
First three to post a char are in, the rest go on the waitlist. However, as the game goes there may be events that bring in more colonists to your fledgling colony, so don't worry if you get waitlisted, you might not be waiting long!