Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 5 Health. F6
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 5 Health. F7.
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 5 Health. F7.
Elfa (Elvish Miner). Female Child Prodigy. Teaching, Smart, Hard Worker, Caretaker, Cautious 2 Health, F5
Tal Questions (Unnamed Personality). Male Child. Analysis, Fast. 3 Health, F6
Libra Questions (Unnamed Personality). Female Child. Runt, Cautious. 2 Health, F7
*Rule Updates*Non-existant/Non-discovered items cannot have player notes.
*Tip*In the Inventory, anything after "PLAYER NOTES" has been added in by a player and not the GM. Many of these notes are either partially or completely misleading, so use that information at your own risk. Or maybe I am messing with you, but the point is that Player Notes are NOT fact checked by the GM.
Remember that you can work then move OR move then work. Don't expect to be able to work, then move, then work again. You also cannot move, work, then move again.
The most likely thing the GM is going to miss is updating character locations. It would be a good idea to specify where you are starting your turn in addition to where you are working.
Turn 30Upkeep: 7 food has been consumed.
Beatrix Purnima attempts to attract the Fluffit at F7. The Fluffit does not find her very attractive. Research begins on mining.
Asker of Questions moves to F7, contributing 1 labor to the Water Paddy and using the farming tool to collect 4 love berries. Research begins on the Saw, which is missing at least 1 pre-requisite research; reducing the research quality.
Easter Sunday moves to F7 and forages to collect 1 bloody thorns and 1 waterleaf. He also takes the first bloody thorn-related injury in a while; reducing his health by 1. He is unable to move to E7 this turn because he already moved prior to working. Research has been completed on Animal Taming.
Elfa moves to F6 and uses the mushroom gathering tool to collect 2 Unnamed Mushrooms.
Sandy questions has been
killed by an unseen threat! There's at least one lesson to be learned from this.
Tal Questions scouts at F6 to discover a cave entrance!
Libra Questions uses a Love Berry gathering tool to collect 1 love berry and 1 unnamed green berry.
The Fluffits have not been causing any problems lately... Assuming of course that there aren't any at G7 where Sandy was last seen.
Agriculture: The building "Farmland" may be created on a tile. A size 0 farmland can be created for 5 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the farmland can only accommodate one type. Each size on the farmland allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. Much more reliable than foraging.
Animal Taming: You may attempt to tame an animal by giving them items. Too many things can go wrong when attempting to do this to include in a single tech description. As a general rule of thumb, the more useful an animal is the harder it is to tame. Expect to have to feed animals after taming them.
Arrows: The item "Basic Arrows" can be created with 1 wood and 2 labor. One is expended when attacking with a bow. Expect to get several of them when this is crafted.
Bait: Any food can be added to a pit trap to act as bait to increase the liklihood of something getting trapped.
Basic Tools: The tool "Gathering Tool" may be created at a cost of 1 labor and 1 building material. When the tool is created, one resource is designated. Using the tool increases labor by 1 when attempting to gather that material. Does not stack with most other tools.
Basic Torch: The weapon "Torch" may be created at the cost of 1 wood on a tile that contains a campfire. The wielder of this item may choose to create fire on the tile they are on. Fire inflicts an unknown amount of damage to targets, and can cause Fear. This item may be used to remove the labor cost when building a campfire. Each turn this item has a chance of breaking. Note that it can be dangerous to its wielder. (Basic Torch does not require labor to make)
Better Tools: A hand crafted tool may be upgraded at the cost of 1 item and 1 labor. This may or may not give it an additional effect. This tech will only work once per tool.
Bow: the weapon "Bow" may be created at a cost of 1 labor, 2 building material and 1 string. Not all materials will create a functional weapon. A bow may be used to make a ranged attack in an adjacent tile.
Broadhead Arrow: The item "Broadhead Arrows" can be created with 1 wood, 1 material and 3 labor. Expect to get several when crafting.
Carpentry: The building "House" may be created on a tile at the cost of 5 labor and 10 wood. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Carpentry Tool: The tool "Carpentry Tool" may be created at the cost of 1 labor and 2 wood building material. Provides +1 labor when constructing buildings with wood.
Child Care: The penalty for giving instructions to children is moderately reduced if the one giving instructions is a genetic parent.
Child Care: The parent of a child civilian may take starvation damage in place of that child if it is on the same tile. This ability must be declared on the turn prior to starvation damage triggering. Damage taken from this tech is based on the Childs starvation level, not the parents.
Clay The building material "Hardened Clay" may be created at a Campfire at the cost of 1 labor.
Cooking: Cooking may now be attempted on a tile with a Campfire by expending one or more items as well as at least 1 labor. Results will vary wildly.
Farming: A "Farming tool" may be created at the cost of 2 labor and 2 building materials. Farming tools increase labor when performing a farming action by 2. Does not stack with most other tools.
Fertility: the item "Fertilizer" may be made with 1 plant and 1 labor, or 2 labor in a area with an abundance of plants. Fertilizer can repair 2 points of damage to farmland, or contribute 2 points of labor to its construction. Also has a chance to cause positive effects to occur when working the farm. The plant used to make it does not need to be edible.
Fire: The building "Campfire" may be created at a cost of 2 labor and 2 wood. Each turn the Campfire requires a maintenance cost of 1 burnable material in order to continue functioning. If a campfire stops burning it will be destroyed. Note that someone must declare what material is being used to keep the fire burning on literally every single turn to keep it going. Resting at a campfire will restore an additional point of health, and fire has a chance to cause fear to non-intelligent creatures. This fear may bypass fear immunity.
Fishing Rod: The tool "Fishing Rod" may be created at a cost of 3 labor and 1 building material. This tool can be used to obtain otherwise unattainable items from water sources; but it is otherwise less effective than foraging.
Fur Clothing: The equipment "Fur Clothing" may be created at the cost of 2 labor, 2 Fur Material and 1 String. This item grants protection from cold, and may have other effects depending on material. Takes up 1 equipment spot.
Glass: The material "Glass" may be created using using 1 sand, 2 labor and 1 glowroot at a campfire. This method will produce low quality glass which will shatter on impact.
Healing: A civilian may consume an additional food in a turn to restore its health by 1.
Herbology: A "Salve" may be created at the cost of 1 labor, 2 herbs and 1 water. The water cost is not applicable on a tile that has water. The effect of the salve varies on the item used to make it. Note that the communal inventory cannot directly store liquids such as salves.
Hoe: The tool "Hoe" may be created at a cost of 1 labor and 2 building materials. Equipping a hoe will give you a x2 labor multiplier when creating farmland. Does not stack with most other tools.
Housing: The building "House" may be created on a tile at the cost of 5 labor and 15 building material. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Irrigation: The building "Paddy field" may be made on a tile with natural water. A size 0 Paddy Field may be created at a cost of 8 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the Paddy Field can only accommodate one type. Each size on the Paddy Field allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. The Paddy Field can be used to cultivate plants that require large amounts of water.
Knife: The weapon "Knife" may be created at the cost of 1 labor, 1 building material and 1 sharp material. A knife will increase final melee damage by 1 and may have other utilities.
Masonry: Stone may be collected from most tiles; especially mountainous regions. This works like a foraging action; though it is less efficient than other kinds of foraging. When used as a building material, stone is highly durable.
Masonry: When constructing a building on a rocky tile such as a mountain, 2 labor may be used in place of 1 masonry.
Palisade: The building "Palisade" may be created on a tile at the cost of 2 labor and 3 building material. Attacking this building without a tool deals retalliation damage to the attacker based on the materials used. Cannot be used to wall off large areas.
Pit Trap Cover: The building "Pit Trap" may be upgraded with a "Pit Trap Cover" at a cost of 1 labor and 1 string per building size. (ex: A size 3 pit trap costs 3 string and 3 labor). A Pit Trap Cover will make the pit hard to detect.
Rationing: A material may now be marked as "Rationed". A rationed item will not be consumed even if it would cause starvation. This can have negative effects on morale, but can preserve high value food items or prevent higher starvation levels later.
Rope: The building material "Rope" may be created at the cost of 4 string and 1 labor. Has miscellaneous uses.
Shields: The weapon "Shield" may be created at a cost of 2 labor and 2 building material. Additional material may optionally be used. If a shield is used in combat there is a chance that the item will take damage instead of the wielder. If you forget to specifically declare you are using the shield that chance drops to 0%
Shovel: The tool "Shovel" may now be created at a cost of 1 labor and 2 building material. Equipping a shovel gives an x2 labor multiplier when digging. Does not stack with most other tools.
Spiked Shield: A spiked shield may be made using 2 labor, 1 string and 1 material. This weapon functions the same as shield, but it also can inflict damage to the attacker based on the material used to make the item.
Spiked Shield: A spiked shield may be made out of 1 labor, 1 material and 1 shield. The Spiked Shield will retain most or all of the shields initial properties.
Stone Axe: The tool "Stone Axe" has been created at the cost of 1 labor, 1 building material and 1 masonry. This tool allows for the gathering of "Logs" from a forested tile.
Stone Flail: The weapon "Stone Flail" may be created at a cost of 1 labor, 1 building material, 1 string and 1 masonry. This weapon increases base damage by 1 and may have other utility.
String: The material "Simple String" may be created at the cost of 1 labor and any plant. Items created with Simple String may break under stress. Not all Simple Strings are of equal quality.
Teaching: A civilian may use their turn to assist another civilian who is using their turn to learn a professional ability, increasing the student's progress by the teacher's science stat.
Trap Design: The building "Pit Trap" may be created on a tile. The labor cost to create a pit trap is [building size]*[building size]. (EX: A size 3 trap would cost 9 labor). Not effective on all creatures, and completely ineffective if the trap is smaller than the target.
Trap Design: The building "Snare Trap" may be created on a tile at the cost of 2 labor, 1 string and 1 building material. A snare trap can stop a creature from moving, but is only as strong as the material used to make it.[/b]
Wall section: The building "Wall Section" may now be created on a flat tile at the cost of 25 building material and 15 labor. A wall section will impede the movement of any land-bound creature that attempts to move into or out of the map tile from a specific side. (Four Wall Sections are required to surround one tile, or a 2x2 area can be surrounded with eight, etc.) Note that Wall Sections can also impede your own population. A wall section can be breached without destroying it completely.
Improved Foraging: 15/?? (Elfa)
Green Thumb 5/??? (Beatrix Purnima)
Mining: 5/? (Beatrix Purnima)
Saw: 7/? (Asker of Questions)
D5: Unfamiliar area. Falling Rock hazard.
D6: Unfamiliar area. ??, flowers
D7: Unfamiliar area. Trees, Beast lair.
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures, Size 3 Pitfall Trap(7 Labor to size 4) with Size 3 Pit Trap Cover (---)
E8: Familiar Hybrid area, waterfall, River, predator Nest, Herbs, sand
E9: Unfamiliar area, caves, Cannot move to D9 from here
F5: Familiar Waterfall, White herb
F6: Ygdrassil, Mushrooms, Feathers?, Cave Entrance
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs, Glowroot, Fluffit Burrows
Size 6 Farmland (+). (2 Labor, 2 Love Berry until size 7), Size 2 Paddy Field (++). (2 Waterleaf until size 3).
F8: Unfamiliar area. Contains a plateau.
F9: Unfamiliar area. Sand, Cannot move to F8 from here.
G5: Familiar Cliff Area, Rocks
G6: Familiar Forest Area, Fruit, Thieving Animals, Red Herb
G7: Familiar Desert Area, River, Stones
Yider: A large yellow hexapod with a long and thick neck, and sharp claws and teeth. It is also about twice your size. This creature is known to avoid hunting dangerous prey, and can be scared off by a co-ordinated assault. Known to have over 37 health.
Vine Grabber: A plant that latches onto prey. Not a serious threat, unless something else is in the area. Expected to have 3 or less health.
Monkey: A small green colored creature with a long tail. Known for climbing trees and stealing food.
Fluffit: Small fluffy grey colored creatures. Expected to have 3 or less health. Damage output is low.
Prowly: A dark green creature slightly smaller than your species. Known to have over 7 health.
1 Fluffit Fur Clothing (-): (Cold Protection, Repels or Enrages Fluffits)
1 Gathering Tool: Love Berry (+1 labor for gathering Love Berries)
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Gathering Tool: Fallen Branch (+1 labor for gathering Branches)
1 Gathering Tool: Waterleaf (+1 labor for gathering Waterleaf)
1 Gathering Tool: Bloody Thorns (+1 labor for gathering Bloody Thorns)
1 Gathering Tool: Unnamed Mushroom (+1 labor for gathering Mushrooms-F6)
2 Farming Tool (+2 Labor for farming actions)
1 Hoe (x2 labor for farmland creation)
1 Carpentry Tool (+1 labor when constructing buildings out of wood)
1 Stone Axe (Can be used to collect Logs)
1 Bow (Can attack one tile away)
1 Bow (+-) (Can attack one tile away)
1 Fertilizer: See the Fertility tech.
7 Goldenwood Arrows: Expended when using a bow. Deals +1 damage to animals not represented by a target.
0 Simple String: (Material)
7 Love Berry: (food) A red colored berry. PLAYER NOTES: (F7)
0 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation. PLAYER NOTES: (F7)
1 Unnamed Green Berry: (food) A green colored berry. PLAYER NOTES: (?)
1 Waterleaf: (food) A dark green plant that grows in water. PLAYER NOTES: (F7)
0 Giant Waterleaf: (food x2) A dark green plant that grows in water. Grows regular Waterleaf when planted. PLAYER NOTES: (F7)
0 Golden Fruit: (food) A yellow fruit. PLAYER NOTES: (G6)
2 Unnamed Mushrooms: (food) A light brown colored mushroom. PLAYER NOTES: (F6)
0 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant. PLAYER NOTES: (?)
0 Unnamed Blue Herb: (food) A blue herb. PLAYER NOTES: (?)
0 Unnamed Red Herb: (food) A red herb. PLAYER NOTES: (?)
1 Unnamed White Herb: (food) A white herb. PLAYER NOTES: (F5)
0 Unnamed Blue Flower: (food) A blue flower. PLAYER NOTES: (?)
0 Fluffit Meat: (food) Meat from a Fluffit
0 Yggdrasil Branches: Fallen branches from the giant tree. PLAYER NOTES: (F6)
0 Golden Branch: Fallen branch from a tree. PLAYER NOTES: (G6)
1 Unnamed Branch: A white colored branch. PLAYER NOTES: (E6)
3 Bloody Thorns: A plant that causes harm on contact. PLAYER NOTES: (F7)
5 Glowroot: A plant that glows. Combustible. PLAYER NOTES: (F7)
0 Ropevine: A plant that can function as a string as it is. PLAYER NOTES: (?)
2 Unnamed Yellow Plant: A tall yellow plant. Not edible. Also not a string. Not wood either. PLAYER NOTES: (E7)
1 Unnamed nut: A large circular plant product with a tough outer shell. PLAYER NOTES: (?)
0 Vine Grabber plate: A flat and durable plant product. Not edible. PLAYER NOTES: (?)
0 Mudstone: A brown colored stone. Functions as masonry. PLAYER NOTES: (?)
1 Siltstone: A brown colored stone. Functions as masonry. PLAYER NOTES: (?)
1 Grey Clay: Too soft to function as masonry. PLAYER NOTES: (?)
8 Fluffit Fluff: Grey fluffy matter.
1 Unnamed Feather: A feather. Blue, white and green in color and bigger than your head. PLAYER NOTES: (F6)
4 Log: A wood building material with high quality. Too heavy for the communal inventory. Weight 3.
6 Log: A wood building material with high quality. Too heavy for the communal inventory. Weight 3.