What's this? I'm reviving the first forum game I hosted ever? Wow! What a miracle.
Offspring is a game about survival in a post-apocalypse world, as a wild animal. However, mysterious intelligence has been granted to you, and you now possess knowledge of creation and invention, boy howdy. Also the ability to speak to other animals. Wowzas! Who knows what you'll find out there, in the wastes? Maybe you'll start a family, maybe you'll discover secrets, maybe you'll [REDACTED]! The possibilites are nearly endless, as this is mostly a freeform game. PvP and Co-operation are included in those possiblities.
Name:
Sex:(Animals dont really get indecisive about gender identity.)
Description:(Physical and mental.)
Species of Animal:(Most things will be accepted, within reason. It's also the future, so you could be something we don't know of. Just don't make something hideously overpowered, duh.)
Stats:
Health:(Depends on species[I'll decide], but can be improved with more Physicality.)
Stamina:(Depends on species[I'll decide], but can be improved with more Physicality.)
Pain Threshold:100 (As a base, changes between species and depending on your Physicality. Goes up by 10 each extra point into Physicality.)
(For these stats, you start with 12 points, and for each 5 points in a stat, a +1 bonus is applied. For starting points, you may not assign more than 8 points to one stat. They start at 0.)
Physicality:(Health, defense, strength, physical ability. Basic stats, as well.)
Mentality:(Like Physicality, but for the mind.)
Agility:(gotta go FASTSpeed, dexterity, ability to manipulate your body.)
Instinct:(Mating, rituals, senses, other animalistic traits.)
Radiation:(Who knows what this does? You sure don't. It goes up in irradiated areas, and can mutate you. Mutations are random traits, essentially.)
Positive Traits: (Each positive trait will be assigned a trait value, and the same for negative traits. These values must be equal in total. Traits can effect certain kinds of rolls, buff stats, or provide other unique effects in certain situations. See examples for ideas, or just copy me, if you're that unoriginal. Traits should be qualities unique to your species or animal, and could be a special ability 'When {x} happens, {y} can perform {z} ability', or a passive buff '{x} has a passive bonus/penalty to {y}', or some innate quality of your animal 'Because {x} is {y}, they can/cannot perform {z}'.)
Negative Traits: (Same as above.)
Inventory:(Start with 2 items of choice, up to my discretion.)
Offspring:(Optional, if you do have any, they have base stats and 15 health and stamina. They can also carry things. When you die, they take over.)
But how do we play?, I don't hear you ask. Well, that's simple.
Events - Essentially, things that happen. These are mostly random, but some will be scripted. These will mostly happen on land.
Scavenging - When scavenging, a roll will be performed, usually a d100, to find out how successful your scavenge was. There will be modifiers depending on where and what you are. There can also be hazardous things that happen when you roll really low.
Crafting and Researching - As you are animals, and have no opposable thumbs, how do you craft things and research technology? Well, before the humans died out, they made robots that can do just that. They can be given the materials and blue prints, and make you the item you desire. Sometimes it fails, or just comes out wrong though. But you can develop opposable thumbs by way of mutation, or maybe other means too??
Seasons - These give positive and negative modifiers to certain actions. Each season is 30 actions long. E.g. migrating in a really hot summer, stamina decreases at a rate of -10 instead of -5. Or, carrying meat outside in winter, -1 to decay rate. Obviously, these effects vary from species to species. Some animals like the heat, others don't. These species-effects act outside of traits.
Food Decay and Item Durability - Each move you make with items of food in your inventory causes it to decay. Most foods have a decay rate of around 800-1000, decreasing by 10 each action. However, this decay rate can be slowed by multiple things, like fridges. Items like tools and weapons, have a set durability and get closer to breaking each time you hit. Once it reaches 0, a 1d4 roll is performed each action you take using that item to see if it breaks. These items can be repaired once they get too low. Obviously some food doesn't expire, like spam. Although, that's still pretty gross.
Migration - Migration is a common thing in the animal world, most, if not all, animals do it. So it makes sense that you will have to as well. When you migrate, you may build a boat or other vehicle (if you know how, that is), but you can just walk. Migration season depends on your animal species, but in the first season no one will migrate. Migrations will largely consist of time-skips, but they're also good excuses for me to ham-handedly shove plot into this game. If you don't migrate... well, that's all well and good, but if you're an animal that doesn't like the current season, you're gonna have a bad time. And by that I mean you'll get roll penalties. Migrate, dammit. It's the only thing you have to do :V.
Pain - Pain is used when measuring how bad a wound is. If you experience pain past your pain threshold, a d20 will be rolled to stay conscious, with a possible modifier, depending. If, once you have passed out, you experience double your pain threshold again, you die. So if your P.T. (pain threshold) is 110, and you get 110 pain and get a bad roll, you are unconscious. If you then get 220 pain, you die. Pain grows at a rate depending on your wound severity.
Death - When you die, never fear! You may start as one of your cubs if you have any, and you can keep your items. (your cubs will be brought up to your original stats, levels go away.) If you do not have any cubs however, you will awaken as a grown up animal of your species who has just left their mother and family in search of adventure. You may redistribute your stat points, otherwise they will stay the same as they did when you made your character. You will be able to choose new items, but otherwise they will stay the same. NOTE: You do not keep your items if you don't have any cubs. You get the items you picked on character creation or new ones.
Combat - When initiating combat, you may choose to flee or fight, and then you are locked into battle. You will then enter a turn-based combat mode, with one minor catch. The catch being, you predict your moves ahead of time, and then the battle turn is simulated. If nobody dies at the end of the battle, another turn occurs. One turn is 3 combat actions each.
Radiation and Mutation - Radiation is pretty much everywhere. You gain it every time you level up, you get it just by being in certain areas, or you can gain it from certain other creatures. Beware, if you get 20 radiation naturally, you will mutate randomly, and will get a random trait, or gain a stage of radiation posioning, becoming closer to death. You can use syringes to take out irradiated blood however, and then give yourself other blood to sustain your body. This will cleanse radiation poisoning, and reset your radiation. Sometimes radiation can't be fixed with blood transplants, however. There are certain areas that will give you large amounts of radiation (around 5 per action.) Mutations are split into different categories, which shall be revealed when you get enough mutations of the category. Once you have gotten a lot of mutations of the category, you may transcend into another species. Of course, that is only if you don't die of radiation poisoning before then!
Courtship and Mating - When you find a suitable partner, be it NPC or otherwise, you may go into a courtship ritual, where you both roll d100s, and the one who is higher wins. If the person who initiated the courtship wins they become partners. If the person who is being courted wins, they don't. You also get a bonus modifier from your instinct. Mating is important, as your cubs can be used to carry on your legacy after you have died, and you can respawn as them. Mating causes pregnancy in the female. Pregnancy is a debuff, and will last for a varying amount of time, the mean amount of time depending on your species. After this time period, offspring are produced, amount depending on species, with a chance of miscarriage. This chance increases with more actions performed. Pregnant characters need to eat more. Sometimes eggs will be laid, however, and must be defended until hatching.
NPCs - There are many others among the wastes, who knows who you could find? They'll vary, that's for sure.
Hunger: Each action you take drains hunger. You need to eat once it reaches low enough, and if you do not, you will take penalties to all actions. Also, you'll die eventually! From hunger, too.
Thirst: Thirst drains faster on hot days, and faster in general than hunger. You can survive a certain amount of days depending on your species. If you do not drink water you will take penalties to all actions once your water levels drop below a certain point. Also the whole death thing.
AP: Days are divided into three sections: Morning, Afternoon, and Evening, after which you may need to go to sleep, depending on your species. Each section is 6 hours of in-game time in Summer, five in Autumn, four in Winter, five again in Spring, then back to Summer.
One AP is equal to 3 hours. Therefore, you get (in total) 6 AP in summer, 5 in spring/autumn and 4 in winter. Some actions don't necessarily take a whole 3 hours, and will be Minor Actions. I will take these as they come, and these include walking, talking, and interacting with minor things in the world. Major Actions (that take a large amount of time) will be confirmed after each person has posted one, and each turn can consist of multiple minor actions, but one Major Action. Major actions are overarching goals, and will essentially consist of a series of rolls and minor actions strung together to achieve a certain goal.
NPC Relations: NPC Relations are governed by traits and/or mutations that make you uglier or prettier. NPCs shall be nice to you if you are nice to them, and you are appealing to the eye.
Sanity: Sanity is decreased with each action, and raised by completing actions with a decent amount of success. If you fail an action, you will lose extra sanity. You can also lose sanity by being in bad weather, fighting things, being wounded etc. When your sanity drops below a certain point, you will begin to experience different kinds of mental problems, e.g. hallucinations, penalty to dice rolls, and depression.
Cybernetics: Occasionally in the world, you will find a bionic part, maybe a bionic limb, infra-red vision, a temperature regulator, etc. You can also find them from fallen enemies that have them, and rip them out. If you find one, you can try install it yourself, but it requires knowledge of surgery and mechanics, along with a high mentality. If you try to install it yourself, a roll will be performed, with a negative modifier if you lack knowledge. If you roll high enough, you will successfully install the part, but if you roll lower, you may break it, be injured, or even be given a permanent negative trait. Maybe others will install it for you, for a price.
Gene-Splicing: If you find yourself wondering "I dont want a baby of my own species, I want to be original!" Then you can. You may use gene-splicing technologies, usually found in labs. If you are doing it by yourself, you will perform a roll, and if high enough, it will successfully implant the embryo into the females baby storage, and they will become pregnant. If you roll lower, however, you will have a higher chance of miscarriage, the baby could be sterile, or it could just malfunction and sterilize the female it is implanting, as this technology was very early in the making when humans died out.
((Note, where I say 'you roll {x}', I mean that I will roll the dice, but it will be rolled for you.))
Players will be accepted depending on character and my personal opinion of the player. I'm still accepting one more player, but the game has started, yet I may open it up some more later.