Welcome everyone to Gridland Survival 4This game is being run collaboratively by both High Tyrol and Supernerd
The mechanics are based upon Gridland Survival 3 but there have been changes.Welcome to Gridland Survival! Its a variation of a series of games previously played on the MSPA forums and Chocolate Pi called Gridhood. The gimmick with this game is that it contains only one major civilization; of which each player is a member. The game will start off being fairly simple, with new rules being added as things happen. You will be hunting for food, exploring new lands, researching technology, fending off monster attacks and maybe participating in an election or something.
Previous knowledge of Gridhood is not required to fully enjoy this game.
Rules (More will be added later. All rules will be added to the first post)
Each player will get their own unique character which will generally be superior to the other members of the species. Player Avatars are always 100% loyal to the player controlling them. All Player Avatars can perform research in addition to performing a regular action.
Food is the number one most essential resource for your survival. Each turn 1 food is eaten for every member of your species which remains under your control.(Abilities may change amount consumed.) You will ALWAYS want to have food available. Without food people will starve and die. I cannot stress this enough and not for lack of trying.
When you eat, it will increase your characters "Fat" level and your characters fat level will decrease every turn. If you have a high fat level you will suffer various stat penalties. If your fat level ever falls to zero, you will start taking damage and have a chance to instantly die of starvation every turn until the problem is resolved.
Note that it is not recommended to try to eat while performing certain actions such as fighting or climbing.
Most of the map will start off being unknown. You may spend turns exploring a tile that is adjacent to a known tile to learn about it, or you may attempt to discover previously unknown aspects of land you already own. Scouting is potentially dangerous and can cause injury or death to your civilians. (Animal-level civilians can not scout due to inability to communicate with language.)
The more presence your species has in a tile, the more effective exploration of that tile and adjacent tiles will be. When you attempt to explore a tile you will often discover keywords which give hints about what exists on the tile before you actually unlock the location on the map. You can attempt to travel into unknown lands and try to forage, but this is an extremely risky thing to do.
Each turn you may attempt to research something to grant your species a new ability, such as allowing you to harvest specific resources, build stuff etc. Research is done on a per player basis so multiple things can be researched at a time.
Several members of your species can collaborate on research if they are in the same tile. Collaborating will reduce the amount of time it will take to complete a research. Note that if multiple civilians work on the same kind of research as individuals, you will unlock multiple similar techs.
You can try to research anything you want. Note that some technologies will probably be hard to get without first getting some prerequisite stuff.
You can get an estimate on how long it will take to finish researching something by the amount of question marks there are in the tech screen. One question mark means it will only take a few turns, Two question marks means it is either a difficult tech or you are missing prerequisites and it will take a fair bit longer. No more than five question marks will be displayed, but the scale goes beyond that. If a tech would have more than five question marks it will display as if it had five question marks but can potentially require thousands of research points to complete or even be literally impossible to do. You will not be told if something is completely impossible or not, but the five question marks should be pretty indicative of what you should expect.
Attempting to Research a prerequisite for a tech without specifying a proper tech name such as "Green Thumb Prerequisite", the research will only result in you getting a hint on what said prerequisite is.
Animal-Civilians cannot research.
Two adult civilians of opposite genders on the same tile can spend a turn to create eggs which will hatch into new civilians. The eggs may take several turns to hatch, during this time they will be especially vulnerable.
After hatching you will have some new civilians, but they will start in an adolescent state. These children will have low stats and are not especially intelligent. If they survive for a few more turns they will become adults which are generally quite useful.
Any player may tell civilians to do things. Civilians have a will of their own, but will generally take your suggestions seriously if they understand them.
If a member of your species is problematic for whatever reason, you may disown them. A disowned civilian will not take from your food stockpile, but they will still exist. They may exhibit problematic behaviors, and you may also have diplomatic issues with other players if you didn't have a good reason to do that.
Non player controlled civilians will have a personality which will greatly affect the actions that they take.
The civilians which exist at the start of the game are different from future civilians. These civilians are incapable of scouting or research. They will obey orders delivered through gestures. However, without a player to direct them they will simply gather what they recognize as non-poisonous.
They are capable of making a loud screeching sound if they see something they think is dangerous even if they are working without direction.
Most civilians will have at least one ability which will grant them specific advantages. Note that genetics will be a major factor in determining this. Abilities will also affect how a civilian will generally behave.
If an item is not in a specific place, it will be in what is known as a Communal Inventory. This means any member of your civilization can access it, but it also means it can be stolen from any of your people or from any of your occupied tiles.
You maybe unable to access it if you are too far into unexplored territory or if there is a natural barrier between a players location and the area where they usually live.
Tools and weapons in the Communal Inventory can only be used by one civilian each turn. If you used the tool on the previous turn you will generally be able to use it again in the current turn.
Some items are too heavy to be in the Communal Inventory. Such items will linger at a specific tile unless they are moved by a civilian. A civilian's encumbrance stat will determine how much they can carry in a single turn. Picking things up and dropping them is a free action.
Some items need special measures to contain. These items may wind up in a temporary inventory. A temporary inventory is the worst place to store an item; it will generally be lost when the next turn comes around.
If you want to add your own information to the inventory such as possible locations to find it or possible applications, simply post that you want to add this information in your action post. Note that any information not added by the GM will not necessarily be accurate. Notes cannot be added to items that do not exist.
When creatures and items are first discovered, they will start out being unnamed. Any member of your civilization may choose to give them a name. Your own species name may also be decided on.
If you want to rename an item, you will need at least one other player to agree upon the new name.
In your action post, you must specify the tile that you want to work in. Your action will most likely fail if you do not, even if the tile should be very obvious.
Signup SheetHere is the signup sheet. You will get five-character abilities as well as one species ability. Character abilities can be summed up in a single word or you can give a short description of it. This can be physical traits, personality traits or whatever else you can think of. Feel free to be creative here. The first two abilities are positively weighted for inheritance.
Prior to filling out the Signup Sheet...
You are not intended to pick from the list of pre-existing abilities. Every single one of the abilities on that list was initially created because it was on an application in the first place. While you are allowed to pick pre-existing skills, I formally discourage you from doing that. Bonus points for not picking the most common gender for your character.
There has been confusion with new players applying to join the game. To clarify, you are NOT supposed to include a description of what abilities do. Just include the names (If it needs a description to understand you are better off picking something else).
If you scroll down a bit you can see the first few player's application who signed up. I will also point out that it is recommended to create your own abilities as opposed to picking them from the list below. (Though it is probably acceptable if you pick a few abilities that already exist).
Note: The game has not started yet
before the first update please post to thread.
Also, it is preferred to send me a PM with the character sheet as opposed to posting it in the thread.
Name:
Gender:
Character Ability:
Character Ability:
Character Ability:
Character Ability:
Character Ability:
Species Ability:
GridLand 3 Encyclopedia:
Magical:+1 to magic.
Hardy: Higher resistance to poison and environmental effects.
Burrowing: Makes small digging projects easier, unlocks burrowing tech and actions by default. Allows ordering npcs to make burrows.
Healthy: Reduced sickness chance. Heal faster.
Camouflage: Increases visual stealth, larger bonus in areas with more vegetation. Not useful when in the water.
Catlike reflexes:Increased defense if you devote your entire turn to dodging. Reduced defense penalty for being surprised. Reduced attack penalty for being suprised.
Apothecary: Increases the effects of "Apothecary" type crafting.
Archery: Bonus to archery. In other words, more accurate with bow. Can use bows with large draw strengths with less practice.
Burrowing: Makes small digging projects easier, unlocks burrowing tech and actions by default. Allows ordering npcs to make burrows.
Calm: Reduces the odds of crafting failure while not using all your labor points.
Camouflage: Increases visual stealth, larger bonus in areas with more vegetation. Not useful when in the water.
Careful: This character will often refuse to attempt an action that carries a high risk. If this character also has the Strong Opinions ability, this may be toggled on or off. If this character also has the Intelligent ability, the reason for refusal will be provided.
Catlike reflexes:Increased defense if you devote your entire turn to dodging. Reduced defense penalty for being surprised. Reduced attack penalty for being suprised.
Catperson: Strongly increases the opinion of this character in Feline's minds.
Charismatic: Increases the change of opinion of people and animals based on your actions.
Climbing: Less likely to fall when climbing. Can climb faster. Unlocks recreational climbing(you can burn labor to climb for fun. If you do it can lead to an increase in climbing speed beyond normal and extreme combat climbing.)
Cold Lover: Reduces the penalties for extremely low temperatures
Commanding Presence: Increases the likelihood that non player characters will listen to you.
Determined: This character may use this ability when trying to perform an action for a slight bonus to success rate. Using this ability and failing anyway may cause damage to the user.
Digging: Digging is more efficient with labor. smaller penalty for digging with low quality tools. Unlocks trench digging. Increases tech speed for digging related techs.
Diplomatic: Increased chance of soothing sentient hostiles. Increased chance of getting intelligent npcs to agree to a compromise.
Disenchantment: Reduces the effects of magic effects on this character
Enduring: Decreases damage taken from very heavy attacks
Excitable: Increases stealth detection and increases speed and attack in the first turn of a combat.
Farming: Can do more with the same amount of labor when farming.
Fast: +1 to the move stat. May increase defense for some combat.
Fertile: Increases the quantity of eggs created.
Fletching: Increased research on technology related to bows, arrows, or archery. Reduces odds of crafting failure when making arrows. Does not help with bow manufacture. (Branched Ability)
Forager: Can collect more edible items with the same labor.
Goddamn PARASITE: This character can bite much larger creatures than itself to gain Fat. This character takes increased damage from holy magic.
Hardy: Increased starting hp and max hp by 5
Healthy: Reduced sickness chance. Heal faster.
Herbalist: Increases the amount of information obtained about plants.
Knife in the Dark: Increases damage to entities that are unaware of your presence.
Magical:+1 to magic.
Manakete: May transform into a half dragon, increasing attack, defense and move, and granting flight. Warning: This costs 3 fat for each turn it is used.
Minds among the Stars: This character can learn various things by watching the stars at night.
Nymphomania: Reduces the cooldown for creating eggs.
Pacifist: Reduces the likelihood of this character being attacked, and this character cannot attack someone unprovoked.
Petite: Provides a bonus to stealth and reduces fall damage.
Pyromancy: The ability to create and control fire by drawing on the power of the sun. With practice you can become more fire resistant and can gain finer control. However, use of the ability in non-trivial ways consumes fat. An example of a trivial use is lighting a campfire without retaining control or guiding an already lit fire to something fairly flammable like a nearby bush. Is stronger when it is hotter. It is weaker when the wielder is wet or underground. The dynamics of this ability change depending on the power source. The power source can be changed through research.
Resolute: This character may receive a mission from certain events, and will gain a bonus while actively attempting to complete that mission.
Runt: Reduced size and penalizes for almost all actions.
Scavenger:More likely to get more useful non edibles when gathering. Increases yields when only gathering inedibles
Shadow-Form: This character can turn invisible while in shadows. Costs 1 fat per turn it is used.
Shifty: Increases this character's ability to mislead.
Smart: Increases the amount of subtle hints provided for this character.
Stealthy: Bonus to stealth.
Strong: +1 bonus to attack. +1 bonus to equipment. +2 equipment that can only be used for bags or other worn containers. Increases the how many containers you can use to increase capacity.
Strong Genetic Base: Your children almost never get the "Runt" ability.
Tough: +1 to defense, Increase max hp by 10. Increase starting hp by 5.
Tracking: Passively allows detecting track presence when traveling, foraging, or gathering. Can be mentioned to search actively for animal tracks to locate animals
Youthful: Decreases old age penalties when old, and allows the deliberate suppression of Causes Fear passive ability as an adult.
Male: Cannot produce eggs with other Males
Female: Cannot produce eggs with other Females
Child: 5 Health, 0 Attack, 0 Defense, 1 Move, 1 Labor, 1 Capacity, 1 Equipment, Cute, Unruly
Adult: 20 Health, 2 Attack, 2 Defense, 2 Move, 3 Labor, 8 Capacity, 1 Equipment, Causes Fear, Fertile
Intelligent: 1 Attack, 5 Science, 2 Equipment, Strong Opinions, Free Research
Animal: No Scouting, No Opinions
Health: How much harm a character can take before dying. Current health will be tracked on the character list. A character dies if this drops to zero. A character may rest for a turn by not doing any work to restore 1 lost health per turn.
Attack: Damage dealt by this character is *Multiplied* by its attack stat.
Defense: Reduces damage taken from all sources by this amount.
Move: How many tiles a character can move in a turn. A character may act then move, OR move then act.
Science: How good a character is at research. This is how much research they contribute before modifiers.
Labor: How much labor a character can perform per turn. Used for actions such as building and foraging.
Capacity: How much a character can carry at a given time. A character can only move this many objects at once in a personal inventory.
Equipment: How much equipment a character can use at a given time.
TricMagic(star)-Female- Manakete, Excitable, Smart, Youthful, Petite
Aigre Excalibur(Amy)-Female- Nymphomania, Farming, Tracking, Archery, Fletching
Detoxicated(Sassalik)-Female- Fertile, Digging, Climbing, Charismatic, Stealthy
Nirur torir(Nirur)-Male- Apothecary, Determined, Herbalist, Disenchantment, Pyromancy
Blood_Librarian(Sigil)-Male-Strong Genetic Base, Commanding Presence, Minds among the Stars, Enduring, Resolute
0cra_tr0per(Jaynie Morgan)-female-Cold lover, Catperson, Strong, Calm, Scavenger
KitRougard(Kit)-Male-Goddamn parasite, shifty, Shadow-form, Knife-in-the-dark, pacifist
TankKit(Fiman)-Male-Careful, Fast, Forager, Diplomatic, Tough,
a1s
King Zultan
MoonyTheHuman
Note: I have seen some confusion because I forgot to add the spots in the signal template.
To Clarify you get five abilities.
Note 2:
This shade of purple has been reserved for GM use. If you want you can reserve a color for your characters speech before the game starts.
Note 3: No cyborg characters for this game.
Note 4: A character ability is an ability which only your character has. A species ability is an ability you want all players to have as well. The species abilities will be used to determine what your species is like.