End of Summer Feast// Elder: Ceremonial Mask
// Hunter: Grazer Carcass, Rodent Carcass
// Crafter:
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 3 (Safe, but Spoiled) Human Meat, 5 Meat, Mortar & Pestle, Woven Basket, Spear.
Sacrifice:
The Nomad ate some meat, they are
hungry.
The Hunter did not eat, they are
very hungry.
The Crafter did not eat, they are
very hungry.
The Elder did not eat, they are
very hungry.
There was no End of Summer Ceremony...The Tribe sleeps.
There are snarls from The Lake.
Start of Winter PreparationsThe Nomad awakens in a blizzard. They spot the others, but when they try to wake them, they are unresponsive. The Nomad drags all 3 to the cave, and restarts the fire near the opening. The Elder is breathing! So is The Hunter! The Crafter... is unmoving. The Nomad finds something on them: a prototype
mallet for crafting.
The human meat from the stash has
rotted away. The grazer and rodent carcasses have
spoiled.
Bad weather prevents drying this turn.
Updates:Winter is Here: In these icy conditions, all actions will receive -0(clear weather), -1(poor weather), or -2(bad weather) to rolls, depending on current conditions. Bad weather prevents animal calls from being heard and drying of food.
Drying Spoiled Food: Spoiled food can now be dried, and it will become safe to eat.
No activity failstate: If no players post during a phase, the Tribe will die off. All technology and oral history, will be lost...
Action Phase has begun! It will go until
~3:00PM Pacific TuesdayTHE TRIBE
(All)
Each player represents one member of the tribe. When you joined you were randoomly assigned a role in the tribe. You are the owner of your stuff and your actions, and can go against the group. The goal is simply to survive next Winter. Each game day you can perform skills or abilities related to your role, or trade food and tools with other tribe members, or discuss group strategies. Throughout the year you will face unexpected obstacles and challenges, and not all of them may be from beyond the firepit. As you overcome your trials, your skills will grow. You can perform one skill per turn. Do not PM each other/discuss this game outside of this thread. You have 48 hours to discuss what to do.
Action Territories(Home is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
After becoming more familiar with the availability of hunting, gathering, and other resources for this year, The Tribe identifies four main territories. Actions may now choose to be done in one of these territories(or will default to the Home one). They are:
Forest: Plentiful but unpredictable.
Cliffs: Untouched but dangerous.
Lake: Fairly consistent.
Personal Stash: You own your stuff and no one can use it without your permission. Even if a majority wants to.
Communal Stash: You can place and take things from the common pile freely.
Hunger: You each have one / of hunger. When you get ////, you die. One food item removes one /.
Hunger Meter:
Full
/ Hungry
// Very Hungry: -1 to rolls
/// Starving: -2 to rolls
//// Dying: -2 to rolls, too weak to leave cave.
//// Deceased
Decay: Uncooked meat and undried fruit will go bad at the end of the turn, and the following turn will be entirely rotten and removed.
Tribal Kill: A majority of players can decide to kill another. To do this post their role in bold red. There must still be a majority at the end of the allotted time or it doesn't happen.
Seasons:
0-4: Spring. No modifiers. A "tutorial failsave" is applied to lethal rolls and encounters.
5-9: Summer. Everything, the bounty and the dangers, are more abundant.
(Fall is flavortext only)
10-14: Winter. A time of lack and hardship.
15: Sping (new year). The ultimate goal.
Summer Modifiers:
Animal Cry Identification: Make this a secret Hunter ability, PM at start with 5 to 10 diff sounds each type can make, so harder to identify without them.
Grazer Heard: Grunting and wailing. Depletes fruits. Big game.
Flyer Flock: Shrieks and Chirps. Depletes fruits. Small Game.
Unidentified Predator: Growls and Roars. Unknown specifics. Use caution when alone.
Support Hunting flips 2 coins instead of just 1 during Summer.
Gathering requires a basket.
Gathering: Fairly safe for getting a medium amount of fruit. Can invite others to come when picking fruit. Each additional person reduced The Gatherer's roll by 1. They each have a 1/2 chance of finding 1 fruit. Can instead search for Poisoned Leaves, which are not impacted by animal activity, or Healing Leaves, which still are.
1: 0
2: 1
3: 3
4: 3
5: 3
6: 3
Hunting requires a spear.
Small Game Hunt: Low meat but high chance of success. Can invite others to come when small game hunting. Each additional person reduced The Hunter's roll by 1. They each have a 1/2 chance of obtaining 1 meat.
1: 0
2: 0
3: 2
4: 2
5: 2
6: 2
Big Game Hunt: High meat but high chance of injury and low chance of success.
1: 0 major injury
2: 0 minor injury
3: 0 minor injury
4: 0
5: 6
6: 6
Performing a Ceremony requires a Ceremonial Mask.
Ceremony: Free action. Perform ceremonies by wearing the mask and sacrificing food, which is left by a sacred rock formation nearby for animals to consume. Ceremonies performed mid season grant the strongest connection to The Ancestors. Requests for information or favors may be possible.
Cooking Requires a Drying Slab for drying, or a Mortar & Pestle for other recipes.
Cooking: Spend a turn to do one of the following:
-turn any number of fruit or meat into dried food. Dried food does not spoil. Requires Drying Slab.
-turn any combination of fruit or meat into 1/4th that many hot food. Hot food goes bad next turn. Hot food adds a bonus to any roll next turn. Requires Mortar & Pestle.
-poison food, 1/3rd chance of death on consumption. Requires Poison Leaves or Human Meat. (PM to do this secretly.)
-spoiled food will create poisoned food when cooked.
Rescue: Each Tribesman has the option to forgo eating this phase, and search for the missing person. Each volunteer has a 50/50 chance of finding them in time.
THE ELDER
MonkeyMarkMarioTHE TRIBE
(see below)
The Elder is frail. When hurt, minor injuries become major injuries, and major injuries are deadly. A limp prevents joining others in away activities.
Advise: You may choose one person each turn. The recipient will use the best of two rolls when using a skill. Elder can give bad advise with the opposite effect. (PM to do this)
THE HUNTER
a1s
Determined: Can hunt without a spear. Gain +1 to roll with one.
Tribesman Hunt: Kill 1 other tribesman during the Action Phase. Always works, gives high meat that may be poisonous. You may PM to do this, and post a false action in the thread. The PM must be sent first and can't be canceled. The Hunter can offer me an alibi, and if there are no witnesses the update will read as if it happened that way.
THE CRAFTER
TricMagic
Design/Revise: Research and craft tools for the various roles, which may grant them new or improved skills. Revising and adjust an existing design is hard. Conceiving a brand new design is very hard.
Repair: Can restorate 1 tool as a free action.
Current Technology:
-Walking Stick: Remove excess twigs from a branch to be used to aid elderly or injured with walking. Required a rock shard to craft.
-Rock Shard: Smash two rocks together to make rock shards. Sharp rock fragments for cutting and chopping.
-Woven Basket: Weave strips of bark to create a basket for fruit foraging. Requires a rock shard to craft.Frail, Tough, Reliable
-Spear: Clean a branch and make a weapon by weaving a rock shard on the end. With this, anyone could hunt on their own. This could also make a fine walking stick for the injured or elderly. Requires a rock shard.
-Fur Coat: Take fur to give extra protection from minor injuries and cold. Requires Grazer Corps Scraps.
-Wooden Mallet: Whittle a wooden tool for general purpose in crafting.
THE NOMAD
KitRougard
Coordination: When Hunting or Gathering at the same time as other Tribe members, The Nomad copies the best roll. This does not duplicate Tribe buffs or count extra rolls the others received.
Aloof: The Nomad does not care for politics and does not participate in or count towards majority in Tribal Kills, but can still be killed by it.
Forage: The Nomad can obtain 1 common item (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
The Eye of Wrath has faded, slightly.
Optional Secondary Action
Tribe: Perform 1 Tribal Kill (bold red their role to vote)
Elder: Advise 1 Tribesman
Hunter: Hunt 1 Tribesman (PM to deceive)
Crafter: Repair 1 Tool
Nomad: Obtain 1 Common Item[/quote]
Free Conversions
Tribe: Convert a grazer carcass into 3 meat. (same ratio for human carcass; human meat has a 1/3 chance to be deadly when eaten)
Hunter: Convert a grazer carcass into 6 meat. (same ratio for human carcass)
Crafter: Convert a grazer carcass into 3 meat, and 1 grazer carcass scraps. (same ratio for human carcass)
Nomad: Convert a grazer carcass into 2 grazer carcass scraps. (same ratio for human carcass)
Ceremonial Mask Bearer: Sacrifice any amount or combination of food to the ancestors. Can make a wish or ask a question. Most effective mid-season.
Mortar & Pestle Bearer: Convert any combination of food to 1/4 that many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
// Elder: Ceremonial Mask
// Hunter: Spoiled Grazer Carcass, Spoiled Rodent Carcass
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 5 Spoiled Meat, Mortar & Pestle, Woven Basket, Spear, Human Corpse, Mallet
Choose Your Action!