//// //// ////
1 Turn until the end of Winter
It is End of Winter
/
Prelude
Two leave. One is resigned to defeat.
"Good luck in you travels."
Having spent The Eye of Wrath on fetching their items, they travel under The Eye of Fear.Blessed +1 Weather
[4] + 1 = 5: Clear
A piece of poisonous meat
spoiled.
4 pieces of meat
spoiled.
The Hunter is
full.
The Nomad is
Peckish.
Action Phase is skipped...
Hunter: Fur Coat, Tattered Spear,
/ Nomad: Spear, Tattered Spear, Fur Coat
Outside Communal: Ceremonial Mask, Fur Coat, Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, 1 Poisonous Spoiled Meat, Mallet, 4 Spoiled Meats
//// //// ////
1 Turn until the end of Winter
It is End of Winter
//
Resolution
Coming upon the ruins of sister tribe, there is something off about this place. It is obvious things were left very suddenly outside. Inside the warmth is stronger than expect, as is the odor...
...The Nomad stubs their foot on an arm bone and it rattles about the cave. There are bones everywhere...and they are not alone.
It is a giant resting sabre cat, flitting its' ear at the disturbance. The Tribe freezes, both wait...as the beast settles.The danger of a Sabre Cat is nothing to be underestimated. However they have some things going for them that the dead did not.
Both are armed. They have the
element of surprise. Also, thanks to the
weather clearing up, they are not as exhausted as they might have been otherwise, though digging up those items
wasn't easy.
They have the advantage for sure. But what will they decide to do?
A. Leave, search for a new shelter. (Search Cliffs, Lake, or Forest? Food and Hunger situation will continue to deteriorate. Turn count will now not progress until shelter is found.)
B. Direct Attack.
C. Accept defeat. (Individual decision.)
D. Other Plan. (Explain. Use E if there is already a 'D' proposal, and so on.)
The Hunter is getting
Peckish.
The Nomad getting
Hungry. (-1 to Action Roll)
Choose your fate.
Updates:The Hunger Meter values have been renamed:
Full
/ Peckish
// Hungry
/// Famished
//// Staving
//// Dying / (Death)(this is only an aesthetic change.)
THE 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: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten. Home is default unless another is specified
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.
Stash:
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 Meter: You each have one / of hunger. When you get ////, you die. One food item removes one /.
Full
/ Peckish
// Hungry: -1 to rolls
/// Famished: -2 to rolls
//// Staving: -2 to rolls, too weak to leave cave.
//// Dying / (Death)
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.
Spoiled Food Sickness: Spoiled food has a 2/3 chance to cause sickness. Sickness (marked by "!" marks) works similar to hunger, with the same penalty to rolls. Sickness dissipates by a single ! each turn, or per Healing Leaf eaten. You cannot leave the home territory without a walking stick or spear while sick.
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(makes spoiled food safe again). 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.
Spoiled Food Sickness: Spoiled food has a 2/3 chance to cause sickness. Sickness (marked by "!" marks) works similar to hunger, with the same penalty to rolls. Sickness dissipates by a single ! each turn. You cannot leave the home territory without a walking stick or spear while sick.
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.
Crafting Roll Chart
Crafting requires a mallet. (except for The Crafter, who gains +1 to rolls)
2- major failure, very bad scenario or major injury
3 major failure, bad scenario or minor injury
4 major failure
5 failure
6 minor failure
7 trivial failure
8 trivial success
9 minor success
10 success
11 major success
12+ major success, and unexpected boon
+2+ trivial
+1 easy
+0 normal
-1 hard
-2 ambitious
-3+ impractical
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.
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.
No activity failstate: If no players post during a phase, the Tribe will die off. All technology and oral history, will be lost...
THE ELDER
MonkeyMarkMario
Advise: (Active Ability) 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)
Small Stomach: (Bonus) Stew and Soup removes all hunger.
Crippled: (Malus) The Elder is frail. When hurt, minor injuries become major injuries, and major injuries are deadly. A limp prevents joining others in away activities.
THE HUNTER
a1s
Tribesman Hunt: (Active Ability) 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.
Stoning: (Bonus) Can hunt without a spear. Gain +1 to roll with one.
Carnivore: (Malus) If Fruits or Plants are eaten, there is a 1/3 chance per item to throw up and increase hunger by one stage.
THE NOMAD
KitRougard
Forage: (Active Ability) The Nomad can obtain 1 common item of choice (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
Coordination: (Bonus) 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: (Malus) 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.
Make same skill rolls free extra dice/balance accordingly.
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.
-Dubious Leatherwork: Convert scraps into furs and pelts. Badly.
-Wooden Mallet: Whittle a wooden tool for general purpose in crafting.
-Dubious Cold Storage: A hole in the ground is packed with two layers of snow, with a layer of some items in the middle...It should stay cold enough, but the food will get soggy, it may even become poisonous if not used this night. (1/3 chance)
Optional Secondary Action
(You may do each you are able to, once per turn)
Tribe: Perform 1 Tribal Kill (bold red their role to vote)
Elder: Advise 1 Tribesman
Hunter: Hunt 1 Tribesman (PM to deceive)
Nomad: Obtain 1 Common Item
Mallet Bearer: Repair 1 Tool
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) Convert a rodent carcass into 1 meat. A Carcass that is 'Big' grants 1 additional meat when converted to meat or scraps.
Hunter: Convert a grazer carcass into 6 meat. (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 much stew, or 1/2 that much soup. When eaten, stew grants an extra die on a roll next action phase, and the higher number is used. Half the ingredients of soup can be spoiled without causing sickness, but if spoiled ingredients were used then the lower of an extra die will be used on a roll next action phase.
Stash List: Copy/Paste to Update:
/ Hunter: Fur Coat, Tattered Spear,
// Nomad: Spear, Tattered Spear, Fur Coat
Outside Communal: Ceremonial Mask, Fur Coat, Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, 1 Poisonous Spoiled Meat, Mallet, 4 Spoiled Meats
Cold Storage:
Sacrifice:
Decision Phase has begun! It will go until
~3:00PM Pacific Sunday.