"" 3 Turns Survived
12 Turns Until End of Winter
It is Late Spring
End of[6] [5] [3] [1] The Eye of Wrath burns brighter each day, most are up but some are feeling sick. The Crafter and The Adept stay in bed. After meeting with The Elder, The Gatherer heads out. The Hunter heads out towards The Lake. The Cook takes a fruit from the communal pile and begins the process of preserving it. [3] [4] The Gatherer manages quite the bounty this time. The fruit is ripe and it is easy to bring back three. [6] The Hunter finds the flock is still at The Lake. It is a simple matter stone a few to take home. When everyone is back, The Crafter and The Adept are groggy, but getting better....
Spoiled food outcomes revealed: 2/3 chance to lose your turn. (effect can stack)
THE TRIBE
(All)
Each player represents one member of the tribe. When you joined you were randomly 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.
Shelter: The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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)
Mend Minor Wounds: Passive. Heal everyone's minor wounds automatically. (PM to prevent someone from receiving this)
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. The ceremony entails speaking respectfully and reverently to the ancestors, and making a prayer for the tribe.
THE COOK
Glass
Cook: Spend a turn to do one of the following:
-turn any number of fruit or meat into dried food. Dried food does not spoil.
-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. Free action.
-poison food, 1/3rd chance of death on consumption. (PM to do this)
-spoiled food will create poisoned food when cooked.
THE HUNTER
a1s
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
Tribesman Hunt: Kill other tribesman, always works, gives high meat that may be poisonous.
THE GATHERER
A_Curious_Cat
1/5 tutor experience.
Fruit 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.
1: 0
2: 1
3: 3
4: 3
5: 3
6: 3
ADEPT
Maxinum McDreich
1/5 gathering experience. Being so young, when hurt minor injuries become major injuries and major injuries are deadly.
Observe: Can copy any other role except Elder. They must apprentice them 5 times while the tutor uses role related skills. The tutor receives a penalty of 1 to their rolls.[/b]
-When an Adept completes their training they gain the ability to permanently switch to this role at a time of their choosing. An Adept can learn multiple roles, but only becomes one.
-When an Adept completes their training the tutor gains the ability to permanently switch to an Elder at a time of their choosing.
-There can only be 1 of any role at one time.
-If the desired tutor is not willing to teach, the Adept can choose to observe, which still causes a penalty to the unwilling tutor's rolls, and may or may not earn experience.
CRAFTER
0cra_tr0per
Design/Revise/Repair: Research and craft tools for the various roles, which may grant them new or improved skills. Can repair said tools. Revising and adjust an existing design is hard. Conceiving a brand new design is very hard.
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.[/color]Frail, Tough, Reliable
This turn I want to try having a separate Actions Phase and Hunger Phase. You will have at least 48 hours for Actions. After that when I post the hunger tallies, you will have another 48 hours to trade and eat. Let's begin. (Please
bold your choice; the
group kill can be done in the Hunger Phase)
Choose your action.