11 Turns Survived
4 Turns Until End of Winter
It is Early Winter
Early Winter: FeastThe Elder tried to make soup with 1 dried meat, but found it was half the amount they needed, just eating it raw instead.The Elder ate some dried meat, but they are still
very hungry. (
-1 to Action Roll)
The Hunter ate some fresh meat, they are now
full. They still feel
sick. (
Restricted Movement)
The Nomad ate a couple helpings of fresh meat, but they are still
hungry.
Early Winter Ceremony
The Elder gathers the others for a ceremony. The night air is clear and soon they are at the sacred rock formation.
The Elder steps forward and offers a couple pieces of dried human meat, then leads the others in a chant, speaking respectfully and reverently to the ancestors. Heroes of the past are recited, as are the historical events they experienced, and terrific beasts they encountered.
No question was asked. No wish was made. This sacrifice will be applied to the next ceremony.
The Tribe heads back home.
The sacrificed food is left by the sacred rock formation for animals to consume.
The Tribe sleeps.
Mid Winter: Action Phase[2]
4 meats have
spoiled.
The raging blizzard muffles beast calls.Bad weather prevents drying this turn.
Updates:None.
Action Phase has begun! It will go until
~3:00PM Pacific Monday.
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
/ 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.
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.
Sequel 2 months after end? 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:
// Elder: Ceremonial Mask, Mallet, 1 Grazer Carcass Scraps
! Hunter: Tattered Spear, Big Grazer Carcass, Fur Coat
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, 4 Spoiled Meats
Cold Storage:
Choose Your Action.