Rules and game mechanics:
One cycle of gameplay will consist of 10 worlds, with 3 turns per world. A turn is consistant to one day, or one action, and is updated when I post.
Creators that join must choose a character type.
1. Gatherer: +20% to all gathering rolls. -10% to all other rolls.
2. Crafter: +20% to all crafting rolls. -30% to all other rolls.
3. Trader: +20% to all trader rolls. -10% to all other rolls.
4. Peasant: No roll adjustment.
Each turn, the creators awake will choose a main action. Your choices are GATHER, CRAFT, or TRADE.
Along with any sub actions, these include inventory management, equipment purchases and any spoken word, or flavor text.
Each main action will be accompanied by an attempt roll. This is a 1-100 roll I make using a random online roller. If you roll above 50 after any modifiers, you will succeed in your attempt. 10 or below is a critical fail, 91-100 is critical sucess, and will produce changes based on your action.
Modifiers will come from four sources.
- Skills raise your roll by a point per level. you need 100 experience in a skill to raise the skill level, and skills max out at level 40.
- Equipment also raises your roll by one point per level. You must pay 250 influence per equipment level to purchase. Equipment is limited to 50 levels, and at each 10 levels a test must be acomplished by a successful main action.
- Talent will modify the roll based on your character type.
- Difficulty modifiers may be added by me, if I deem the action easy or difficult. This is usually 10-20 points added or subtracted.
-Gather actions may be made with a single word action.
-You may choose to search for something specific by accepting a difficulty modifier based on the world difficulty.
-Gather rolls will include an attempt, a quality, and a quantity roll.
-If the attempt roll is successful, a quality roll will be made to determine the influence of the found item, as well as the influence awarded to the creator.
-After a quality roll, a quantity roll will be made, this roll will take the quality from it's roll, to produce the amount you find of the item. Minimum amount of 1.
-Attempt rolls will become gather experience at 1/2 the rate of the roll.
-Craft actions need information on what you are crafting, and what source material you wish to use.
-You must use at least one item to create something, though you may add as many extra items as you wish.
-Craft rolls will include an attempt, a quality, and an influence roll.
-If the attempt roll is successful, a quality roll will be made.
-After a quality roll, an influence roll is made. This roll is added to the quality roll, as well as half the influence of every source material to produce the base influence of the item
-Influence awarded to the crafter is half the base influence.
-Attempt rolls will become experience of the relative skill at the full rate of the roll.
-Trade actions need a list of items you wish to trade away. You must offer at least one item to trade.
-Trade rolls will include an attempt, an economy, and a haggle roll.
-If the attempt roll is successful, an economy roll will be made. This is an indication of how much the local people trust you, and how much they have to trade for your items. Base influence of any items you obtain through trade will also be taken from this roll.
-After an economy roll a haggle roll will be made.
-Influence awarded will be calculated by taking the base influence of the traded items, and adjusting them based on the haggle roll.
-Attempt rolls will become trade experience at 1/2 the rate of the roll,
Personal inventory has a max of 10 slots. (1 crafted item or 1 stack of raw materials, depending on size.)
Group inventory has no maximum, but will be melted down for fuel at the end of the cycle and returned to an introductory amount.
NEW! On a Gather roll of 75 or above, you may find an item that seems a little... different. This "unusual" resource will hold a very special bonus. You can attempt to obtain this bonus by making a Craft check (using Refining). However, there will be a -10 penalty to the roll.
If the final result is 90 or higher, you will gain the "bonus" successfully (e.g. an unusual egg could contain two creatures instead of one, or simply one unique creature).
However, on a roll of 50-89, you will fail to gain the bonus, and it is permanently lost.
On a roll of 11-49, the resource is destroyed ore rendered less useful.
On a roll of 1-10, there will be a major failure, involving an influence fine and one or more random negative effects, as well as losing the item.
Try and guess what happens on a roll of 0 or less.
The Rules of creation:
1. No sentience. Do not create any sort of sentient being.
2. You may only create one thing at a time. This is based on the item, a pair of matching mittens is fine, or even a 'suit' of armor. Something like, I'll make 50 guns this next turn. Will not be allowed.
3. You can create anything, Mundane, Magic, Science. As long as you use a source item to make it.
4. Damage to the Ark or her occupants will be deducted from the influence amount of the one who created such. IE: don't make something that will instantly harm everyone around you on purpose. like black holes, supernovas, portable stars, etc.
5. Repeated attempts at failed items are only allowed once. After that the ship will become bored with you, and require a different action.
6. item ownership will come at a first post fire claim. If two people claim an item from group storage the first poster gets it. Personal inventory is only avaliable to the person who is holding the item, you may only use an item from someone else's inventory if they give you the item as a sub action.
7. You cannot create items to make other items. No robots making robots, or making a wand with all your creative powers. There are limits to how far I will let you break the game, and it's best not to push them.
ADDENDUM 1:
Remember, it's best to limit actions to things that will only give experience in one skill - for example, turning a log into a sculpture of a tree would be alright, as it would only give woodworking experience, but planting it and making it grow in the same action would be more difficult - that would give botany experience, thus giving experience in two skills.
Therefore, from now on, if you attempt something like this, two attempt rolls will be made - one for each part of the action that gives a different skill. However, you will only gain half the experience in each skill that you normally would, whether you succeed both rolls or not.