Welcome to the Island Game! We're trying this again, and hopefully it gets a little farther this time.
The Character Sheet is very, very simple, for now.
Your character is to be an approximation of yourself, as close as you are willing to get. You should have your skills, your biggest accomplishments and perks, and even your flaws. The game itself is very simple. You will be on an island with a handful of other B12ers, and the objective is to survive. What you do from the outset of the game, and how you decide to play, is entirely up to you.
The game mechanics are as follows: You state an action, and I roll 1D10 to determine the outcome. I then post the outcome. A 1 on the die is a spectacular failure. A 10 on the die means that I roll again and add the total of the next roll to the 10 prior.
Each day will have four phases: Morning, Afternoon, Evening, and Night. Weather and temperature may play a role in each day, so be vigilant.
As the storyteller/GM/what-have-you, it is my duty to be consistent, fair, and timely when running this game, and I will make every attempt to do so. I realize that to do this, I must keep a small player base, and if needed I will actualize a waiting list. I will also make every attempt to keep the game flowing smoothly, and keep the players having fun. Lastly, I promise to not re-use the laser-wielding Best Korean scenario.
As the player, it is your duty to post consistently and intelligibly, preferably marking your actions for the phase in BOLD. Another of your duties is to keep the game going in a sane direction, without too many tangents (although I am aware that they are all but inevitable.) Last but not least, have fun, play nice, and be yourself. That last part is the whole point of the game.
Name: This is your screen name. I’m not going to make you give me a real/fake name.
Health, Mood, and Hunger: These are numerical measures of (approximately) how you are faring on the island. The scores are detailed below. All scores will probably fluctuate wildly throughout the game. All have a soft cap of 5, but Health and Mood can be taken higher. Any raise in Health or Mood while the score is at 5 or above is made at ¼ its normal effect. Hunger’s cap is impassible. There may be special events that take your scores up or down throughout the game. Health, Mood and Hunger all start at 4.
Health: This is a measure of your physical well-being. A high Health score means that you are in good condition physically, suffering no ill effects. Being damaged from combat, falling out of a tree, an accident with a sharp object, diseases, severe infections, etc, will take down your Health, or hamper its recovery. Receiving medical care and resting are ways to raise your Health score.
Scores are as follows:
5+: You are feeling extremely well! +1D10 to all Body skill rolls.
4-4.9: You are in good condition. No effect.
3-3.9: Not feeling so well. -1D10/2 to all Body skill rolls.
2-2.9: Hurting pretty badly. -1D10 to all Body skill rolls.
1-1.9: Severe injury. -2D10 to all Body skill rolls.
0.1-0.9: Totally incapacitated. Unable to make any actions until Health is above 1.
0: Upon reaching 0 Health, this player dies.
Mood: This is your mental well-being. A high Mood score means that you are happy, calm, and at peace with the world. You are also full of energy and vigor. Working overly hard, failing tasks, getting in arguments, failing to sleep well, being grumpy in general, not having adequate supplies, bad weather, etc, are ways to lose Mood scores, or hamper your attempts to raise it. Rest, playing, relaxation, good sleep, a good meal, a good drink and good weather are ways to raise your morale.
Scores are as follows:
5+: You are carefree, and ready to take on the world! +1D10 to all Mind skill rolls.
4-4.9: You are in good condition. No effect.
3-3.9: You are somewhat stressed. -1D10/2 to all Mind skill rolls.
2-2.9: Depression and apathy has set in. -1D10 to all Mind skill rolls.
1-1.9: You are feeling bitter and angry about life on the island. -2D10 to all Mind skill rolls.
0.1-0.9: Life on the island has taken its toll on your psyche. You refuse to do any work until your Mood is above 1.
0: Upon reaching 0 Mood, this player begins the process of having a psychotic episode. They hallucinate wildly, babble incoherently refuse to sleep or eat by themselves, and repeatedly harm themselves bodily. Others must provide any boosts to their mood. For each day phase that the player is in the psychotic episode, they inflict (1D10)/10 [so .1D10] Health damage upon themselves. Other players may spend time helping improve their mood, but may not take any action otherwise while doing so. This may also impact the helping player’s mood score. Upon reaching a Mood score of 1 or above, the psychotic episode breaks, returning the player to normal.
Hunger: This is a measure of your stomach’s well-being. Hunger encompasses both hunger and thirst, for the sake of simplicity. Having a high hunger score means that you can withstand longer periods without adequate supplies. However, over-saturating your stomach means taking a penalty, so it may be wise to only overeat when absolutely necessary. Unlike Health and Mood, Hunger’s optimal score is actually (approximately) 4/5. Hunger is depleted when you have no food supplies during a phase that you are resting in. Hunger is replenished by having food supplies during a phase that you are resting in. (It is assumed that a “rest” phase means “take care of personal needs”.) Finally, Hunger can only be increased by (2D10)/10 [so .2D10] per phase.
Scores are as follows:
4.6-5: You are extremely full and are unable to eat any more for the time being. -1D10/2 to all skill rolls.
3.5-4.5: You are satiated. No effect.
2.5-3.4: Your stomach is growling, and your mouth is parched. -1D10/2 to all skill rolls.
1.5-2.4: Your stomach hurts from hunger. You are fighting off light-headedness. -1D10 to all skill rolls.
0.5-1.4: You are sick to your stomach from hunger. It feels as if your body is attempting to consume itself. -2D10 to all skill rolls.
0-0.4: You are suffering starvation. You are unable to make any actions until Hunger is above 1. Furthermore, you will suffer (1D10)/10 [so .1D10] Health damage for each phase that your Hunger stays below 1.
Skills: There are three skill types in this game. They are classified as Body, Mind and Other. Skills that are mostly physical, such as Close Quarters Combat or Swimming, go under the Body category. Skills that are mostly mental, such as Academics and Meditation, go under the Mind category. Skills that are a combination of the two, can go either way, or are really neither physical nor mental go under the Other category. Each skill can have Specializations. For example, a skill tree may look like this:
Body: 1
Close Quarters Combat: 1
Martial Arts: 1
Knife Fighting: 1
Mind: 1
Academics: 1
Astronomy: 1
Body, Mind and Other all start at 1, as do all starting skills and specializations. For each 2 levels earned by specializations under a skill, that skill gains a level. (In the example above, if this character earned 2 levels in Martial Arts [taking their Martial Arts score to 3], their CQC score would increase a level.) For each 10 levels earned in the respective category, the category itself gains a level. (In the example above, if this character earned 4 levels in Martial Arts and 3 levels in Knife Fighting, their Body score would go up by 1, because CQC would also have gained 3 levels, pushing the total gain to 11.) [Note: if this is confusing, please let me know and I will attempt to reword it.]
For a skill or specialization that is currently at 0 levels, 3 successes or 1 great success in that skill or specialization will provide a level gain. For every level thereafter, it requires two more successes than the previous level to gain proficiency. Example: a Lv1 skill with no proficiencies requires 5 successes to upgrade. From there, you may either choose a proficiency under that skill, or upgrade the skill itself. Keep in mind, though, that each point in the category and skill used is only worth 1D10/2 toward any skill check thereof. However, specializations are worth a full 1D10. Example: Character with (Mind 1=>Shooting 2) attempts to shoot a target with a bow and arrow. That character gets (1D10/2 [from Mind])+(1D10 [from Shooting]) toward the difficulty check, for a maximum of 15. That same character with (Mind 1=> Shooting 1=> Bow and Arrow 1) would get (1D10/2 [from Mind])+(1D10/2 [from Shooting])+(1D10 [from Bow and Arrow]) toward the difficulty of the action, which has a maximum of 20. The drawback to this, of course, is that levels in Bow and Arrow do not affect shooting ability with a shotgun, pistol, or assault rifle.
Each player starts with 5 points to spend in Skills. Lv1 of Body, Mind and Other are free, but cannot be upgraded. If a player is unsure as to the nature of a skill (body, mind or other), a vote amongst the players shall be had. If there is a tie between two or all three categories, it is up to me, the GM to choose.
Traits
Traits are what really make you unique from other people. They are your best and worst qualities. Each player is allowed three levels of Perks. They can all be put into one perk, or spread out amongst up to three. However, each player must take three levels of Flaws, as well. Like Perks, they can be placed into one Flaw, or spread out.
Examples:
Perk: Fighting Spirit
Lv1: +1D10/2 to all Martial Arts rolls.
Lv2: +1D10/2 to all CQC rolls.
Lv3: +1D10 to all CQC rolls.
Flaw: Big Eater
Lv1: Requires 1.5x normal food.
Lv2: Requires 1.5x normal food, and disregard all Hunger gains under 0.5.
Lv3:Requires 2x normal food, and disregard all Hunger gains under 0.5.
If the player does not know what kind of Perk/s to pick, they may send me, the GM, their favorite accomplishment. If they are at a loss for Flaws, they can send me, the GM, their greatest fear, worst nightmare, etc. Either way, I’m willing to help you out.
Inventory
This is where you keep all of your stuff. The average person has 2 usable pockets and 2 hands. This allows you to carry up to 2 medium items and 2 small items (size and necessary details will be given upon making or finding said item.) If there is a cache kept somewhere by the players, it is up to both me, the GM, and the player to keep track of what exactly is in said cache.
A starting player begins with nothing more than a suit of clothes they would wear casually.