A_Curious_Cat is the Gatherer
Glass is the Cook
MonkeyMarkMario is the Elder
a1s is the Hunter
0 Turns Survived
15 Turns Until End of Winter
It is New Spring
It was a light winter, but all personal and communal food stashes are totally depleted. However there was time to train and improve skills.
The Elder can now choose one person each turn to advise. 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)
The Cook can now 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.
-poison food, 1/3rd chance of death on consumption. (PM to do this)
The Hunter can now try to kill the following:
-small game, low meat but high chance of success
-big game, high meat but high chance of injury and low chance of success
-other tribesman, always works, gives high meat that may be poisonous
Now that winter is over The Gatherer can go fruit picking again, which is fairly safe for getting a medium amount of fruit. The Gatherer can now 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.
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. For this first turn you have 48 hours to discuss what to do.
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.
Choose your action.
Maxinum McDreich is the Adept
0cra_tr0per is the Crafter
1 Turn Survived
14 Turns Until End of Winter
It is Early SpringEnd of
The Eye of Wrath peers down upon the breadth of a golden valley. The air is cold and crisp, but already the snow is quickly melting, like tears of relief. The once standing skeletons of wood now begin to take on a verdant bloom. The Tribe is gathering outside the cave after making plans for a couple of excursions: The Cook and Gatherer take trips picking fruit, and each day the Elder advises the Hunter before waiting alone for the others to return. [6]-1 (T) The Gatherer guides the Cook down a trail that has some fruit trees that bare fairly early. On their trips they often do not see any that are ripe, but in total the Gatherer manages to spot and collect three. While the others are away The Elder often sleeps at the mouth of the cave, occasionally scaring away a rodent, or casting a curious glance at a suspicious sound before nodding off. [5] [1] The Hunter spots a large grazer at the base of a cliff. They then pick up a large rock but nearly stumble doing so, causing small pebbles to cascade down the ridge. As the animal looks up, its' last sight is of a dark shape growing to engulf its' view. Crunch. The Elder has their first coughing fit. The gauntlet of tribal life is catching up with their body. What made a twig snap? The Elder sees two figures stumble into view, it's the youth and the tool maker from the sister tribe! The Elder takes a quick look at them: it seems they are a bit scuffed up. The Elder pops the Crafter's shoulder back into place, and then applies some chewed leaves to their wounds which give a tingling sensation. It seems they had a fall during a flight from a Saber Cat. The beast attack has sadly, decimated the other tribe. The Crafter will be a valuable addition, as will the Adept when trained. The Crafter clenches their fist repeatedly and winds their arm in relief. The Adept is already sleeping soundly as the Cook and Gatherer get back from their most recent outing. The Elder sits alone quietly. The former Elder would often make sacrifices of excess food to appease the ancestors and pray for their favor. Upon replacing them, the new Elder had not carried on this tradition, perhaps seeing it as more wasteful than spiritual. But, the fall of the sister tribe is definitely an occasion of great significance. The former Elder would see such a thing as sign the ancestors might be angry. The Elder studies the ceremonial mask in their wrinkled hands. The Hunter returns with a large carcass. It seems everyone is here. Tonight we feast...
The Adept 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.
-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.
-Being so young, when hurt minor injuries become major injuries and major injuries are deadly.
The Crafter can research and craft tools for the various roles, which may grant them new or improved skills. Can repair said tools. 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
The Gatherer's roll chart revealed.
The Hunter's roll charts revealed.
The Elder is now more frail. When hurt, minor injuries become major injuries, and major injuries are deadly. A limp prevents joining others in away activities.
The Elder can now mend everyone's minor wounds, and does so automatically. (PM to prevent someone from receiving this)
The Elder can now 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 ELDER
MonkeyMarkMario
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: 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.
-poison food, 1/3rd chance of death on consumption. (PM to do this)
THE HUNTER
a1s
Small Game Hunt: Low meat but high chance of success.
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
Fruit Gathering: Fairly safe for getting a medium amount of fruit. The Gatherer can now 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
The Eye of Terror stares with solemn fixation through the ghostly still trees, the warm light of the fire makes their shadows dance as it crackles. All six members gather together. Some with bowed heads in uneasy anticipation, others seemingly enlarged with self satisfaction. There is plenty of food, but will everyone get to eat?
Eat or Go Hungry. Choose what food items to consume now from your private or the communal stash(you can trade first), or eat nothing. You each have one / of hunger. When you get ////, you die. One food item removes one /. Uncooked meat and undried fruit will go bad at the end of the turn. Then choose your next action.
/ Gatherer: 3 Fruit
/ Cook:
/ Elder: Ceremonial Mask
/ Hunter: 6 Meat
/ Adept:
/ Crafter:
Communal:
"We are saddened by the loss of the sister tribe. They are now among us. They wish to tell you: Hunt by the lake."
2 Turns Survived
13 Turns Until End of Winter
It is Mid SpringEnd of
As The Hunter and Cook discuss how the meat should be used, The Elder informs The Tribe that a ceremony to mourn the fallen sister tribe has been prepared. The six gather in a circle around the sacred stone and The Elder steps forward in the ancestral mask with the offering of two fresh fruit. The Elder meditates for a moment, then leads the others in a chant. Heroes of the past are recited, as are the historical events they experienced, and terrific beasts they encountered. The Elder becomes silent once again, then begins to speak and move in an entirely different cadence. The words that pour from behind the mask are those of love and guidance. When The Elder is once again themselves, a tear streaks down their cheek. That was a voice that hasn't been heard since the last elder, but has been told to have been delivered by all of them. After it is over it is quite late, and everyone goes to bed without eating.
The Eye of Wrath grows a little stronger each day. Now in the forest while hunting big game, The Hunter works their way to The Lake. [4] [5] The trail The Elder recommended has lead to a large grazer heard. It is simple enough to corner a stray, and smash its' head with a rock. The Adept accompanies The Gatherer, the youngling often needing help navigating the natural obstacles. [3]-1 (H) Between them they manage to each find one fruit apiece. Scouting The Riverbank, the Crafter discerns there are some stones that show potential. After collecting a pile, The Crafter smashes rocks together. (T) (H) (H) Grug obtains 2 suitable rock shards. As The Hunter begins to drag their kill back, they notice a flock of large flyers has landed at The Lake. There are so many. The feather white has transformed the water. Small game hunting will be quite good.
Event! Small game hunting will give double meat.
The Hunter can now 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.
The Adapt gained 1 experience point in gathering.
The Gatherer gained 1 experience point in tutoring.
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)
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
roseheart, what is the setting? Miscellaneous details?
To answer this best, I should tell you Tribe started as a boardgame I made in tradeschool, before I experimented with making it a roleplaying game. In my mind I see it first a foremost that way, a coop boardgame with a caveman theme.
roseheart, is food the only thing we will need to worry about, what about other tribes?
Food will not be the only concern.
What are the specifics of various mechanics?
Fair questions, but truthfully I don't always know and may design something more specifically when it is used. I have the boardgame I am using as a base largly from memory, but may decide last minute to apply some of my forum game designing experience to make it better suited.
I'm not just revealing all those boardgame mechanics, which I would do for those players, because perhaps I can explore with you and find a better way. However once you try something you should have your answers.
In general I am trying to keep the scope down for these 15 turns, while also keeping things open ended. So I'd rather say nothing than contradict myself...
side note: This does not mean I want to have a discussion about how I will run the game, I am just making room for these answers to come to me naturally in response to how you play. A task I am confident in my own abilities to deliver.
Eat or Go Hungry. Uneated food from last night has spoiled. You can chance eating it in a pinch, it will be entirely rotten next time. Spoiled food creates poisoned food when cooked.
Hunger Meter:
Full
/ Hungry
// Very Hungry: -1 to rolls
/// Starving: -2 to rolls
//// Dying: -2 to rolls, too weak to leave cave.
//// Deceased
// Gatherer: 1 Fruit
// Cook: 1 Dried Fruit
// Elder: Ceremonial Mask
// Hunter: 6 Meat, 6 Spoiled Meat
// Adept: 1 Fruit
// Crafter: 2 Rock Shards
Communal:
"???"
3 Turns Survived
12 Turns Until End of Winter
It is Late SpringEnd 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.
"Teeth!"
End of Spring
4 Turns Survived
11 Turns Until End of Winter
The Crafter stops coughing, and appears to just be sleeping while The Cook is drying the food. [2] [1] The Hunter, armed with some Late Spring advice from The Elder, tries to head off where the grazer heard from before should be moving to. However, they are not alone... [1]-1 (H) The Gatherer is not finding anything on their chosen route that hasn't been picked off by the animals, luckily The Adepts spots something. Back at camp, everyone is gathering but The Hunter has been gone too long...and then they are found a ways out, badly injured. The Elder looks over them, it's too much for them to help with, this will take time. The Hunter will need to stay home for awhile. They were badly trampled when 'something' spooked the heard...
Action Phase
There is again no hunger or stash stat readout in this part of the turn. It's a bit tedious so I will change a bit how that is tracked: In the second part I will collect the information, but from that you'll keep track of your stuff. Items you give away and items you consume will involve you updating the list. There were no penalties for hunger applied to this update.
As always, please bold choices.
Choose your action.
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
Edit:
2: 0 minor injury
After further inspection, The Elder finds the injury is less severe than first assumed. While the pain was great, and there was a nasty gash, the actual damage is more superficial and The Hunter will be able to resume their next action normally thanks to The Elder's care.
Start of Summer Feast
// Gatherer: 2 Fruit, Woven Basket / Elder: Ceremonial Mask / Hunter: Crafter: 1 Rock Shard, Drying Slab, Mortar & Pestle, Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, Human Corpse |
The Gatherer ate some spoiled human meat. They were still very hungry. [4] [3] They are feeling quite ill. They won't be able to leave the cave.
The Crafter ate some fresh fruit and is full.
The Elder ate some dried meat, but is still hungry.
The Hunter neglected eating and is hungry.
There was no ceremony.
The Tribe sleeps.
The Tribe is awoken by nearby growls. Some large animal was taken down by a predator.
There is no more sounds for the rest of the night.
Action Phase
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:
Home: Safe but sparse.
Forest: Plentiful but unpredictable.
Cliffs: Untouched but dangerous.
Lake: Fairly consistent.
This year certain animal agents have become prevalent. They can deplete fruits or provide more plentiful hunting opportunities. they are:
Grazer Heard: Grunting and wailing. Big game.
Flyer Flock: Shrieks and Chirps. Small Game.
Unidentified Predator: Growls and Roars. Unknown specifics. Use caution when alone.
[4] [5] As the tribe begins to stir at first light, there are shrieks carrying from over The Cliffs, and The Lake. And Grunting from The Lake.
You have 48 hours.
Choose Your Action.
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
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
Early Summer Feast
/// Gatherer: 2 Spoiled Fruit, Woven Basket / Elder: Ceremonial Mask Hunter: Crafter: 1 Rock Shard, Drying Slab, Mortar & Pestle Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 1 fresh meat
|
The Hunter ate a couple helpings of fresh meat and they are full.
The Crafter ate a couple helpings of fresh meat and they are full.
The Elder ate some fresh meat, but they are still hungry.
The Gatherer neglected eating and is starving.
There was no ceremony.
The Tribe sleeps.
The Gatherer is suddenly heard shouting at The Eye of Fear, after whooping and hollering they stumble off the cliff and die.
Action Phase (https://youtu.be/Q5DehneJfqE)
[2] [2] At first light squawking and wailing echoes from The Forest.
The Elder examines the body. The fruit picker was in good health compared to some of the unwell fallen of the past. /This corpse will not give poisoned meat and can be cooked safely./ The Crafter determines the woven basket would still be useful even in the hands of an unskilled gatherer, much like the cooking tools. /Cooking and Gathering are now general skills that can be performed with the appropriate tools, by anybody./ However if any of the remaining members were to parish, it would be harder to adapt to their roles. Their loss would effectively mean the end of those abilities.
Cooking, Gathering, Traveling, Summer, and other recent mechanics have been updated in the Roles tab.
You have 48 hours.
Choose Your Action.
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.
Action Territories(Home is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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.
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: 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.
1: 0
2: 1
3: 3
4: 3
5: 3
6: 3
Cooking: Spend a turn to do one of the following:
-turn any number of fruit or meat into dried food. 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.
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 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 CRAFTER
TricMagic
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.Frail, Tough, Reliable
The Eye of Wrath has faded, slightly.
Mid Summer
7 Turns Survived
8 Turns Until End of Winter
The Tribe busies themselves with their final preparations before they each go about their own errands.
The Elder advises The Hunter, and gives caution about the recently spotted smoke. They then linger for a time, watching The Hunter leave. The Elder grows wiser all the time. They also forget some things. But they hold on to what is dear. /Elder, see instructions below./
The Hunter brings the woven basket along and tries out gathering, how hard could it be? [5] [6] -1 +1 They find a bountiful tree and start picking, gathering 6 fruit in total. Not very hard it seems.
The Crafter clears a space to design something new and collects a few common objects. [5] +[1] +2 They've made a simple branch a weapon by weaving a rock shard on the end. A simple spear. With this, anyone could hunt on their own. This could also make a fine walking stick for the injured or elderly.
Elder, choose a new role:
A. Healer (Tend to injuries as a free action. Can do another thing. Vegetarian.)
B. Shaman (Ceremony as a free action. Can do another thing. A little crazy.)
C. (Wiser) Elder (Advise as a free action. Can do another thing. A little frail.)
Hunger Phase (https://youtu.be/SKaIkbgyhU8?t=1)
The Eye of Fear is closed tonight. But there is a glow, and it draws near. Someone holding a torch manifests from the nothingness, and hails to approach. The 3 meet the loner, it is a Nomad.
If the Nomad receives and consumes a piece of The Tribe's food, this will signify they are welcome to stay. Tribe members must gain permission from the others to offer the newcomer food.
(This is the Hunger Phase for trading and consuming items. The Roles tab and further details about the Nomad will appear in the next phase if they remain. The Noman has been PMd a summary of their powers, which they can share in their own words if they wish to.)
You have 48 hours. Eat or Go Hungry.
Copy/Paste list to update!
| | |
v v v
// Elder: Ceremonial Mask / Hunter: Tattered Woven Basket, 6 Fruit / Crafter: Drying Slab, Mortar & Pestle, Spear / Nomad: Spear, Fur Coat Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 1 Spoiled Meat, (Safe) Human Corpse
|
^ ^ ^
| | |
Copy/Paste list to update!
Addit: With the Ceremonial Mask, a ceremony can still be performed regardless of The Elder's role selection.
Mid Summer Feast
Elder: Ceremonial Mask Hunter: Tattered Woven Basket, Spear Crafter: Drying Slab, Mortar & Pestle Nomad: Spear, Fur Coat Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 1 Spoiled Meat, 5 (Safe) Human Meat
|
The Hunter ate some of fresh fruit and they are full.
The Crafter ate some of fresh fruit and they are full.
The Elder ate a couple helpings of fresh fruit and they are full.
The Nomad ate some of fresh (safe) human meat and they are full.
Mid Summer Ceremony (https://youtu.be/GMs8wklVYHY)
The Elder appears before the others like an unworldy being donning the cremonial mask, with the dancing shadows and the glow of the flames enhancing the features.
The Elder takes a burning piece of wood from the firepit and instructs the others to do so. They form a line of four bobbing embers swallowed in total blackness. Ahead of them, the sacred rock formation emerges from nothingness. The four form a circle.
The Elder steps forward and offers some spoiled meat, also trusting the sacrifice of some fresh human meat from before will be remembered.
They then lead 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. The chant ends with The Elder making a prayer for the tribe.
The Elder becomes silent and meditates for a short period, then begins to speak and move in an entirely different cadence. The words that pour from behind the mask are those of love and guidance.
"We are saddened by your many losses. They are now among us. They wish to warn you: Do not be alone."
When The Elder is once again themselves, they seem to glow with a radiance of inner peace.
The sacrificed food is left by the sacred rock formation for animals to consume. The Tribe returns to the cave to sleep.
Action Phase
[1] [6] At first light chirping echoes from over The Forest. Wailing carries from The Lake. As the trees begin to yellow, it is a reminder of the cold to come.
The Elder reflects upon the ceremony. The connection to the ancestors was particularly clear while the Eye of Fear was closed. They also recalled the former elder would sometimes request a specific blessing, or for an answer to a question. /Ceremonies performed mid season grant the strongest connection to The Ancestors. Requests for information or favors may be possible./
The Elder's hands tremble with age and their arms lack strength, their healing hands are no more. But they know of the Healing Leaves that would aid some problems, and teach about them to the others. /When Tribe members gather, instead of fruit they can choose to look for Healing Leaves./
The Crafter notices The Hunter's tattered basket, something they could repair easily if given back. /The Crafter can repair 1 item per turn as a free action./
The Crafter also notices the fur coat worn by The Nomad. It would be a simple thing to replicate, and good to guard against minor injuries and cold. /Learned Fur technology./
The Nomad added to Roles tab. Hunting can be done by anyone with a Spear or by The Hunter(with or without a Spear). Gathering can be done by anyone with a Basket. Without these, others can still accompany someone who is hunting or gathering to render minor assistance and receive the normal coin flip for some extra meat or fruit.
You have 48 hours. Choose Your Action.
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 is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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.
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. 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.
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)
THE HUNTER
a1s
Determined: Can hunt without a spear. Gain +1 to roll with one.
Tribesman Hunt: 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.
THE CRAFTER
TricMagic
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.
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.
THE NOMAD
KitRougard
Coordination: 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: 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.
The Eye of Wrath has faded, slightly.
Addit: Spears. Drying.
Late Summer
8 Turns Survived
7 Turns Until End of Winter
The Tribe gets ready to part ways. The Elder finishes advising The Hunter, and sees them off. They then go and watch The Crafter, who is very busy this morning. The Elder is impressed to watch them work, The Crafter is constantly solving problems such as moving things that seem too heavy by using a stick, or ripping off a piece of wood to use as a temporary tool to solve a problem before discarding it. They've erected a strange stick formation, and seem frustrated there is no grazer carcass scraps, as they apparently need a few for what they are trying to do. [4] + [1] (minor failure) The Elder talks to them about their own interest in crafting, but explains they probably couldn't improvise temporary tools the way The Crafter does. The Crafter considers this, and supposes a tougher general purpose tool could be made for others to be able to craft, and perhaps improve their own a bit. /wooden mallet technology unlocked, crafting roll chart revealed/
On their way out The Nomad meets up with The Hunter. They decide to stick to hunting in the home territory. They stalk through the wet mulch of yellow leaves, and spot a few grazers alone. [3] +1 +1 -1, [4] +1 -1 The Nomad pegs one by throwing their spear! In the other grazer's moment of confusion The Hunter decides to try it too. The Nomad's spear was designed with this in mind, but the sheer force with which The Hunter hurls theirs makes up for any discrepancy, and the second is pegged.
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 mojor failure 5 minor failure 6 trivial failure 7 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 |
Hunger Phase (https://youtu.be/SKaIkbgyhU8?t=1)
The Eye of Fear is a silver sliver tonight. he Hunter and Nomad returned with the bounty of a larger hunt than there has been in a long time. The Nomad mentions they are proficient extracting a lot of useful scraps from carcasses, but it would destroy the meat.
You have 48 hours. Copy/Paste list to update(and remove a hunger / slash for each piece of food consumed)!
Eat or Go Hungry.
/ Elder: Ceremonial Mask / Hunter: Tattered Spear, Grazer Carcass / Crafter: Drying Slab, Mortar & Pestle, Woven Basket / Nomad: Tattered Spear, Fur Coat, Grazer Carcass Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 5 (Safe, but Spoiled) Human Meat Sacrifice:
|
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)
Hunter: Convert a grazer carcass into 6 meat. (same ratio for human carcass)
Crafter: Convert a grazer carcass into 3 meat, and 1 grazer carcass scraps. (same ratio for human carcass)
Nomand: 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 many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
There was no Late Summer Feast...
/ Elder: Ceremonial Mask
/ Hunter: Tattered Spear,
/ Crafter:
/ Nomad: Tattered Spear, Fur Coat
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 3 (Safe, but Spoiled) Human Meat, Grazer Carcass, 2 Grazer Carcass Scraps, Drying Slab, Mortar & Pestle, Woven Basket.
Sacrifice:2 (Safe, but Spoiled) Human Meat
The Nomad did not eat, they are hungry.
The Hunter did not eat, they are hungry.
The Crafter did not eat, they are hungry.
The Elder did not eat, they are hungry.
Late Summer Ceremony (https://youtu.be/GMs8wklVYHY)As no one is eating, The Elder guides the others over to the sacred rock formation, to partake in the ceremony. The four form a circle.
The Elder steps forward and offers
a couple pieces of spoiled human meat.
They then lead 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. Sacrifice will be applied to next ceremony.
The sacrificed food is left by the sacred rock formation for animals to consume. The Tribe returns to the cave to sleep.
[3] Roars are heard. Echoes made it hard to tell from where.
End of Summer Preparations
The Nomad awakens before the rest. Perhaps it would be worth considering getting an early start. [#1]
[2] [3] The Eye of Wrath is the backdrop to the shrieking flyers passing over the home territory, over the yellow and orange trees that are beginning to thin out. There is also wailing coming from off toward the cliffs.
#1. The Nomad can now obtain 1 common item (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
Starting next turn, food will spoil at the start of the Action Phase, instead of the start of the Hunger Phase. During this transition this will result in the food lasting a little longer, so the food that is fresh right now, will still be fresh next turn.
Hunger Phase = a / is added. If it would be a lethal amount, it does not resolve yet.
Action Phase = food spoils, those with //// starve to death.
The stash list will now also be displayed in the Action Phase if you wish to eat or trade.
You have 48 hours. Choose Your Action.
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 is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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.
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. 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.
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)
THE HUNTER
a1s
Determined: Can hunt without a spear. Gain +1 to roll with one.
Tribesman Hunt: 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.
THE CRAFTER
TricMagic
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.
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.
-Wooden Mallet: Whittle a wooden tool for general purpose in crafting.
THE NOMAD
KitRougard
Coordination: 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: 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.
Forage: The Nomad can obtain 1 common item (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
The Eye of Wrath has faded, slightly.
/ Elder: Ceremonial Mask
/ Hunter: Tattered Spear,
/ Crafter:
/ Nomad: Tattered Spear, Fur Coat
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 3 (Safe, but Spoiled) Human Meat, Grazer Carcass, 2 Grazer Carcass Scraps, Drying Slab, Mortar & Pestle, Woven Basket.
Optional Secondary Action
Tribe: Perform 1 Tribal Kill (bold red their role to vote)
Elder: Advise 1 Tribesman
Hunter: Hunt 1 Tribesman (PM to deceive)
Crafter: Repair 1 Tool
Nomad: Obtain 1 Common Item
9 Turns Survived
6 Turns Until End of Winter
End of Summer
The Eye of Wrath is not the bringer of insufferable heat it once was not long ago. Infact, a chill rattles the last leaves on the tree branches.
As is their ritual, The Elder advises The Hunter before they go. This time The Elder will spend the rest of the day sleeping.
The Nomad decides to dry some meat, but it seems The Crafter is already using the drying slab. The Crafter offers to let them use it when they are done, so The Nomad sits and watches...
The Hunter navigates over fallen branches and through brown leaf mulch to the high Cliffs. The grazer heard is below! Many of the females have babies. The bucks seem tranquil relatively.
Picking up a rock, they approach the edge. The spear was useful, and would be good for more accuracy, but a rock doesn't need to be repaired or fretted over. With a powerful throw The Hunter swings the projectile.
[1] +1:Summer +1:Advice +Cliff injury modifier
Major Injury: They let go too late, and the momentum carries them over...
As the day drags on, The Crafter applies various drying techniques to the leather.
[2] + [1] +1:Easy
Major Failure: Dubious Leatherwork Learned: However in the end, all the grazer carcass scraps are ruined. They hand over the drying slab to The Nomad, who grunts in acknowledgement that it's too late dry any meat.
As it gets even later everyone is getting hungry. Yet, The Hunter has still not returned.
... ... ...
It is getting far too late. Perhaps someone should go and look for them...
The Hunter cannot post this phase.
Updates:
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. (Reminder: The Elder is too frail to leave the Home Territory without a walking stick.)
Reminder: Food now spoils beginning in the Action Phase. All food/carcasses from last Hunger Phase have held up.
Hunger Phase has begun! It will go until ~3:00PM Pacific Sunday
Copy/paste to update Stash List:
// Elder: Ceremonial Mask
// Crafter:
// Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 3 (Safe, but Spoiled) Human Meat, 6 Meat, Mortar & Pestle, Woven Basket, Spear.
Sacrifice:
Optional Secondary Action
Tribe: Perform 1 Tribal Kill (bold red their role to vote)
Elder: Advise 1 Tribesman
Hunter: Hunt 1 Tribesman (PM to deceive)
Crafter: Repair 1 Tool
Nomad: Obtain 1 Common Item[/quote]
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)
Hunter: Convert a grazer carcass into 6 meat. (same ratio for human carcass)
Crafter: Convert a grazer carcass into 3 meat, and 1 grazer carcass scraps. (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 many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
Eat or Go Hungry!
End of Summer Feast
// Elder: Ceremonial Mask
// Hunter: Grazer Carcass, Rodent Carcass
// Crafter:
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 3 (Safe, but Spoiled) Human Meat, 5 Meat, Mortar & Pestle, Woven Basket, Spear.
Sacrifice:
The Nomad ate some meat, they are hungry.
The Hunter did not eat, they are very hungry.
The Crafter did not eat, they are very hungry.
The Elder did not eat, they are very hungry.
There was no End of Summer Ceremony...
The Tribe sleeps.
There are snarls from The Lake.
Start of Winter Preparations
The Nomad awakens in a blizzard. They spot the others, but when they try to wake them, they are unresponsive. The Nomad drags all 3 to the cave, and restarts the fire near the opening. The Elder is breathing! So is The Hunter! The Crafter... is unmoving. The Nomad finds something on them: a prototype mallet for crafting.
The human meat from the stash has rotted away. The grazer and rodent carcasses have spoiled.
Bad weather prevents drying this turn.
Updates:
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.
Drying Spoiled Food: Spoiled food can now be dried, and it will become safe to eat.
No activity failstate: If no players post during a phase, the Tribe will die off. All technology and oral history, will be lost...
Action Phase has begun! It will go until ~3:00PM Pacific Tuesday
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 is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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.
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. 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.
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.
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)
THE HUNTER
a1s
Determined: Can hunt without a spear. Gain +1 to roll with one.
Tribesman Hunt: 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.
THE CRAFTER
TricMagic
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.
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.
-Wooden Mallet: Whittle a wooden tool for general purpose in crafting.
THE NOMAD
KitRougard
Coordination: 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: 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.
Forage: The Nomad can obtain 1 common item (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
The Eye of Wrath has faded, slightly.
Optional Secondary Action
Tribe: Perform 1 Tribal Kill (bold red their role to vote)
Elder: Advise 1 Tribesman
Hunter: Hunt 1 Tribesman (PM to deceive)
Crafter: Repair 1 Tool
Nomad: Obtain 1 Common Item[/quote]
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)
Hunter: Convert a grazer carcass into 6 meat. (same ratio for human carcass)
Crafter: Convert a grazer carcass into 3 meat, and 1 grazer carcass scraps. (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 many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
// Elder: Ceremonial Mask
// Hunter: Spoiled Grazer Carcass, Spoiled Rodent Carcass
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 5 Spoiled Meat, Mortar & Pestle, Woven Basket, Spear, Human Corpse, Mallet
Choose Your Action!
Take basket. dump spoiled carcasses. gather fruit.
// Elder: Ceremonial Mask
// Hunter: Woven Basket
/ Nomad: Tattered Spear, Fur Coat, Drying Slab, Mallet
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 5 Spoiled Meat, Mortar & Pestle, Spear, Human Corpse, Spoiled Grazer Carcass, Spoiled Rodent Carcass
10 Turns Survived
5 Turns Until End of Winter
Start of Winter (https://youtu.be/BIRJMESl4U8?t=1)
The Eye of Wrath is a cloudy memory. No immigrants from other Tribes have come, and The Tribe is down to just three. Less mouths to feed, but less room for mistakes.
As the bad weather rages outside the cave, The Elder imparts some wisdom before The Hunter heads out with a basket.
As The Elder lays back down, The Nomad begins to toil on a new crafting project: preserving food with cold. They begin by gather up 3 Spoiled Meat, and the Rodent Carcass...
The Hunter decides to stay close to the cave, only searching in the Home Territory for fruit. They hold one arm in front of their eyes in the blizzard, while they grip the basket close to prevent it from blowing away as they make tracks forward...
[2] + [4] -2 -1 +3 = 6: Minor Failure
Dubious Cold Food Storage Learned: Well, maybe some of this will stay fresh? The Nomad has dug out a hole in the ground and packed it 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. It was worth a shot?
[5] [1] -2 -1 -1 = 1: 0 fruit (x2 basket)
The Hunter's eyes are full of tears as every glance about is punished by a harsh lashing of the wind...but. They just don't see anything. It's getting dark. They head back.
Hunger Phase: Start of Winter Feast Preparations
As the others look up to see The Hunter returning, they overturn their basket. Only snow falls out. Nothing.
The Nomad is getting very hungry.
The Hunter is practically starving.
The Elder is practically starving.
Hunger Phase has begun! It will go until ~3:00PM Pacific Wednesday
(mod extension by 48 hours if some players have not eaten yet)
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 is default unless another is specified):
Home: Safe but sparse. The tribe has access to a cave and a firepit. Meat is cooked automatically when eaten.
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.
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.
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.
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
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)
THE HUNTER
a1s
Determined: Can hunt without a spear. Gain +1 to roll with one.
Tribesman Hunt: 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.
THE NOMAD
KitRougard
Coordination: 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: 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.
Forage: The Nomad can obtain 1 common item (fruit, meat, poison or healing leaves, or rock shard) for -1 to their action this turn. Immediately add the chosen item to stash.
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.
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)
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 many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
Stash List: Copy/Paste to Update:
/// Elder: Ceremonial Mask
/// Hunter: Woven Basket
// Nomad: Tattered Spear, Fur Coat, Drying Slab, Mallet
Communal: 1 Rock Shard, 2 Dried Fruit, 1 Dried Meat, 2 Spoiled Meat, Mortar & Pestle, Spear, Human Corpse, 2 Grazer Carcass Scraps,
Cold Storage: 3 Spoiled Meat, Spoiled Rodent Carcass
Sacrifice:
Eat or Go Hungry!
10 Turns Survived
5 Turns Until End of Winter
Start of Winter
Start of Winter: Feast
The Elder ate some dried meat, they are very hungry. (-1 to Action Roll)
The Nomad did not eat, they are very hungry. (-1 to Action Roll)
The Hunter ate a lot of spoiled meat, they are full.
Start of Winter Ceremony (https://youtu.be/GMs8wklVYHY)
The Elder notices a break in the blizzard, and quickly gathers the others for a ceremony. After each picks up a torch they trek through the snow and the crunch from their footsteps delivers them to the sacred rock formation.
The Elder steps forward and offers a couple pieces of spoiled meat, also trusting the sacrifice of a couple pieces of spoiled human meat from before will be remembered.
The three form a circle and hold their torches together.
The Elder 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. Then The Elder holds the mask infront of them, so the fire glows through the eyes and frowning mouth, and asks The Ancestors a question:
"Is there a point in trying to gather food in the winter?"
The Elder puts on the mask and becomes silent for a short period, then begins to speak and move in an entirely different cadence. The words that pour from behind the mask are those of love and guidance.
"We are saddened by the loss of The Crafter, they bless your journey from beyond."
"The Teeth do not smile in wait for you anymore. Your fight is only with the elements and yourselves."
The Ancestors seem pleased. When The Elder is once again themselves, The Tribe heads back home.
The sacrificed food is left by the sacred rock formation for animals to consume.
The Tribe sleeps.
Early Winter: Action Phase
[6] [2]
[3] [4]
[6] [1] [1]
[4]
The Hunter is feeling very sick. (-1 to Action Roll, Restricted Movement)
The human corpse has spoiled.
The rodent corpse in cold storage seems to have held up just fine.
Instead of the rasping of the wind at the cave mouth, the sound of wailing and shrieks from The Cliffs awakens The Tribe.
They Eye of Wrath is determined to be seen, even if faintly through the cloud cover.
The Hunter gets a wiff of some of the dried fruits and is repulsed by the smell, though upon inspection the others find nothing wrong with them.
The Elder reflects upon how tough most foods are to eat, they don't need to eat much these days but it's harder to nibble off enough soft parts. They could really fill up on a bowl of tasty Stew or Soup...
Updates:
Fallen Blessing/Curse: When you die, you can bless or curse The Tribe, this will activate once the next time a [3] is rolled. (I may interpret your remarks/roleplaying upon dying if you do not specify)
Ancestor Blessing/Curse: If the Ancestors are pleased with the sacrifice, a relevant blessing of some kind may be bestowed. Do not neglect them, insult them, or be too stingy...
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.
The Hunter: 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 Elder: Small Stomach: (Bonus) Stew and Soup removes all hunger.
Soup Recipe: Soup is prepared like Stew, but is easier to make, only requiring 2 food ingredients instead of 4. 1 ingredient can be spoiled without causing sickness, but an Action Roll this turn will take the lesser of 2 rolls if this done.
Action Phase has begun! It will go until ~3:00PM Pacific Tuesday
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.
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 many stew. When eaten, stew grants an extra die on the next action roll, and the higher number is used.
Stash List: Copy/Paste to Update:
// Elder: Ceremonial Mask
!! Hunter: nothing
// Nomad: Tattered Spear, Fur Coat
Communal: 1 Rock Shard, 2 Dried Fruit, Mortar & Pestle, Spear, Spoiled Human Corpse, 2 Grazer Carcass Scraps, Woven Basket, Drying Slab, Mallet
Cold Storage: Spoiled Rodent Carcass
Choose Your Action.
Edit: Added rodent carcass conversion to list.
How much meat is in a rodent? 2?
Stash List: Copy/Paste to Update:
// Elder: Ceremonial Mask
!! Hunter: Spear
// Nomad: Tattered Spear, Fur Coat
Communal: 1 Rock Shard, 2 Dried Fruit, Mortar & Pestle, 6 Spoiled Human Meats, 2 Grazer Carcass Scraps, Woven Basket, Drying Slab, Mallet
Cold Storage: 2 Spoiled Meat
11 Turns Survived
4 Turns Until End of Winter
~~~•~~~ Early Winter ~~~•~~~
As the clouds begin to part just enough for it, The Nomad sets to drying the meats. Meanwhile The Hunter takes off towards The Cliffs spear in hand after meeting with The Elder.
The Hunter struggles with an upset stomach, as they lean heavily on their spear and pull themselves forward until the reach the top of the cliffs. It is chilly but not enough to be a problem.
They spot the flyer flock roosting in the trees below, but they also see the grazer heard hidden among the trees. They approach the edge and aim the spear...
[6] [1] -2 +1 +1 +Cliff Danger +Cliff Bounty = 6; Success
A grazer buck is struck down. It is quite large, and will be chore to drag back...
The Elder takes a couple piles of grazer scraps and sets out to make a less time consuming version of a Fur Coat...
[1] + [6] +2 -2 +Home Safety +Home Scarcity = 7; Trivial Failure
Setting out to make a faster-to-make design The Elder ends up spending the whole day on the first one. It's still just as good, and there are still supplies to make another some other day.
Early Winter: Hunger Phase
The Nomad gathers up all the dried meats as The Hunter returns with a massive buck.
The Hunter is getting hungry. Their stomach ache is getting better.
The Nomad is practically starving.
The Elder is practically starving.
Updates:
Big Modifier: A Carcass that is 'Big' grants 1 additional meat when converted to meat or scraps.
Reminder: Poison: Human Meat, even dried has a 1/3 chance to be fatal to eat.
Soup and Stew Cooking: Can be done as a conversion as many times as can be afforded, including during the Hunger Phase.
Hunger Phase has begun! It will go until ~3:00PM Pacific Friday
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, Fur Coat, 1 Grazer Carcass Scraps
!/ Hunter: Tattered Spear, Big Grazer Carcass
/// Nomad: Tattered Spear, Fur Coat, Drying Slab, 1 Dried Meat
Communal: 1 Rock Shard, 2 Dried Fruit, Mortar & Pestle, 6 Dried Human Meats, Woven Basket, 1 Dried Meat
Cold Storage:
Sacrifice:
Eat or Go Hungry.
11 Turns Survived
4 Turns Until End of Winter
It is Early Winter
Early Winter: Feast
The 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 (https://youtu.be/pa2Ud9GBqKIt=1)
[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.
Put spoiled meat and Grazer carcass in cold storage. Put tattered spear in communal and ask someone to repair it.
Take rock Shard and craft a spear.
// Elder: Ceremonial Mask, Mallet, 1 Grazer Carcass Scraps
! Hunter: 1 Rock Shard, Fur Coat
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, Tattered Spear
Cold Storage: 4 Spoiled Meats, Big Grazer Carcass
Put the Mallet and the grazer carcass scraps in the Communal storage and advice the hunter
// Elder: Ceremonial Mask
! Hunter: 1 Rock Shard, Fur Coat
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, Tattered Spear, Mallet, 1 Grazer Carcass Scraps
Cold Storage: 4 Spoiled Meats, Big Grazer Carcass
Put spoiled meat and Grazer carcass in cold storage. Put tattered spear in communal and ask someone to repair it.
Take rock Shard and craft a spear.
also take mallet. repair spear as free action.
// Elder: Ceremonial Mask
! Hunter: 1 Rock Shard, Fur Coat, Mallet
/ Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, Tattered Spear, 1 Grazer Carcass Scraps
Cold Storage: 4 Spoiled Meats, Big Grazer Carcass
12 Turns Survived
3 Turns Until End of Winter
~~~•~~~ Mid Winter ~~~•~~~
As the snowstorm rages outside, The Nomad turns over in their sleep and mumbles. The Elder and The Hunter are up.
The Hunter exits briefly and returns with a branch. Skinning it and removing the shoots.
The Elder tells The Hunter a story. There was once a great hunter that fought with the sabre cat. They defended the tribe and saved them all. The Elder shows them a fang. It is smooth, no longer possessing a point, the wear of a trinket passed down though time.
This ancestor lives on through the ceremony.
The Hunter crafted a spear, and repaired another spear.
Mid Winter: Hunger Phase (https://youtu.be/SKaIkbgyhU8?t=1)
The Elder is nearly starving. (-2 to Action Roll)
The Hunter is getting hungry. Their stomach is feeling better.
The Nomad is getting very hungry. (-1 to Action Roll)
[5] [5] [1] [5] [1]
A piece of spoiled meat became poisonous.
The big grazer carcass became poisonous.
Updates:
(Please say you will 'skip' your turn if you will do nothing.)
I didn't roll the cold storage last action phase, so it was delayed until now. It will be rolled again next phase.
Hunger Phase has begun! It will go until ~3:00PM Pacific Thursday.
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
/ Hunter: Fur Coat, Mallet, 2 Spears
// Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, 1 Grazer Carcass Scraps
Cold Storage: 3 Spoiled Meats, 1 Poisonous Spoiled Meat, Poisonous Big Grazer Carcass
Eat or Go Hungry.
There was no Feast...
There was no Ceremony...
Bad weather muffles the sounds of beasts and prevents drying...
13 Turns Survived
2 Turns Until End of Winter
It is Late Winter
The Eye of Fear could not be seen in the blizzard last night, just as The Eye of Wrath also alludes detection in the day. The storm rages on.
Most of what was safe in the cold storage seems to have stayed that way, but not all.
Everyone is getting hungry to varying degrees. The Nomad is looking pretty thin, and The Elder's ribs are showing prominently.
Roll: Weather
[2]
Roll: Dubious Cold Storage (x3)
[3] [4] [1]
A piece of spoiled meat became poisonous. Everything else held up just fine.
The Elder is starving. (-2 to Action Roll)
The Hunter is hungry.
The Nomad is very hungry. (-1 to Action Roll)
Choose your action.
Updates:
None.
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.
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
/ Hunter: Fur Coat, Mallet, 2 Spears
// Nomad: Tattered Spear, Fur Coat, Drying Slab
Communal: Mortar & Pestle, 4 Dried Human Meats, Woven Basket, 2 Dried Meat, 1 Grazer Carcass Scraps
Cold Storage: 2 Spoiled Meats, 2 Poisonous Spoiled Meat, Poisonous Big Grazer Carcass
Action Phase has begun! It will go until ~3:00PM Pacific Sunday.
//// //// ///
2 Turns until the end of Winter
It is Late Winter
//
Resolution
Bad weather is in effect...
The Nomad and The Hunter gather their things. The Elder is standing near the howling cave entrance, and turns back to whisper something to The Hunter, then wonders off back towards warmth.
The others grasp their spears and pull their fur coats tight, and exit.
The Nomad breaks away from The Hunter, and hunts small game. The fur coat helps, but there is still a chill.
Local -1 Bad Weather -2 Garbed +1 Malnourished -1 Small Game Hunting
[2] -3 = 1: Failure
There isn't even the slightest sign of game. Not that it would last more than a moment under this barrage of snowfall.
The Hunter goes deeper into the trees, squinting patiently for any movement of life. The cold blows up into all the weak points in the fur coat, lessening its' effectiveness.
Informed d2 Local -1 Bad Weather -2 Garbed +1 Expert +1 Big Game Hunting
[5] or [2] -1 = 4: Success
Through the relative stillness of the underbrush, The Hunter's keen eye spots the flit of a grazer's ear...
When the Hunter returns they see The Nomad is back, empty handed, meanwhile The Elder is adorned with a brand new fur coat. The Hunter drags the grazer carcass inside.
The Elder is nearly dying of hunger. (-2 to Action Roll , Restricted Movement)
The Hunter is getting very hungry. (-1 to Action Roll)
The Nomad nearly starving. (-2 to Action Roll)
Eat or go hungry.
Updates:
Further Restricted Movement: (Frail + Dying of Hunger) The Elder is so weak from hunger, they can't even leave the cave without a staff or spear, nor go further than the home territory even with them.
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.
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, Fur Coat
// Hunter: Fur Coat, Spear, 1 Grazer Carcass
/// Nomad: Spear, Tattered Spear, Fur Coat, 1 Meat
Communal: Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, 1 (Spoiled) Soup, 1 Poisonous Meat, Mallet
Cold Storage: 1 Spoiled Meat, 2 Poisonous Spoiled Meat
Sacrifice:
Hunger Phase has begun! It will go until ~3:00PM Pacific Wednesday.
◑
Late Winter Ceremony
The blizzard has let up momentarily, and The Elder gathers the others for a ceremony. Soon they find their way to the sacred rock formation.
The Elder steps forward and offers a couple pieces of poisonous spoiled 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...what's happening??
... ... ...
The ground...is shaking...
... ... ...
The Tribe runs back towards the cave, only to find it has crumbled into a pile of large stones and rubble.
There is no question the home is lost. The only thing left to do is decide what happens next:
A. Leave now to find new shelter. (search Cliffs, Lake, or Forest? 1/6 chance per person to freeze to death first.)
B. Leave now to find shelter. Go to the cave of the fallen sister tribe.
C. Retrieve Communal Stash items first, but miss the next Action Phase. Then do A.
D. Retrieve Communal Stash items first, but miss the next Action Phase. Then do B.
E. Accept defeat. (Not a group decision for majority.)
Choose your fate.
(In the event of a tie, The Elder decides. The Elder requires a staff or spear to leave the home territory.)
Stash List: Copy/Paste to Update:
Elder: Ceremonial Mask, Fur Coat
Hunter: Fur Coat, Tattered Spear,
/ Nomad: Spear, Tattered Spear, Fur Coat
Edit Locked
Communal: Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, 1 Poisonous Meat, Mallet, 4 Meats
Cold Storage:
◐●○◯◍◌ All votes were collected and the next phase has been posted.
Decision Phase has begun! It will go until all have cast a vote, or until ~3:00PM Pacific Friday.
//// //// ////
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.
//// //// ////
1 Turn until the end of Winter
It is End of Winter
///
Second Resolution
The Nomad runs out and returns to hand The Hunter some meats; 2 are Spoiled and 1 is Poisonous and Spoiled. The Hunter stalks forward, and lobs them in the middle area between themselves and The Tribe Slayer. They hide in the shadows.
The feline takes notice, and soon its' graceful muscular figure is moving through the shafts of light towards the pile. It sniffs it, then pulls its' mouth back in a wild fanged smile as it gags on the smell. Looking to one another The Tribe decides...it's now or never.
Hungry -1 Exhausted -1 Expert +1 Surprise +1 Lethal Hunting
[5] + 1 + [1] [5]* -1 vs [1]
*Nomad Coordination Ability
The Nomad and The Hunter charge at the beast, yelling to scare and confuse it. The cat is still pawing at the disgusting smell that contaminated its' regal whiskers, when its' eyes bug out, as two spears break off. It's dead.
The Hunter is getting Hungry. (-1 to Action Roll)
The Nomad is getting Famished. (-2 to Action Roll)
Eat or Go Hungry.
Updates:
None.
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
/// Nomad: Spear, Fur Coat
Communal: Ceremonial Mask, Fur Coat, Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, Mallet, 2 Spoiled Meats, Sabre Cat Carcass (big game conversions, +2 meat)
Cold Storage:
Sacrifice:
Hunger Phase has begun! It will go until ~3:00PM Pacific Wednesday.
//// //// ////
0 Turns left until the end of Winter
It is Early Spring
End of Year
The Eye of Fear patrolling the snowscape, finally, surrenders to the warm Eye of Wrath, truimphant at last as the cold melts away.
An immigration party is spotted in the nearby Plains. The Tribe lights a signal fire to invite the newcomers.
It is good to see others again. Many roles that were lost might be filled, and perhaps some new ones will aid in the coming year.
As a small gift, The Nomad receives some fruit. Soon they are full.
The newcomers wish to know more of this Tribe. What is the Clan name? What is their greatest ancestor, and what is their story?
Choose your legacy.
Updates:
Legacy Phase (You made it!)
Task 1: Please choose 1 dead player to become an ascended ancestor. What is their story? (A brief blurb about what made them notorious or heroic)
Task 2: Please name the tribe.
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)
Stash List:
Hunter: Fur Coat
Nomad: Spear, Fur Coat
Communal: Ceremonial Mask, Fur Coat, Mortar & Pestle, Drying Slab, 4 Dried Human Meats, Woven Basket, 1 Dried Meat, 2 Grazer Carcass Scraps, Mallet, 2 Spoiled Meats, 4 Meats
Cold Storage: None
Legacy Phase has begun! It will go until I have your consensus, or ~3:00PM Pacific Saturday. (Please hold off on feedback until after I have acknowledged your answers for this phase.)
◐
End of Year: Eulogy Ceremony (https://youtu.be/GMs8wklVYHY?t=1)
The Tribe gathers around the fire. They huddle close under The Eye of Fear.
The Nomad and The Hunter tell the story of their most revered ancestor... The one who was always helpful, wise, and resourceful. They tell the tale of "The Helpful Elder of the Furs".
They then tell the tales of historical events like The Earthquake of Old Home, and terrific beasts like The Tribe Slayer and the eventual Avenging of Sister Tribe.
After much laughter, gasps, and cheers, the ceremony comes to a close. These tales will be told again and again, and they will guide Clan Cat-Hunters as they explore their next adventures to come.
The Tribe sleeps.
...Aaannnd, that's it!
You have 3 days to say any comments, congratulate each other, give feedback if Tribe happened again or something like it. I will then post the credits, and close the topic.
Players that died/quit can also post their feedback.
Thank You
for Playing!
...
A_Curious_Cat as...
THE GATHERER
Glass as...
THE COOK
MonkeyMarkMario as...
THE ELDER
a1s as...
THE HUNTER
(Survivor)
Maxinum McDreich as...
THE ADEPT
0cra_tr0per and TricMagic as...
THE CRAFTER
KitRougard as...
THE NOMAD
(Survivor)
T R I B E