STAY ALIVE: A GROUP SURVIVAL GAME
DESCRIPTION: stay alive is a game in which several players will work together (or not) to survive for up to 2 weeks (at which point they will be rescued) Players will have to contend with the harsh enviroment as well its inhabitants and if it comes to it other players.
Aim: as a group/ or several if you wish to survive 2 weeks
HOW TO PLAY
Each day will be split into 3 sections.
The day (normal)
Dusk (players active at dusk have an increased risk of negative effects)
Night (reduced chance of successful action, increased chance of bad
At night temperature will decrease faster unless inside or at a shelter
During each part of a "Day" a character may make two moves.
With the following rules:
If a character only does one move he will get double the rescources from a successful action.
Two or more characters can state they are working together on the same order. This will help players with negative effects such as broken legs.
A roll will decide the result.
At day: 1 = negative 2 = fail 3 = success
4 = success 5 = success 6 = great success
At dusk: 1 negative 2 negative 3 fail
4 success 5 success 6 great success
At night: 1 negative 2 negative 3 negative 4 fail 5 fail 6.) Success
Stats: each character has the following traits
HUNGER: how much the character needs to eat (degrades at 2 / hour)
THIRST: how much a character needs to drink (degrades at 5 / hour)
HEALTH: the physical state of a character (the levels are: Fit, Healthy, tired, Injured, Seriously injured, Critical injury, Dead) dropping below healthy will harm success chances on tasks and below injured will risk negatives and death)
Mental Health: a characters mental health. (Levels are Sound, Unerved, Edgy, Scared, Panick, Shock, Broken, Unstable) at the start of a new day I will roll a mental check for each character
TEMPERATURE: starts at 35° and will decline by 0.5° an hour or 2° an hour at night low temperature can cause illness and death.
If a character is (unnerved/edgy) they have a 1/6 chance of having no moves that turn. If they are (scared/panicked it is a 2/6 however if they are broken they have a 3/6 chance and if Unstable 4/6 with a 2/6 chance of causing a negative to themselves and another character.
Traits: each character can have certain traits (each character starts with a trait and may earn more)
The traits are:
Forager: + 1 to food quests
Resourceful: + 1 to finding water
Doctor: +1to healing others
Leader: +1 to healing mental of others
Hunter: + 1 to resolving negative (animal attacks)
Star-Gazing: +1 to resolving negative(lost)
Tough skinned: +1 to resolving negative (injuries)
Traits continued.
Craftsmanship: +1 to crafting tools
Skilled labour: +1 to crafting shelter
Group materials:
Timber
Stone
Matches
Food
Water
Shelter (this is an analog yes or no)
Tools(split into (axe) (pick) (matches) (weapons) (bottles) (snares)
Fire (split into analog yes or no)
Description:
Timber (the basic rescource used to build shelters and fuel fires as well as make tools) (axes will boost timber gain)
Stone (used to improve shelters and make tools) (picks will boost stone gain)
Matches( helps make fires)
(Matches can be made like with tools)
Food: Is used to refill the hunger meter. Can only be collected by an order. Vegtables refill by 10, small uncooked meat 15 small cooked meat 20 uncooked meat 30 cooked meat 35. Small meat can only be collected using snares and large meat only with weapons
Water: is used to refill the thirst meter. Can only be collected by orders. Water can only be stored and moved around using bottles. Each bottle is assumed to be 500ml. (Every 500ml drunk refills thirst by 20)
Shelter: shelter is important in game as it is where all unused rescources are assumed to be stored. And it serves as a main base of operations for a group. Each character will return to the group shelter if possible and if there is none.
Will stay at the location of their last order. There are 3 levels of shelter.
Shelter: lasts 2 "days" will reduce freezing rate at night to 1° an hour
Semi-permanent shelter: lasts 4 "days" stops night freezing.
Permanent shelter: "lasts forever will warm up anyone in it by 1° an hour.
Each type of shelter can be upgraded to the next type. And shelter or semipermanent shelter can be found by an order.
TOOLS: tools can be used to help increase the gain from a specific task. Some tools work slightly differently.
Axe: cost 1 timber, 2 stone (has 3 uses) doubles gain from collecting timber.
Pick: cost 1 timber 3 stone doubles stone gain. (Has 3 uses)Matches: cost 1 timber, 1 stone. (1 use) gives +1 bonus to making fires.
Weapons: at the start 1 person in each group will start with a weapon.
However more can be made. They are used when fighting of animals and if it comes to it other characters. Cost 2 timber 1 stone. (Can be used twice)
Bottles: at the start a group will start with 3 bottles. Each bottle can cary 500ml. If a person goes searching for water and succeeds they will fill all the bottles they have. Cost: 1 timber. (Can be used twice)
Snares: unless you use snares or weapons to hunt animals you are forced to scavenge and live on vegetables which aren't the best.
Snares can be set on one day and checked any day after that and can catch small animals such as rabbits and birds. Cost: 1 timber, 1 stone (can be used twice)
Fire: other than shelter this is your main way to survive. Fires are required to warm your character up. As well as cook food and boil water.
Fires need 1 timber to start them and then another piece of timber for every 2 hours (when ordering a fire state how long you want it to last or I'll keep it going until the next round of orders.) the bonuses of a fire:
Can use an order to cook meat.
When at a fire you will warm up by 2° an hour.
+1 to rolls for events (I.e the fire will protect u from some night events)
Injuries and disease.
During the game, It is possible that you or another character will suffer from an injury or disease. These are bought about from a negative result or from drinking unboiled water/raw meat.
The injuries are as follows:Broken Arm:
If someone has a broken arm then they suffer a -1 to all orders
Broken Leg: if someone has a broken leg they can't do anything unless they have a splint. If someone gets a broken leg while on their own they will remain at a spot on the map based on their last order (they will not return to the shelter) and another character must use an order to search for and return that person to camp. If they went with another person that person will bring them back to camp regardless.
Fever:
Will give a person a temperature of 40° and will double their hourly thirst decline. (Will wear of after 2 turns)
Hypothermia:
Occurs when temperature is reduced to 15°, gives -2 to all actions, all stats drain at x2 speed, will be cured if person is warmed above 30°Vomiting: can occur after drinking unboiled water, or raw meat. It causes a players Food stat to decrease twice as fast.
Shock: may occur after something bad happens (e.g character dieing or being attacked by wolves) if a character is in shock they only get 1 order for the next "day"
Hallucinations: occurs if a persons mental health drops to broken or Unstable. If they have hallucinations they have the chance of getting an order changed (e.g a collect wood order becomes, hunt for food) this illness will end when their mental health gets to higher than broken.
Submitting orders.
Orders are to be posted In thread and I would recommend discussing who does what within in your group.
You can word your orders how you like as long as I can easily verify what it is your doing. All orders should fall into these categories.
1.) Find food
2.) Find water
3.) Make shelter
4.) Make Fire
5.) Make tools
6.) Heal another character
7.) Heal another characters mental
8.) Set snares
9.) Collect snares
10.) Look for a lost character
All orders use the same rolling chart but each can be affected by different traits and injuries.
To sign up:
Post this:
Character name:
Trait:
Backstory: (optional)
(This game will mainly be a rules test so im capping it at 5-10 players)
DESCRIPTION: stay alive is a game in which several players will work together (or not) to survive for up to 2 weeks (at which point they will be rescued) Players will have to contend with the harsh enviroment as well its inhabitants and if it comes to it other players.
Aim: as a group/ or several if you wish to survive 2 weeks
HOW TO PLAY
Each day will be split into 3 sections.
The day (normal)
Dusk (players active at dusk have an increased risk of negative effects)
Night (reduced chance of successful action, increased chance of bad
At night temperature will decrease faster unless inside or at a shelter
During each part of a "Day" a character may make two moves.
With the following rules:
If a character only does one move he will get double the rescources from a successful action.
Two or more characters can state they are working together on the same order. This will help players with negative effects such as broken legs.
A roll will decide the result.
At day: 1 = negative 2 = fail 3 = success
4 = success 5 = success 6 = great success
At dusk: 1 negative 2 negative 3 fail
4 success 5 success 6 great success
At night: 1 negative 2 negative 3 negative 4 fail 5 fail 6.) Success
Stats: each character has the following traits
HUNGER: how much the character needs to eat (degrades at 2 / hour)
THIRST: how much a character needs to drink (degrades at 5 / hour)
HEALTH: the physical state of a character (the levels are: Fit, Healthy, tired, Injured, Seriously injured, Critical injury, Dead) dropping below healthy will harm success chances on tasks and below injured will risk negatives and death)
Mental Health: a characters mental health. (Levels are Sound, Unerved, Edgy, Scared, Panick, Shock, Broken, Unstable) at the start of a new day I will roll a mental check for each character
TEMPERATURE: starts at 35° and will decline by 0.5° an hour or 2° an hour at night low temperature can cause illness and death.
If a character is (unnerved/edgy) they have a 1/6 chance of having no moves that turn. If they are (scared/panicked it is a 2/6 however if they are broken they have a 3/6 chance and if Unstable 4/6 with a 2/6 chance of causing a negative to themselves and another character.
Traits: each character can have certain traits (each character starts with a trait and may earn more)
The traits are:
Forager: + 1 to food quests
Resourceful: + 1 to finding water
Doctor: +1to healing others
Leader: +1 to healing mental of others
Hunter: + 1 to resolving negative (animal attacks)
Star-Gazing: +1 to resolving negative(lost)
Tough skinned: +1 to resolving negative (injuries)
Traits continued.
Craftsmanship: +1 to crafting tools
Skilled labour: +1 to crafting shelter
Group materials:
Timber
Stone
Matches
Food
Water
Shelter (this is an analog yes or no)
Tools(split into (axe) (pick) (matches) (weapons) (bottles) (snares)
Fire (split into analog yes or no)
Description:
Timber (the basic rescource used to build shelters and fuel fires as well as make tools) (axes will boost timber gain)
Stone (used to improve shelters and make tools) (picks will boost stone gain)
Matches( helps make fires)
(Matches can be made like with tools)
Food: Is used to refill the hunger meter. Can only be collected by an order. Vegtables refill by 10, small uncooked meat 15 small cooked meat 20 uncooked meat 30 cooked meat 35. Small meat can only be collected using snares and large meat only with weapons
Water: is used to refill the thirst meter. Can only be collected by orders. Water can only be stored and moved around using bottles. Each bottle is assumed to be 500ml. (Every 500ml drunk refills thirst by 20)
Shelter: shelter is important in game as it is where all unused rescources are assumed to be stored. And it serves as a main base of operations for a group. Each character will return to the group shelter if possible and if there is none.
Will stay at the location of their last order. There are 3 levels of shelter.
Shelter: lasts 2 "days" will reduce freezing rate at night to 1° an hour
Semi-permanent shelter: lasts 4 "days" stops night freezing.
Permanent shelter: "lasts forever will warm up anyone in it by 1° an hour.
Each type of shelter can be upgraded to the next type. And shelter or semipermanent shelter can be found by an order.
TOOLS: tools can be used to help increase the gain from a specific task. Some tools work slightly differently.
Axe: cost 1 timber, 2 stone (has 3 uses) doubles gain from collecting timber.
Pick: cost 1 timber 3 stone doubles stone gain. (Has 3 uses)Matches: cost 1 timber, 1 stone. (1 use) gives +1 bonus to making fires.
Weapons: at the start 1 person in each group will start with a weapon.
However more can be made. They are used when fighting of animals and if it comes to it other characters. Cost 2 timber 1 stone. (Can be used twice)
Bottles: at the start a group will start with 3 bottles. Each bottle can cary 500ml. If a person goes searching for water and succeeds they will fill all the bottles they have. Cost: 1 timber. (Can be used twice)
Snares: unless you use snares or weapons to hunt animals you are forced to scavenge and live on vegetables which aren't the best.
Snares can be set on one day and checked any day after that and can catch small animals such as rabbits and birds. Cost: 1 timber, 1 stone (can be used twice)
Fire: other than shelter this is your main way to survive. Fires are required to warm your character up. As well as cook food and boil water.
Fires need 1 timber to start them and then another piece of timber for every 2 hours (when ordering a fire state how long you want it to last or I'll keep it going until the next round of orders.) the bonuses of a fire:
Can use an order to cook meat.
When at a fire you will warm up by 2° an hour.
+1 to rolls for events (I.e the fire will protect u from some night events)
Injuries and disease.
During the game, It is possible that you or another character will suffer from an injury or disease. These are bought about from a negative result or from drinking unboiled water/raw meat.
The injuries are as follows:Broken Arm:
If someone has a broken arm then they suffer a -1 to all orders
Broken Leg: if someone has a broken leg they can't do anything unless they have a splint. If someone gets a broken leg while on their own they will remain at a spot on the map based on their last order (they will not return to the shelter) and another character must use an order to search for and return that person to camp. If they went with another person that person will bring them back to camp regardless.
Fever:
Will give a person a temperature of 40° and will double their hourly thirst decline. (Will wear of after 2 turns)
Hypothermia:
Occurs when temperature is reduced to 15°, gives -2 to all actions, all stats drain at x2 speed, will be cured if person is warmed above 30°Vomiting: can occur after drinking unboiled water, or raw meat. It causes a players Food stat to decrease twice as fast.
Shock: may occur after something bad happens (e.g character dieing or being attacked by wolves) if a character is in shock they only get 1 order for the next "day"
Hallucinations: occurs if a persons mental health drops to broken or Unstable. If they have hallucinations they have the chance of getting an order changed (e.g a collect wood order becomes, hunt for food) this illness will end when their mental health gets to higher than broken.
Submitting orders.
Orders are to be posted In thread and I would recommend discussing who does what within in your group.
You can word your orders how you like as long as I can easily verify what it is your doing. All orders should fall into these categories.
1.) Find food
2.) Find water
3.) Make shelter
4.) Make Fire
5.) Make tools
6.) Heal another character
7.) Heal another characters mental
8.) Set snares
9.) Collect snares
10.) Look for a lost character
All orders use the same rolling chart but each can be affected by different traits and injuries.
To sign up:
Post this:
Character name:
Trait:
Backstory: (optional)
(This game will mainly be a rules test so im capping it at 5-10 players)