Injuries: Bloody knuckles
Projects: Building a mansion (+20), building a mine (+40)
Companions: Black rat (Randal)
Skills: None
Magic: None
Buildings: None
Items: Half a pound of redberries.
Darvince
Spoiler:
Injuries: None
Projects: Looking for rock (+20)
Companions: Yuggy
Skills: None
Magic: None
Buildings: None
Items: 22 gold coins, small steel knife, locked strongbox
FlashMarsh (injury)
Spoiler:
Injuries: Sprained wrist
Projects: None
Companions: None
Skills: None
Magic: None
Buildings: Magical tree hut
Items: Sturdy branch, flint
Jazz
Spoiler:
Injuries: None
Projects: None
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Large piece of bark, stainless steel hammer, crude stone tool heads
Jellsprout
Spoiler:
Injuries: None
Projects: Building a raft
Companions: None
Skills: Knowldge(grassland plants)
Magic: None
Buildings: None
Items: Rope
Injuries: None
Projects: Building a castle (+10)
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Padded glass fragments, fine stone spear, half a pound of pink berrries, 5 large leaves
Shos (injury)
Spoiler:
Injuries: Hand is slightly bleeding
Projects: Building a shelter
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Padded glass fragments, fine stone spear, half a pound of pink berrries, 5 large leaves
Yuggy (injury)
Spoiler:
Injuries: Hand is slightly bleeding, large lump on head, sprained ankle, badly bleeding arm
Projects: Building a hut and carrot farm (2 turns)
Companions: Two guinea pigs (Rex, Mojo), Darvince
Skills: None
Magic: None
Buildings: None
Items: Wooden sword, bark shield
Age: 31 Karma: 136 Posts: 1307 Gender:Male Location: Arizona, United States pm | email
Welcome to the new Interguild Island! Yuggy says he doesn't have time to keep his up, so I can start one. Interguild Island III, or I-5, is similar to the previous games in many ways, but also quite different. What follows is a description of the rules of the game.
Rounds
Every day will be a new round. In general, I will update the game before I go to bed, so you should be able to see your updated status and the new game state.
Actions
You may take up to 5 action per round. How reasonable your action is (as arbitrarily determined by the mod, me) will directly affect your odds at succeeding, so saying "Kill everyone with my mind powers" is not a great idea.
By default, there are no secret actions.
The odds of succeeding at any given action can be influenced by a wide variety of factors, such as the items you have, your surroundings, any spells or abilities you have, and many others.
When determining the outcome of an action, I will randomly generate a number from 1 to 100, then add your bonuses and penalties. The higher you end number, the better. Be warned that more difficult actions will require a higher number to meet with any kind of success than an easy action. You might only need a 10 to tie your shoes, but you may need a 90 to build a nuke.
You can be as specific or general as you like with you description of your actions.
Combat
There is no longer a concept of health or hp. Instead, combat will be determined by opposed Offense and Defense rolls. Based on these rolls, injuries will be inflicted upon the combatants, which are like status effects. Any time someone is injured, I will make a roll for them to see if the injury is fatal. Also, every round that the injury persists, they will have to make another role.
Lets do an example.
The game has just started, and I want to get back at Livio for killing Buddy. So I attack Livio.
I roll 54 and he rolls a 37.
Screaming "THIS IS FOR MY DOG!!!", snipereborn rushes forward and slams his fist into Livio's face. Livio sees it coming, but too late. He turns his late block into a heavy shove, spraining snipereborn's shoulder. Cursing, the two separate for a moment, glaring visceral hatred at one another.
I've now strained my shoulder, and Livio's nose is broken. We now make survival checks.
I roll a 76. My injury was not fatal.
Rubbing his shoulder, snipereborn snarls in Livio's direction.
Livio rolls a 1. He dies.
Trying to stay focused, Livio sees the malice in snipereborn's eyes. Dread slowly creeps over him. As his heart races, he notices that the blood coming out of his broken nose is much worse than he thought. Dizzy, he loses his balance and falls in the dirt. "Never should've... that damn dog..." With these last words, Livio last breath leaves, and his eyes dim.
And so, Buddy has been avenged.
Injuries
As stated in the combat section, injuries have a chance of killing you every round they go without being removed. The more severe the injury, the greater the chance. Also, injuries are additive, so having a punctured lung, a broken leg, and a severe head wound is very not good, much worse than any one of those.
Injuries may also affect your ability to perform other activities. It will be very difficult to walk across the island if both your legs are broken.
Abilities
You should specify any time you want to use a non-default ability. Let's say you are building a house and you want to use your Crane Operator skill to help you. Tell me that in the action, i.e. "Use my crane skills to build my house".
The above rules are the general case. They may be modified by in game events, or if the game needs to be rebalanced at any point.
If you feel like I have forgotten to given you some of your bonuses, feel free to remind me and I may recalculate a given action. Unless I make some sort of error of that kind, action results are final and are not disputable.
So, anyone want to play? If so, just let me know here. The game hasn't started yet, so don't bother submitting actions.
Age: 31 Karma: 136 Posts: 1307 Gender:Male Location: Arizona, United States pm | email
A note about combat items.
These will give you bonuses to your attack and/or defense. So you might have a sword which gives you a +25 to your attack, while your opponent might have an amulet of protection which grants a +20 to defense (these are just examples). So, you will inflict greater injuries because you have better weapons, or you will suffer less severe injuries because you have better protection. Since I'm not a computer (that I know of...), I'll be making sure that injuries make sense for what's going on.
Age: 21 Karma: 38 Posts: 850 Location: Clinging to the last whispers of life in my decaying body pm | email
/in
Can you feel your heart burning?
Can you feel the struggle within?
The fear within me is beyond anything your soul can make, you cannot kill me in a way that matters
Age: 31 Karma: 136 Posts: 1307 Gender:Male Location: Arizona, United States pm | email
Hey guys. Just a heads up, the reason I havn't started yet is because yesterday my boss gave me a huge work load to be done in two days (as in I'll be finished tomorrow). So, worst case is that we'll start on friday. In general, I'll update the game at night my time, before I go to bed.
Just bare with me for a moment as I get over this responsibility spike.
First actions:
- Kill Shos through decapitation.
- Kill Shos through drowning.
- Kill Shos by dropping him from too high.
- Kill Shos by having Quirvy sit on him.
- Kill Shos by having Sniper shoot him.
In Island I, Shos killed me. In Island II, Shos tried to kill me but I managed to kill him instead. This time I'm going for a preemptive strike and kill Shos right off the bat.