The game has started.
Active players:
TEAM 1 (de purple cock loving brappff boys)
TEAM 2 (big boy club)
You are invited to join Mareserv on Discord. Click here for an invite. Using Discord is not required, but having live access to me or other players may make communicating easier.
Description
tfw no society, shortened to tns, is an experimental forum game designed by yours truly. Meant for between 8 and 16 players, it is a turn-based, team-based tactical roleplaying game that takes place on a grided map. It is inspired by the Fallout franchise and the Hunger Games. You will work with your teammates to eliminate the enemy teams.
Every turn will be comprised of two half-turns, movement and action. Each half-turn will take 24 hours and be composed of two phases, submission and update. The submission phase of each half-turn, when you submit your movements or actions, will be open from 10pm to 4pm EST on the corresponding day. The update phase, when I will post the results of the submissions, will take place between 4pm and 10pm EST on the corresponding day. Two half-turns, movement and action, form a full turn, which should take around 48 hours each.
tns is very mechanics-based, and the results of every action will be determined via dice roll. The role of the GM (me) will be restricted to executing the commands of the players and providing exposition where appropriate. You are not required to do anything more than submit movements and actions. However, because this game is team-based, communication is strongly recommended. (Again, consider joining the Discord server.)
LEVELS
Level 1 – 2 perk points
Level 2 – 3 perk points, 75exp
Level 3 – 3 perk points, 200exp
Level 4 – 3 perk points, 375exp
You gain 1 exp for every damage point dealt to a player and 0.5 exp for every damage point dealt to a wolf.
All players begin with 100 max HP by default and gain 5 additional max HP for every level, to a total maximum of 115 HP without any perks. Your maximum energy stored also goes up by 100 per level, to a maximum of 1300.
DEFAULT MOVEMENT AND ACTIONS
You can move normally three times in the first half of a turn for 100 energy per tile. You can additionally sprint a fourth tile for 200 energy.
You can act twice in the second half of a turn for 150 energy per action. You can overwork for a third action, costing 300 energy.
You gain 500 energy per turn by default and can store a maximum of 1000 at level 1.
List of Possible Actions:
>Scavenge
>Craft
>Attack (you can attack empty tiles where you think camouflaged players are, but if you fail then energy/ammo is not refunded)
>Dismantle wall
>Apply Consumable
>Change Weapon/Armor (cannot attack with the new weapon on the same turn that you change your weapon unless you have Quick Draw 1. You can, however, use your first action to attack with your old weapon and your second action to change to your new weapon)
>Rest (taking damage will cancel; heals 8-16 health; cannot be done on rivers)
>Disarm mine (pick adjacent tile to attempt disarm, energy will not be refunded if there is no mine)
>Alchemy (with Alchemy Kit)
Attacking more than once per turn will incur additional energy costs. All additional attacks cost 30% more energy, which means a second attack will cost 195 energy and a third attack (overwork attack) will cost 390 energy.
TERRAIN
Forest: +5% resistance to all incoming damage except mines, +2 to scavenge rolls, costs +20% energy to move onto
Rivers: cannot be walled or trapped, -10% resistance to all incoming damage, costs +50% energy to move onto, no resting
Abandoned Buildings (houses): +4 to scavenge rolls
Power Sources (windmills): +2 to crafting rolls
Forts: +20% resistance to all incoming damage except mines, +20% damage for all of your attacks, -1 to scavenge rolls. Once a fort tile has been occupied by a team, other teams cannot move onto it until all occupiers are gone. It is possible for two players from different teams to be on a fort at once if they both moved onto it at the same time (i.e. with the same movement during the same turn), in which case the fort will not be considered as occupied by any team. If one player moves onto it with an earlier action of the same turn (e.g. if player 1 moves onto the fort with their first movement of a turn and player 2 attempts to move onto it with their second movement) then the later player will have the rest of the their movements cancelled, but their energy will be refunded.
RANDOM EVENTS
There is a possibility of a random event occurring at the beginning of each player’s turn.
7% chance of illness
7% chance of bleeding
12% chance of small gift (equivalent to a 10-13 scavenging roll)
4% chance of large gift (equivalent to an 18+ scavenging roll)
If you are already ill or bleeding, the illness/bleeding random rolls will not affect you and will instead be replaced by the improving/worsening rolls.
ILLNESS
Light illness: 3 damage per turn
Moderate illness: 4 damage per turn
Severe illness: 5 damage per turn
35% chance of improving per turn
25% chance of worsening per turn
BLEEDING
Light bleeding: 4 damage per turn
Moderate bleeding: 6 damage per turn
Severe bleeding: 8 damage per turn
50% chance of improving per turn
25% chance of worsening per turn
TRADE
You can give items freely to a player, friend or foe, on the same tile.
You can give items to players anywhere for a fee of one scrap OR one metal per transaction via the Orphan Express. A single transaction can be any number of any items.
ADRENALINE
Teams that have lost players become “on edge” which gives all surviving players +50 energy-per-turn per dead teammate.
WOLVES
Wolves will attempt to spawn once per turn up to a maximum of two active wolves at any time. They can spawn on any tile that is not occupied by a player.
Every turn, they will randomly move three tiles. If they land on the same tile as a player, they will attack and begin to track the player until either the wolf or the player is dead. Only one wolf can track a player at once. Wolves will also attempt to track players who attack them from a distance.
After eight turns Dire Wolves will be introduced, which will have a 30% chance of spawning in place of a normal wolf.
After sixteen turns Iron Wolves will be introduced, which will have a 15% chance of spawning in place of a normal wolf. Dire Wolves will also have their spawn chance increased to 40%.
Wolves have 25 health and deal 5-10 shock damage. Killing one yields one scraps.
Dire Wolves have 40 health and deal 7-14 shock damage. Killing one yields one scraps.
Iron Wolves have 60 health and 6 damage reduction against all ballistic weapons, regenerate 10 health per turn when not occupying the same tile as a player or tracking, and deal 10-20 shock damage. They will stop tracking players when their health drops below 30. Killing one yields one scraps and has a 50% chance of yielding one anomalous material.
When scavenging, you will generate a number between 3 and 18. The total roll will determine which of the following pools you draw from. You have an equal chance of receiving any of the items listed in a pool except for the ones marked 0.5x chance. Rolling a 5 or below will yield nothing.
Roll 6-9
2x scraps
2x metal
1x chemicals
1x rocks (0.5x chance)
Roll 10-13
3x scraps
2x metal
1x chemicals
2x rocks (0.5x chance)
1x throwing knives (0.5x chance)
Roll 14-17
4x scraps
3x metal
2x chemicals
2x throwing knives (0.5x chance)
1x javelins (0.5x chance)
Roll 18+
5x scraps
3x metal
2x chemicals
2x javelins (0.5x chance)
1x anomalous material (0.5x chance)