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TFW NO SOCIETY

Last posted May 03, 2018 at 06:07PM EDT. Added Oct 20, 2017 at 03:11AM EDT
84 posts from 11 users

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.)


The final map may change depending on how many players sign up.


Feel free to send me questions on KYM or Discord if anything is confusing to you.

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)

Last edited Nov 19, 2017 at 02:40AM EST

Items that can be crafted have an associated roll value. When attempting to craft the item, you will generate a number between 3 and 18. The crafting will fail if the total roll is less than the required roll value. Half of the materials used in a failed crafting attempt, rounded down, will be refunded; the exception to this is when a non-material item (such as a weapon or armor) or an anomalous material is used in a crafting recipe, in which case the item(s) will always be kept.

A range of 1 means that the weapon can attack adjacent tiles and not just the tile that the user is occupying.

When a weapon's accuracy is listed as, for example, 0/80 1/70, this means that it has an 80% chance of a successful hit at a range of 0 and a 70% chance at a range of 1. If there is no accuracy listed then the weapon is 100% accurate.

The letter next to the damage value of a weapon is its damage type, with "s" meaning "shock" and "b" meaning "ballistic".

If a weapon has "Ammo", "Arrows", or "Rocks" at the bottom of its description, this means that it consumes ammunition. The amount of ammunition used per attack is indicated by the number before the ammunition type. If there is no number, then the weapon uses one of that ammunition type per attack.

Thrown weapons (rocks, throwing knives, javelins, bloodletters, and self-propelled javelins) are consumed upon attacking with them

Unarmed (Default)
Damage 6-12s
You can always make an unarmed attack, even when you have a weapon equipped

Rocks
Damage 5-10s
Range 1
Accuracy 0/85 1/70

Throwing Knives
Damage 7-14s
Range 1
Accuracy 0/85 1/70

Javelins
Damage 9-18s
Range 1
Accuracy 0/85 1/70

Slingshot
Roll 4
3 scraps
Damage 6-12s
Range 1
Accuracy 0/95 1/80
Rocks

Bloodletters
Roll 7
2 Throwing Knives, 1 chemicals (creates 2)
Damage 6-12s
Range 1
Accuracy 0/85 1/70
Causes or worsens bleeding twice
Target receives immunity to further artificially-induced bleeding for two turns

Self-Propelled Javelins
Roll 9
2 Javelins, 3 metal, 1 chemicals (creates 2)
Damage 10-20s
Range 3
Accuracy 0/90 1/85 2/80 3/75

Improvised Combat Knife
Roll 4
3 scraps, 1 metal
Damage 10-20s

Improved Combat Knife
Roll 8
1 Improvised Combat Knife, 3 scraps, 1 metal
Damage 13-26s

Chainsaw
Roll 11
6 scraps, 4 metal
Damage 16-32s

Powersaw
Roll 13
1 Chainsaw, 1 anomalous material
Damage 20-40s

Torch
Good against wolves.
Roll 5
3 scraps
Damage 8-16s
+100% damage vs wolves
+20% damage resistance vs wolf attacks when equipped

Mechanical Torch
Roll 7
1 Torch, 1 metal, 1 chemicals
Damage 12-24s
+100% damage vs wolves
+20% damage resistance vs wolf attacks when equipped

Arrows x4
Simple ammunition used by primitive kinetic weapons.
Roll 4
4 scraps

Poisoned Arrows x2
Also causes or worsens illness twice on top of base damage. Target receives immunity to further artificially-induced illness for two turns.
Roll 7
4 Arrows, 1 chemicals

Ammo x6
Standard ammunition used by basic kinetic firearms.
Roll 5
3 metal

HAmmo x6
Special ammunition used by advanced kinetic firearms.
Roll 6
3 metal, 1 chemicals

Limes x6
Can be used in place of Ammo and HAmmo and increases damage by 50%.
Roll 7
1 anomalous material

Bow
Roll 5
3 scraps
Damage 8-16b
Range 1
Accuracy 0/85 1/75
Arrows

Composite Shortbow
Roll 8
1 Bow, 1 scraps, 1 metal
Damage 11-22b
Range 1
Accuracy 0/90 1/80
Arrows

Longbow
Roll 8
1 Bow, 3 scraps
Damage 9-18b
Range 2
Accuracy 0/80 1/80 2/80
Arrows

Pistol
Roll 7
5 scraps, 1 metal
Damage 11-22b
Range 1
Accuracy 0/80 1/75
2 Ammo

Submachine Gun
Roll 9
8 scraps, 1 metal
Damage 15-30b
Range 1
Accuracy 0/75 1/70
3 Ammo

Machine Gun
Roll 11
9 scraps, 3 metal
Damage 19-38b
Range 1
Accuracy 0/75 1/65
4 Ammo

Pistol+
Roll 10
1 Pistol, 3 scraps
Damage 14-28b
Range 1
Accuracy 0/80 1/75
2 HAmmo

Submachine Gun+
Roll 12
1 Submachine Gun, 1 anomalous material
Damage 19-38b
Range 1
Accuracy 0/75 1/70
3 HAmmo

Machine Gun+
Roll 12
1 Machine Gun, 1 anomalous material
Damage 25-50b
Range 1
Accuracy 0/75 1/65
4 HAmmo

The Civilian
Better than running around in your underwear.
Roll 6
5 scraps
20% shock resistance
20% ballistic resistance

The Officer
Roll 8
7 scraps, 1 metal
30% shock resistance
30% ballistic resistance

The Bulldozer
Roll 10
6 scraps, 4 metal
25% shock resistance
45% ballistic resistance

The Barbarian
Roll 10
6 scraps, 4 metal
45% shock resistance
25% ballistic resistance

The Dreadnought
Roll 12
2 anomalous material
45% shock resistance
45% ballistic resistance
Immunity to snares
+10% movement energy cost

The Pathfinder
Roll 12
2 anomalous material
30% shock resistance
30% ballistic resistance
Immunity to snares
-10% movement energy cost

Tourniquet
Roll 6
2 scraps, 1 metal (up to 2 can be made at once)
Reduces bleeding severity by two on yourself or an ally on the same tile

Penicillin
Roll 6
1 chemicals (up to 2 can be made at once)
Reduces illness severity by two on yourself or an ally on the same tile

Morphine
Roll 6
1 chemicals (up to 2 can be made at once)
Heals 15 health to yourself or an ally on the same tile

The Good Shit
Roll 8
1 scraps, 1 metal, 2 chemicals (up to 2 can be made at once)
Heals 30 health to yourself or an ally on the same tile

Camouflage
Roll 9
1 The Civilian, 1 chemicals
Makes you invisible for two turns. Will be nullified if you take damage or attack someone.
Invisibility applies like this:
1. Movement
1. Action <- use camo, become invisible (if you activate it during the first action, and then take a second action, your second action will be disguised)
2. Movement <- invisible
2. Action <- invisible
3. Movement <- invisible
3. Action <- invisibility wears off at end of this half-turn
You can still snare other players, places mines, and use consumables without breaking invisibility.

Sleeping Bag
Roll 7
4 scraps
Can either double health recovered from resting, or provide the “Rested” buff upon resting, which grants +2 to crafting and +4 to scavenging rolls on the following turn. Each function consumes one charge; can be used three times before breaking.

Strange Token
Roll 9
1 anomalous material
Has two possible functions; can perform one per token:
1. Revives a dead ally at the tile where they died. They will have full health and will retain all of their experience, but will not have anything from their inventory.
2. Reset your perks, returning all of your points and allowing you to pick new perks.

These are considered consumables for the purposes of action cost.

Snare
Roll 7
1 scraps, 2 metal (up to 2 can be made at once)
Range 1
Prevents the target from moving on the following turn and increases their action cost by 50%.

Snare Mine
Roll 8
1 Snare, 1 metal (up to 2 can be made at once)
Invisible; placement will not be announced. When an enemy moves through the tile the mine will detonate; all enemies in the tile at that moment will have the rest of their movements cancelled. Also prevents the targets from moving on the following turn and increases their action cost by 50%. Will not activate if the player who placed it is on the same tile. Cannot place on rivers. Each player can have two active mines, snare or frag.

Grenade
Roll 7
6 ammo (up to 2 can be made at once)
Range 1
Deals 16-32s damage to all enemies on the targeted tile.

Frag Mine
Roll 9
1 Grenade, 1 chemicals (up to 2 can be made at once)
Invisible; placement will not be announced. Can toggle targets. When an enemy moves through the tile the mine will detonate, dealing 20-40s damage to all enemies on the tile at that moment. Will not activate if the player who placed it is on the same tile. Cannot place on rivers. Each player can have two active mines, snare or frag.

Wolf Bait
Roll 6
1 chemicals (up to 2 can be made at once)
Placement will not be announced. After this is placed, all wolves that can move onto this tile on the following turn will do so. If multiple eligible wolf baits are placed at the same time, a random one will be chosen.

Wall
Roll 4
3 rocks
Visible to everyone. Players can only move onto tiles walled by their allies. Walls have 75 health and can be attacked from afar or “dismantled” by enemies in adjacent tiles for one action, dealing 25 damage to it. Allies standing on walled tiles have +10% resistance to all forms of damage. Cannot place on rivers.

Alchemy Kit
Roll 11
3 scraps, 3 metal, 2 chemicals
Allows you to convert materials to one another at the cost of an action. As many materials of one kind can be converted into another kind per action.
The ratios of conversion:
3:2 scraps:metal
2:1 scraps:chemicals
3:2 metals:chemicals

Advanced Alchemy Kit
Roll 12
1 Alchemy Kit, 1 anomalous material
On top of everything the alchemy kit does, can also "reduce" certain objects to materials. As many objects of one kind can be converted into materials per action.
List of conversions:
1 Throwing Knives into 3 scraps or 2 metal or 1 chemicals
1 Javelins into 3 scraps or 2 metal or 1 chemicals, plus 1 extra scrap regardless of material converted to

Last edited Dec 21, 2017 at 02:38AM EST

Note if a rank says "unlocked Level 2" it means you must be level 2 to take it, and so on.

If an item says that it adds "+2 to crafting rolls" this means it adds +2 in total, not per dice.

Tough Cookie
You now have +10 maximum HP. The second rank will add an additional 10.
Rank 1, 1 point
Rank 2, 1 point

Backup Weapon
Allows you to use all thrown weapons (rocks, throwing knives, javelins) even when they are not equipped. The second rank will also allow you to use slingshots, bloodletters, self-propelled javelins, and improvised combat knives in the same manner. The third rank allows pistol variants and improved combat knives as well.
Rank 1, 1 point
Rank 2, 1 point
Rank 3, 1 point

Quick Draw
Allows you to use a weapon on the same turn that you equip it. The second rank allows you to freely switch between Composite Shortbows and Longbows, meaning that doing so does not consume an action or energy.
Rank 1, 1 point
Rank 2, 1 point

All In
Reduces the extra energy cost from making more than one attack per turn from 30% to 15%. The second rank removes the extra energy cost entirely.
Rank 1, 1 point
Rank 2, 1 point

Energetic
You now gain +50 energy per turn.
Rank 1, 2 points

Traveler
All movement, including sprinting, now costs 20% less energy.
Rank 1, 2 points

Spotter
You can now see the equipped weapons and armor of all players within three tiles. (You can ask me for this information at any time.) The second rank increases the reveal distance to five tiles.
Rank 1, 1 point
Rank 2, 1 point

Friend of Orphans
When other players send you items they no longer have to pay a fee.
Rank 1, 1 point

Tracker
Allows you to track enemy players, causing you to automatically mirror their movements during the first half of a turn. Can be done to enemies on the same tile or an adjacent tile. The second rank makes you immune to being tracked by enemy players.
Rank 1, 1 point
Rank 2, 1 point

Apex Predator
You deal 100% additional damage to, and take 20% less damage from, all wolves. Stacks with torches. The second rank will cause all wolves you defeat to become “tamed”, which spawns a friendly wolf that will only attack enemy players and hostile tamed wolves. The third rank allows up to two tamed wolves at once. All exp earned through damage dealt by friendly wolves are awarded to the player who tamed them.
Rank 1, 1 points
Rank 2, 2 points
Rank 3, 1 point

Bowmaster
You deal 15% more damage with all bows. The second rank increases the bonus to 30%. The third rank increases the bonus to 50%.
Rank 1, 1 point, unlocked Level 2
Rank 2, 1 point, unlocked Level 3
Rank 3, 1 point, unlocked Level 4

Eagle Eye
You are 10% more accurate with all bows.
Rank 1, 1 point, requires Bowmaster Rank 2

Smith
Bloodletters, Self-Propelled Javelins, Arrows, Poisoned Arrows, Ammo, and HAmmo, and Limes require -2 roll to create.
Rank 1, 1 point

Chemist
Tourniquet, Penicillin, Morphine, and The Good Shit require -2 roll to create.
Rank 1, 1 point

Trapper
Snare, Snare Mine, Grenade, Frag Mine, and Camouflage require -3 roll to create.
Rank 1, 1 point

Heavy Sleeper
Resting will now heal 9-18 health. The second rank increases this to 10-20 health.
Rank 1, 1 point
Rank 2, 1 point

Resilient
When sick or bleeding, you now have only a 15% chance of worsening each turn. The second rank increases your chance of improving when sick to 45% and when bleeding to 65%.
Rank 1, 1 point
Rank 2, 1 point

Favored
You now have a 16% and 6% chance, respectively, of receiving a small gift and a large gift each turn.
Rank 1, 1 point

Craftsman
Materials lost from unsuccessful crafting rolls are rounded down instead of up. The second rank gives +1 to all crafting rolls.
Rank 1, 1 point
Rank 2, 1 point

Scavenger
Gives +1 to all scavenging rolls. The second and third ranks both give an additional +1 each.
Rank 1, 1 point, unlocked Level 2
Rank 2, 1 point
Rank 3, 1 point

Builder
Walls cost 2 rocks instead of 3.
Rank 1, 1 point

Last edited Nov 01, 2017 at 12:49AM EDT

Also, someone brought this up, just to clarify – roleplaying is permitted and encouraged. As someone in Discord suggested, you could vandalize a nearby walled tile, for example. If it's something I can reflect in the "plot" summary I write for each turn or on the aesthetics of the map, I may do so – as long as it doesn't impact the actual game itself.

I realize that making a new forum game during midterms was probably a bad idea. I'm going to extend sign-ups to Tuesday and aim for at least 12 players before starting. If that doesn't happen then I can always do this during a busier time for the forums.

Sign-ups are now closed. Between posts here and on Discord, we have ten people participating. That should be enough for a test run of this game concept.

I will now send everyone a private message over the site with some information and a poll. I ask that everyone check their PMs at least once a day while they are playing. You can participate for minimal effort if you want – I only need a ten-word message from you once a day, at minimum – but consistency is important!

5v5 got seven votes and 2v2v2v2v2 got three (I accidentally voted and am discounting myself), so we'll be running 5v5.

Here is the map that will be used:

A cropped and slightly modified version of the sample map, to accommodate a relatively small number of players.

Team sorting will now occur. I will send everyone a message reminder on top of this post. If five people message me here or Discord approving of being together in a team, I will sort them that way. Otherwise, it will be randomized. The deadline is this time tomorrow. After teams are finalized, I will post the starting round at roughly 4pm EST the day after tomorrow.

Everyone will initially spawn in a random tile, and will begin with 1000 energy.

As a note: since the creation of this thread I've added grenades, splash damage for mines, and a "Disarm mine" action, as well as HP and energy cap bonuses for leveling up.

Last edited Oct 25, 2017 at 10:56PM EDT

These will be the starting positions!


TURN ZERO

Team purple cock loving brappff boys

Knife 2.0, excellent health
Deblod100, excellent health
Roarshack, excellent health
Stoffe, excellent health
Tchefuncte Bonaparte, excellent health

Team big boy club

Hot Blaster Bot, excellent health
Triangle, excellent health
Taryn, excellent health
NekoThePony, excellent health
ArchaicEX, excellent health

Edit: for future reference, damage you take will be shown to everyone, but the amount you heal from items or resting will only be known to you. The levels of health a player can be at are:
100+ = excellent health
75-99 = very healthy
50-74 = healthy
25-49 = poor
1-24 = dying
You will be told your precise amount of health every half-turn (I will message it to you); everyone else will able to estimate based on the information provided in this post.

Last edited Oct 27, 2017 at 05:40PM EDT

Reminder that since the game has no winning conditions, you can literally do anything you want, including not attacking people on the other team.

This is like a social experiment, whether we will resort to violence purely based on difference in team/colour and mechanics that allow us to do so.


TURN ZERO – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Moved to the left and then down twice.

Deblod100, excellent health
Decided to go for a swim, moving left thrice.

Roarshack, excellent health
Moved left.

Stoffe, excellent health
Decided to go rafting for a bit, moving down, right, and then up.

Tchefuncte Bonaparte, excellent health
Moved left.

Team big boy club

Hot Blaster Bot, excellent health
Moved right.

Triangle, excellent health
Moved down twice.

Taryn, excellent health
Moved left twice.

NekoThePony, excellent health
Moved right twice.

ArchaicEX, excellent health
Moved down twice.


A friendly reminder that terrain types have different movement and roll modifiers. It costs slightly more energy to move onto forest tiles and significantly more energy to move onto river tiles. Forest and house tiles give bonuses to scavenging; windmill tiles to crafting; and fort tiles to defense. Standing on a river tile causes you to take more damage from all sources.

Last edited Oct 29, 2017 at 09:21PM EDT


TURN ZERO – ACTION

Events

Triangle and Stoffe, finding themselves alone in the ruins of a small hamlet, realize what truly matters in life is not winning, but busting a nut. They spent the evening groping each other before resuming their scavenging. ArchaicEX, a few dozen meters away, wonders what all that noise is.

Tchefuncte and Knife manage to corner Taryn while he's scavenging. Tchefuncte attempts to give Taryn a blowjob. Alarmed, Taryn pushes Tchefuncte away and a fight breaks out, resulting in Tchefuncte giving Taryn a black eye and Knife hooking Taryn in the kidneys.

Random event rolls

While trying to put his pants back on after his night with Triangle, Stoffe rolls a 10 and trips, rolling down a small rocky incline and scratching himself in multiple places. He now has light bleeding and will take 4 damage at the end of every action half-turn, including this turn.

Tchefuncte rolls an 18 and receives a small gift from an orphan.

Taryn rolls a 20. Pitying him for getting beaten up, God sends him a small gift.

NekoThePony rolls a 5 and accidentally eats some spoiled food, giving him light illness. He will now take 3 damage at the end of every action half-turn, including this turn.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Unarmed attack on Taryn, dealing 7 damage.

Deblod100, excellent health
Scavenged and rested.

Roarshack, excellent health
Scavenged three times.

Stoffe, very healthy, light bleeding
Scavenged.

Tchefuncte Bonaparte, excellent health
Scavenged and performed an unarmed attack on Taryn, dealing 10 damage.

Team big boy club

Hot Blaster Bot, excellent health
Scavenged twice.

Triangle, excellent health
Scavenged twice.

Taryn, very healthy
Scavenged twice

NekoThePony, very healthy, light illness
Scavenged twice.

ArchaicEX, excellent health
Scavenged twice.


Wolves will begin spawning at the beginning second half of next turn. They will then become "active" during the movement phase of turn two.

Last edited Oct 30, 2017 at 01:07AM EDT

"Triangle and Stoffe, finding themselves alone in the ruins of a small hamlet, realize what truly matters in life is not winning, but busting a nut."

Words of wisdom right there


TURN ONE – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Moved left and down.

Deblod100, excellent health
Remained in place.

Roarshack, excellent health
Moved left and up.

Stoffe, very healthy, light bleeding
Remained in place.

Tchefuncte Bonaparte, excellent health
Remained in place.

Team big boy club

Hot Blaster Bot, excellent health
Moved right twice and down.

Triangle, excellent health
Remained in place.

Taryn, very healthy
Moved up twice and right.

NekoThePony, very healthy, light illness
Decided to chill in the corner, moving right.

ArchaicEX, excellent health
Moved down.

Shape wrote:

Reminder that since the game has no winning conditions, you can literally do anything you want, including not attacking people on the other team.

This is like a social experiment, whether we will resort to violence purely based on difference in team/colour and mechanics that allow us to do so.

Both teams:
Let’s refrain from fighting and have an orgy instead.

I can't even act suprised unless I'm aiming for an award for worst acting.

"Although you are correct, if you can convince both teams to refrain from fighting and have an orgy instead, you are welcome to do so"

That's how I got the idea, thanks Mare.


TURN ONE – ACTION

Events

A wolf has spawned! It will begin moving on the following turn. Wolves will always move three times per turn. Remember: if it lands in the same tile as you after moving, it will begin attacking and following you. Fighting wolves gives you exp (although less than fighting other players), and killing one will give you 1 scrap.

Triangle and Stoffe attempt to reenact the events of their first night together. Alas, before anything could happen, the sudden arrival of ArchaicEX made everything particularly awkward. With all of the magic now gone, the two ex-lovers took to opposite corners of the ruins to scavenge in.

Random event rolls

While chilling in the river, Deblod rolled an 8 and cut himself against one of the rocks. He now has light bleeding.

Hot Blaster Bot rolled a 22 and happened upon a small gift.

Triangle rolled a 26 and found a small gift.

Taryn, ever the fortunate one, rolled a 27 and found another small gift.

Stoffe rolled a 59 and fully recovered from his bleeding.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged thrice.

Deblod100, excellent health, light bleeding
Scavenged, switched weapons.

Roarshack, excellent health
Scavenged twice.

Stoffe, very healthy
Scavenged thrice.

Tchefuncte Bonaparte, excellent health
Scavenged twice, switched weapons.

Team big boy club

Hot Blaster Bot, excellent health
Scavenged twice.

Triangle, excellent health
Scavenged thrice.

Taryn, very healthy
Scavenged twice.

NekoThePony, very healthy, light illness
Rested, switched weapons.

ArchaicEX, excellent health
Scavenged thrice.

Last edited Oct 31, 2017 at 10:32PM EDT

Announcements

I've changed the Alchemy Kit slightly so now there's no limit to how many materials of one kind you can convert into another per turn.

I've also added an Advanced Alchemy Kit which will allow transmutation of throwing knives and javelins into materials.

Finally, I've added the "Recycle" action. This will allow you to discard any crafted items you don't need, receiving half of the total materials they cost, rounded down. Warning: anomalous materials are subject to this and may be lost.

Also, there are two things I may add in the future depending on how the game proceeds. It's perfectly possible that neither will end up actually happening, but I'd like everyone to know what I'm considering so it doesn't come as a surprise.

Firstly, I may increase the maximum wolves cap to 3. If this happens, it will come together with one of the wolf "upgrade" turns (when dire wolves and iron wolves are introduced).

Secondly, I may introduce "scavenging inflation" if I feel the game is moving too slowly. If this occurs, then every set amount (5, for example) of turns all scavenging pools will be moved down a roll tier. So you will only need a roll of 10 to get the pool that once required a roll of 14, and so on. Every time this happens a new pool will be added to 18+. Again, I will only consider this if I feel the game is moving too slowly.


The wolf moved up and right twice.

TURN TWO – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained in place.

Deblod100, excellent health, light bleeding
Moved up and right twice.

Roarshack, excellent health
Remained in place.

Stoffe, very healthy
Remained in place.

Tchefuncte Bonaparte, excellent health
Moved left.

Team big boy club

Hot Blaster Bot, excellent health
Remained in place.

Triangle, excellent health
Remained in place.

Taryn, very healthy
Down and right twice.

NekoThePony, very healthy, light illness
Moved up thrice.

ArchaicEX, excellent health
Moved down twice.

Last edited Nov 03, 2017 at 12:28PM EDT


TURN TWO – ACTION

Events

Another wolf has spawned! No more will spawn until at least one has been killed.

Hot Blaster Bot decides to mark his territory by removing his underwear, eating a part of it, and leaving the rest on the door of the windmill.

Roarshack attempts to create a full length trip hop hawaiian themed instrumental album. After trying to share the tape around town, one of the starving orphans he hands it to runs away with it and eats it.

Random Event Rolls

Taryn rolls a 3 and catches a cold. He now has light illness.

NekoThePony rolls a 17 and finds a small gift.

Deblod rolls a 52 and fully recovers from his bleeding.

NekoThePony rolls a 44 and fully recovers from his illness.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged twice.

Deblod100, excellent health
Scavenged, rested.

Roarshack, excellent health
Scavenged twice.

Stoffe, excellent health
Scavenged twice, rested.

Tchefuncte Bonaparte, excellent health
Scavenged, crafted.

Team big boy club

Hot Blaster Bot, excellent health
Scavenged, crafted, and switched weapons.

Triangle, excellent health
Scavenged thrice.

Taryn, very healthy, light illness
Did nothing.

NekoThePony, very healthy
Scavenged twice.

ArchaicEX, excellent health
Scavenged.

Last edited Nov 02, 2017 at 10:21PM EDT


TURN THREE – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained in place.

Deblod100, excellent health
Moved down thrice.

Roarshack, excellent health
Moved up four times.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, excellent health
Remained.

Team big boy club

Hot Blaster Bot, excellent health
Moved down and left twice.

Triangle, excellent health
Remained.

Taryn, very healthy, light illness
Moved right twice.

NekoThePony, very healthy
Remained.

ArchaicEX, excellent health
Remained.


TURN THREE – ACTION

Events

Roarshack pelts the wolf in the adjacent tile with a shower of javelins, killing it. Another will spawn next turn.

Random Event Rolls

Roarshack rolls a 21 while examining the corpse of the wolf and found that it was carrying a small gift.

NekoThePony catches rolls a 3 and catches a cold on his way north. He has light illness again.

Taryn rolls a 35 and full recovers from his illness.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged twice and rested.

Deblod100, excellent health
Scavenged twice.

Roarshack, excellent health
Two javelin attacks on wolf B, dealing 22 and 29 damage.

Stoffe, excellent health
Crafted twice and scavenged.

Tchefuncte Bonaparte, excellent health
Scavenged twice.

Team big boy club

Hot Blaster Bot, excellent health
Did nothing.

Triangle, excellent health
Scavenged twice and crafted.

Taryn, very healthy
Scavenged.

NekoThePony, very healthy, light illness
Rested.

ArchaicEX, excellent health
Crafted twice and scavenged.


TURN FOUR – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained.

Deblod100, excellent health
Left twice and down.

Roarshack, excellent health
Right thrice.

Stoffe, excellent health
Down once.

Tchefuncte Bonaparte, excellent health
Up twice and right.

Team big boy club

Hot Blaster Bot, excellent health
Right twice and up.

Triangle, excellent health
Remained.

Taryn, very healthy
Remained.

NekoThePony, very healthy, light illness
Remained.

ArchaicEX, excellent health
Up twice.


TURN FOUR – ACTION

Events

Hot Blaster Bot urinates in Roarshack's direction. Enraged, Roarshack retaliates with javelins and throwing knives.

Random Event Rolls

Stoffe rolled a 21 and found a small gift.

Triangle rolled a 23 and found a small gift.

Taryn rolled a 19 and found yet another small gift!

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged thrice.

Deblod100, excellent health
Crafted.

Roarshack, excellent health
One javelins and one throwing knives attack against Hot Blaster Bot, dealing 10 and 11 damage respectively.

Stoffe, excellent health
Scavenged twice.

Tchefuncte Bonaparte, excellent health
Scavenged twice.

Team big boy club

Hot Blaster Bot, very healthy
Scavenged twice.

Triangle, excellent health
Scavenged, changed weapons.

Taryn, very healthy
Scavenged twice, changed weapons

NekoThePony, very healthy, light illness
Scavenged twice.

ArchaicEX, excellent health
Scavenged twice.

Last edited Nov 07, 2017 at 01:02AM EST


TURN FIVE – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained.

Deblod100, excellent health
Remained.

Roarshack, excellent health
Moved right.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, excellent health
Remained.

Team big boy club

Hot Blaster Bot, very healthy
Remained.

Triangle, excellent health
Moved up and left.

Taryn, very healthy
Remained.

NekoThePony, very healthy, light illness
Remained.

ArchaicEX, excellent health
Moved up and left.

Last edited Nov 08, 2017 at 12:39AM EST


TURN FIVE – ACTION

Events

Hot Blaster Bot and Roarshack clash violently, seriously wounding each other.

Random Event Rolls

Serendipity! Roarshack rolls a 30 and finds a large gift.

While moving through the forest, ArchaicEX rolls a 9 and gets attacked by a swarm of bees. He now has light bleeding.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged thrice.

Deblod100, excellent health
Scavenged twice.

Roarshack, hurt
Two unarmed attacks on Hot Blaster Bot, dealing 10 and 12 damage.

Stoffe, excellent health
Scavenged thrice.

Tchefuncte Bonaparte, excellent health
Crafted thrice.

Team big boy club

Hot Blaster Bot, healthy
Two chainsaw attacks on Roarshack, dealing 25 and 27 damage.

Triangle, excellent health
Crafted, attacked Roarshack with self-propelled javelins but missed.

Taryn, very healthy
Scavenged thrice.

NekoThePony, very healthy, moderate illness
Scavenged thrice.

ArchaicEX, very healthy, light bleeding
Crafted and switched weapons.

Last edited Nov 11, 2017 at 12:40AM EST


TURN SIX – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained.

Deblod100, excellent health
Moved right.

Roarshack, hurt
Moved up and right.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, excellent health
Moved up and right. Tried moving right again, but movement was blocked by occupied fort.

Team big boy club

Hot Blaster Bot, healthy
Moved left twice and down.

Triangle, excellent health
Moved up.

Taryn, very healthy
Remained.

NekoThePony, very healthy, moderate illness
Moved up and left.

ArchaicEX, very healthy, light bleeding
Moved left twice.


TURN SIX – ACTION

Events

Skirmishing occurs all across the top half of the map.

Random Event Rolls

Tchefuncte Bonaparte rolls a 23 and finds small gift floating down the river.

Triangle, rolling an 11, catches his finger on some splinters and gets light bleeding.

Taryn rolls a 21 and finds a small gift.

ArchaicEX rolls a 9. His conditions worsens to moderate bleeding.

NekoThePony rolls a 57. His conditions improves slightly and he now has light illness instead of moderate illness.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged thrice.

Deblod100, excellent health
Crafted twice.

Roarshack, hurt
Tried to rest, but was interrupted by Triangle's attack.

Stoffe, excellent health
Scavenged twice.

Tchefuncte Bonaparte, healthy
Attacked Hot Blaster Bot with throwing knives, dealing 11 damage.

Team big boy club

Hot Blaster Bot, hurt
Tried to rest, but was interrupted by Tchefuncte's attack.

Triangle, very healthy, light bleeding
Crafted and attacked Roarshack with self-propelled javelins, dealing 17 damage.

Taryn, very healthy
Scavenged thrice.

NekoThePony, very healthy, light illness
Scavenged.

ArchaicEX, very healthy, moderate bleeding
Attacked Tchefuncte twice with a longbow, dealing 18 and 14 damage.

Last edited Nov 11, 2017 at 04:50PM EST


TURN SEVEN – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Moved up and right.

Deblod100, excellent health
Moved left and down.

Roarshack, hurt
Moved down four times.

Stoffe, excellent health
Moved up.

Tchefuncte Bonaparte, healthy
Moved up twice and left.

Team big boy club

Hot Blaster Bot, hurt
Moved up, left, and up again.

Triangle, very healthy, light bleeding
Remained.

Taryn, very healthy
Remained.

NekoThePony, very healthy, light illness
Moved up.

ArchaicEX, very healthy, moderate bleeding
Remained.

Last edited Nov 13, 2017 at 01:57AM EST


TURN SEVEN – ACTION

Events

Taryn skewers Roarshack through the crotch with a javelin and then follows it up with a punch to the face.

Hot Blaster Bot builds a wall, writing "eat shit Mongolians" on it with his own blood.

Random Event Rolls

Deblod rolled a 24 and found a small gift.

Taryn rolled a 21 and found a small gift.

NekoThePony rolled a 29 and found a large gift.

Triangle rolls a 33 and fully recovers from light bleeding.

ArchaicEX rolls a 47. He recovers from moderate bleeding to light bleeding.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Scavenged.

Deblod100, excellent health
Scavenged twice.

Roarshack, dying
Did nothing.

Stoffe, excellent health
Scavenged thrice.

Tchefuncte Bonaparte, healthy
Switched weapons.

Team big boy club

Hot Blaster Bot, hurt
Built a wall, crafted, scavenged.

Triangle, very healthy
Switched weapons, crafting twice.

Taryn, very healthy
Attacked Roarshack with javelins and then unarmed, dealing 12 and 11 damage. Scavenged.

NekoThePony, very healthy, light illness
Scavenged.

ArchaicEX, very healthy, light bleeding
Scavenged twice and rested.

Last edited Nov 15, 2017 at 10:24PM EST


TURN EIGHT – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health
Up twice.

Deblod100, excellent health
Remained.

Roarshack, dying
Down once, left thrice.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, healthy
Down thrice.

Team big boy club

Hot Blaster Bot, hurt
Right and then down.

Triangle, very healthy
Left twice.

Taryn, very healthy
Remained.

NekoThePony, very healthy, light illness
Remained.

ArchaicEX, very healthy, light bleeding
Down thrice.

Last edited Nov 15, 2017 at 11:02PM EST


TURN EIGHT – ACTION

Events

The wolf cap has been raised to 3, and all new spawns from now on will be Dire Wolves, which are more dangerous.

Roarshack, nearing death, sees ArchaicEX, picks up a stick, and runs toward him. ArchaicEX responds by shooting a barbed arrow through Roarshack's abdomen, creating a catastrophic wound. Mortally wounded, bleeding uncontrollably, and now with his intestines trailing on the ground behind him, Roarshack drops the stick and continues limping toward his enemy. ArchaicEX watches with horror and pity as Roarshack reaches him, undoes ArchaicEX's fly, and attempts to fellate him, a mix of blood and entrails hemorrhaging onto ArchaicEX's legs. At last, Roarshack succumbs to his wounds and dies with his face in ArchaicEX's crotch.

Random Event Rolls

Knife rolled a 20 and found a small gift.

Hot Blaster Bot rolled a 7 and got light illness.

NekoThePony rolled a 9. His condition has worsened to moderate illness.

ArchaicEX rolled a 16. His conditioned worsened to moderate bleeding.

Team purple cock loving brappff boys

Knife 2.0, excellent health
Crafted, scavenged.

Deblod100, excellent health
Scavenged twice.

Roarshack, dead
Died.

Stoffe, excellent health
Crafted.

Tchefuncte Bonaparte, healthy
Crafted twice.

Team big boy club

Hot Blaster Bot, very healthy, light illness
Rested twice.

Triangle, very healthy
Scavenged twice.

Taryn, very healthy
Scavenged twice.

NekoThePony, very healthy, moderate illness
Crafted.

ArchaicEX, very healthy, moderate bleeding
Attacked Roarshack with a longbow, dealing 14 damage and killing him. Scavenged.

Last edited Nov 17, 2017 at 01:59AM EST


TURN NINE – MOVEMENT

Events

Dire Wolf C is now attacking Hot Blast Bot!

Team purple cock loving brappff boys

Knife 2.0, excellent health
Remained.

Deblod100, excellent health
Remained.

Roarshack, dead
Continued being dead.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, healthy
Moved down twice and to the right.

Team big boy club

Hot Blaster Bot, very healthy, light illness
Remained.

Triangle, very healthy
Moved left.

Taryn, very healthy
Moved up once.

NekoThePony, very healthy, moderate illness
Remained.

ArchaicEX, very healthy, moderate bleeding
Remained.

Last edited Nov 20, 2017 at 11:37PM EST


Events

Dire Wolf C attacked Hot Blaster Bot, dealing 12 damage.

TURN NINE – ACTION

Random Event Rolls

Knife rolls a 6 and falls sick with light illness.

Stoffe rolls a 23 and finds a small gift!

Taryn rolls a 20 and finds yet another small gift.

Team purple cock loving brappff boys

Knife 2.0, excellent health, light illness
Crafted twice.

Deblod100, excellent health
Crafted, switched weapons.

Roarshack, dead
Continued being dead.

Stoffe, excellent health
Switched weapons, scavenged twice.

Tchefuncte Bonaparte, healthy
Threw a grenade at ArchaicEX, dealing 29 damage.

Team big boy club

Hot Blaster Bot, very healthy, light illness
Chainsawed the wolf, dealing 25 damage.

Triangle, very healthy
Crafted twice.

Taryn, very healthy
Scavenged twice.

NekoThePony, very healthy, moderate illness
Scavenged thrice.

ArchaicEX, healthy, moderate bleeding
Shot Tchefuncte Bonaparte with a longbow, dealing 12 damage. Crafted.

Last edited Nov 20, 2017 at 11:37PM EST


TURN TEN – MOVEMENT

Team purple cock loving brappff boys

Knife 2.0, excellent health, light illness
Down thrice and left.

Deblod100, excellent health
Up and right twice.

Roarshack, dead
Continued being dead.

Stoffe, excellent health
Remained.

Tchefuncte Bonaparte, healthy
Moved right.

Team big boy club

Hot Blaster Bot, very healthy, light illness
Moved down four times.

Triangle, very healthy
Left and down twice.

Taryn, very healthy
Remained.

NekoThePony, very healthy, moderate illness
Up and left twice.

ArchaicEX, healthy, moderate bleeding
Moved up.

Last edited Nov 21, 2017 at 02:12AM EST

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