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Post by Rebecca on Mar 24, 2016 10:31:27 GMT -7
Below you will find the rules for THGT:PF's Hunger Games. Please use the navigation links below or scroll for information on each section. **A note on references: Throughout these rules, you will find references to other sections of the rules, i.e. F 2. This reference will help you find other associated rules. In this case, you would go to Fighting 2, which discusses action items.
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Post by Rebecca on Mar 24, 2016 10:32:29 GMT -7
General Hunger Games Information- "Hunger Games fair" (HGF), defined: Following the rules laid out by the Game Makers (GMs), but taking advantage of a situation that might result in unfairness to another tribute. Tributes do unfair things to other tributes in order to win, so all situations of “Hunger Games fair” (HGF) are completely acceptable. This also means that a Gamemaker will need to do things that are HGF and not favor other tributes.
- If you think an action that a tribute did does not follow the rules, DO NOT address that member about it directly. Bring the issue up with a GM, and the GM will ask the member to change their posted action ONLY IF it goes against Games rules. Anything else is HGF and will be left alone. The GM will normally change the post themselves if they see fit, especially if it involves a dice roll.
- It is strongly advised that you do not post ideas for your tribute's actions in the site-wide chat box. If you are unsure if an action follows the rules, PM (Private Message) the GMS for that game. Otherwise, your tribute’s actions are considered HGF and thus acceptable choices.
- After items are posted or rules stated by a GM, they will NOT be changed once the Games begin, even if these changes are made by a GM during the Games. If something is not stated in the rules, the GM will do their best to fix that problem and use their judgement on that particular situation.
- Trib-sitting: If you are going to be absent for 24 hours or more, you can ask your fellow members to “trib-sit” your tribute. Trib-sitters can only trib-sit your tribute for a maximum of ONE real life (RL) week/7 days. After that point, that trib-sitter cannot post as that tribute for the remainder of the Games. Any exceptions must be GM approved.
- Unless eliminated through a tribute activity check or with GM permission, all characters signed up for the reaping are in the Games. Once pre-Games are over and the arena is open, the tribute list CANNOT change and all tributes are subject to the same rules.
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Post by Rebecca on Mar 24, 2016 10:33:09 GMT -7
General Arena Information- One arena/training day goes IRL from Monday to the following Sunday.
- Careers may only pack with Careers, and non-careers can only have a max of 2 other allies at any given time. A player's tributes may not ally with each other. Exceptions must be GM approved.
- Posting an update every arena day helps the GMs keep track of everything. Items to include are when/where you drank food/water, what’s in your inventory, and a summary of what you did that day.
- 24 hour rule: A tribute has 24 hours to respond to anything that happens, is given to, or involves them before that action/item is up for grabs by other tributes.
- If you leave a thread, you have 24 hours to post in a new thread or a GM will place you.
- This rule always applies in threads with non-allies, especially for action items. Use your discretion in threads with allies, but remember to be courteous and allow the other members of the thread to respond to your actions. ((See F 1 for more information on action items))
- You must remain in a new thread for at least 24 hours. Exceptions include: escaping a battle or following an escaping tribute.
- Editing, deleting or adding to an arena post is forbidden, and will ONLY be done by a GM. If a post has an extra roll, that extra roll will be disregarded. If the post is missing a roll, it must be put in another post so as to not ruin the integrity of the rolls already in place ONLY if GM approved. Breaking this rule will result in the failure of all attempted actions and the end of that tribute’s posting turn.
- Activity:
- You must post with your tribute once each Arena Day (1 week IRL). Failure to do so will result in instant death. If you are going to be gone, please find another member to tribsit your tribute and communicate your absence with the GMs. ((See GHGI 5))
- If you have not posted on at least three separate IRL days during an arena day, you will be asked to roll your Luck at the start of the next day. A SUCCESS means nothing happens. A FAIL means an unfortunate event happens. (GM has a list of these events and will roll to see which one you get). If you have not done the roll by Wednesday at 5 pm (Panem time), it is an automatic FAIL.
- Food/water: A tribute must drink food and water every day except for Day 1 and Feast Day. ((See Survival for more information))
- Your Survival skill determines how often you have to eat. A score of 1-3 is twice a day, 4-7 is once a day, and 8-10 is once every other day. Water must be consumed every day.
- If your tribute fails to find food and water by the end of an arena day, they will lose HP. Tributes lose -5 HP for no water and -4 HP for no food. You cannot buy medicine to make up for this HP, and your overall maximum HP is reducecd. If your tribute does not get water or food in two consecutive days, they will be pronounced dead.
- Hiding and sneaking
- If you are alone in a thread and hide, the next people to enter your thread cannot see you. Performing an action item brings you immediately out of hiding.
- If a tribute suspects someone is hiding and wants to reveal them, they must roll Perception. Failure means they didn’t see anything, although they can remain in the thread. A success means they've discovered someone, and will need to roll if there is more than one person to find.
- A tribute can remain hidden as long as they want, but they must re-roll their skill each arena day, within 24 hours of the day’s start, to remain hidden.
- Traveling
- OPTION 1: Make 2 SUCCESSFUL turns using your “Survival” skill. If your tribute has a compass, they only need to make 2 posts with no dice roll, stating the intent of where they are going and including movement within the post.
- OPTION 2: Instead of rolling, write a single 1000+ word post. It must be a post of QUALITY in which you include something about your character that deepens the reader's connection to or understanding of your character. Gibberish or random posts to make word count will not count.
- When traveling between threads in a single area, use your perception skill to “find” that thread instead of the above options. Failure means you must use options 1 or 2.
- If you are traveling to a new area with options 1 or 2, you can create your own thread if there are no active threads. If there is one or more active thread, roll to determine which thread you will enter. To do this, assign a number to each outcome in your post, click the Dice button, and enter the number range ONLY (i.e., 1-2). Once in a thread with other tributes, all tributes in the thread are visible and near you unless they are hiding.
- EX: Rue is going to enter the Forest area. There is already one active thread there with Cato, and the area has a thread limit of two. In her post, she writes: “1 - Thread with Cato, 2 - New thread.” She clicks the dice button and writes: “1-2”. Her roll outcome is a 1, so she must enter the thread with Cato.
- You may complete ONE travel roll upon entry of a thread occupied by non-allies (including mutts), but you may not leave the thread or perform any other action item unless 24 hours have passed or the others in the thread have posted.
- Climbing up or down: roll Agility. Climbs have unlimited attempts, but are an action item during a fight. Failure loses your tribute 2 hp in fall damage.
- If you have had more than one successful climb, a failed climb roll means you drop down to the previous level
- Carrying items: Tributes without a backpack may carry 3 pocket/hand-carried items + 1 equipped weapon + 2 equipped items. Tributes with a backpack may carry 10 items inside their bag + 1 equipped weapon + 2 equipped items.
- Equipped items are items that are on their person and cannot easily be removed/dropped, but they do not have to carry with their hands. Examples: jewelry and shields.
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Post by Rebecca on Mar 24, 2016 10:38:36 GMT -7
Creating a Tribute- A member may have a maximum of two tributes in the Games, and only one can be a Career. If you had a Career in the previous Games, you must wait until the end of the first week of Pre-Games to take a Career again in order to give other members a chance to claim that spot.
- Below is an explanation of your tribute's stats, which are based on your suggestions, training, and the Gamemaker's perception of your character. This is known as PASS:
- P (Perception) 1-10
- Affects how well you can hide and detect hidden things. Perception may also be used for things like seeing in the dark and seeing certain obstacles.
- S (Sneak) 1-10: Affects how well you can sneak around.
- A (Agility) 1-10
- Affects your dodging, escaping, climbing, and some unarmed skills
- S (Strength) 1-10
- Affects your damage amount and effectiveness. This mostly affects fighting.
- S (Survival) 1-10
- Affects your overall survival skills, including direction and swimming. This also determines how often you have to take food. ((See GAI 7a for more.))
- Plant Identification 1-10: How well you can identify edible/useful plants.
- Trapping/Fishing/Hunting 1-10: How well you can trap live food.
- Crafting 1-10: How well you can create objects and weapons, or utilize your surroundings
- Everyone's luck will be the same, and each character will have a 50/50 shot with anything to do with luck.
- Career Tributes will start out with 50-55 HP. Non-Careers will start out with 40-45 HP. Both will be based on character's physique and GM discretion.
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Post by Rebecca on Mar 24, 2016 10:40:54 GMT -7
Pre-Games Activities- Tributes have the OPTION to participate in the initial assessment, training, and private training. Failure to do so will NOT punish your tribute, but deprive them of getting added benefits. GMs will also use all available information from a tribute to determine the 1-12 score given to each tribute, which is the only indication the other tributes will have as to how powerful or weak your tribute is.
- Reapings: Escorts who volunteer create a reaping thread in each district that has tributes signed up. Anyone in the district, regardless of what role they play in the Reaping, are allowed to post in the reaping thread.
- Trains: Each district with an active tribute has the option of creating a train thread. This can be started and participated in by tributes, mentors, and escorts.
- Tribute Parade: Each active tribute can participate in the tribute parade. Tributes can post their costumes and reactions/thoughts to the parade. At the conclusion of the parade, the site will vote on their favorite costumes.
- Training: Various training stations are posted by GMs. Tributes can participate in these to build up their skills in various arenas.
- Private Gamemaker Session/Initial Assessment: Private training sessions and initial assessments are sent to the GMs for that game and are secret until the Game's conclusion.
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Post by Rebecca on Mar 24, 2016 10:45:22 GMT -7
Dice Rolls- We use a dice system to determine most factors in our Games. When using any rolls in a post, tributes will hit the button ((located in your posting options)) and type the correct code. If you can't use/see the dice button, type [*roll range="#stat"], removing the asterisk. ((To see probabilities of specific dice outcomes, visit our Dice Statistics thread))
- Rolls: Replace # with the appropriate # based on your stats.
- #skill
- #hand
- #strength
- infection
- trap
- Perception: #skill ((See GAI 8 for more information))
- To find hidden objects/tributes, see in the dark, or hide
- To hide: unlimited attempts if alone or with allies ONLY in thread
- Each time you use Perception for a specific roll activity (except hide, see above),you have a maximum of ONE failure/arena day unless otherwise stated
- Unless your tribute can go invisible, you cannot hide if someone has already seen you.
- Sneak: #skill ((See F 9 for more information))
- To sneak up on a tribute or into an area
- Unless your tribute can somehow go invisible, you cannot sneak if someone has already seen you.
- Agility: #skill
- Used for climbing/escaping/dodging/some unarmed
- Climbing: necessary to roll when climbing down or up. If you fail a climb, you fall one level/to where you started and lose -2 HP
- Dodging an attack ((See F 10))
- To strangle an opponent (only for tributes with 2+ unarmed and 5+agility) ((See F 7b))
- Strength:
- To use your body/muscles for something: #skill
- To get out of a chokehold: #skill, or #strength if using a weapon. The first fail loses you 5 hp, the second consecutive failure loses half of your HP, and three consecutive failures result in death. ((See F 7b))
- Unarmed/Weaponless Fighting ((See F 7))
- To attack unarmed: #hand.
- To do a critical unarmed attack (only for tributes with 3 hand and 8+ agility): #skill & 3hand.
- To strangle (only for tributes with 2+ unarmed and 5+ agility): #skill
- Armed Fighting ((See Fighting > With Weapons and Ranged))
- To attack another tribute with a weapon: #strength.
- Infections: infection. ((See F 14a))
- Survival: #skill ((See Survival))
- All survival and survival subcategory rolls (plant identification, crafting, fishing, hunting, trapping) are allowed TWO failures per arena day unless otherwise stated.
- To build a fire
- To swim - unlimited rolls, but failure loses the swimmer 5 hp. Counts as an action item during a fight.
- For direction - unlimited rolls, max two per post unless otherwise stated or following 24 hour rules.
- Plant Identification: #skill ((See S 4))
- Finding an infection cure
- Consuming food - roll not needed to find. Failed rolls result in -1 HP. Amount of rolls/tries only limited by plants foraged/gathered.
- Crafting: #skill ((See S 9))
- To craft weapons and useful items. Need 2 consecutive successes to craft.
- Fishing/Hunting/Trapping: #skill ((See S 5-7))
- To find food (animal only) in appropriate places
- To consume food, a Survival roll is needed to create a fire. Otherwise, raw meat can be consumed when combined with an infection roll.
- Misc. Rolls
- Trap: rolled when encountering a GM or tribute trap. Success means it was avoided, but not detected. ((See F 14 for more))
- Luck: rolled for various GM tasks, as well as after a low activity week ((See GAI 6b))
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Post by Rebecca on Mar 24, 2016 10:46:02 GMT -7
Bloodbaths and FeastsThe Bloodbath- Tributes have 24 hours to make their initial post once the GM’s opening post is created (not including the weekend "early admissions"). Tributes will lose 10 HP for each day they do not create their first post; exceptions must be GM approved.
- You cannot attack someone who is still in their platform or has chosen to run away in the bloodbath.
- Entering the bloodbath:
- Post 1: State which bag you are going for and run toward it. If you are going for a bag another tribute has already gone for but not acquired yet, you must fight them and are allowed, but not required, to attack first.
- Post 2 (bag acquired): If 24 hours have passed with no contest for your bag, you get that bag. Now, you can either stay or leave the area, go for another bag, attack a tribute, etc., in the same post.
- Post 2 (bag contested): If another tribute has gone for your bag and/or attacked you before you can acquire your bag, this is your ONE CHANCE to automatically escape without a roll. If you escape, you are leaving the entire cornucopia and forfeit all other bag opportunities. If you choose to fight, you must roll to escape later and can only acquire the bag if the other tribute escapes or dies.
- If there is anything visible outside of the bag, your tribute can immediately use it once acquired. Looking inside a bag counts as an action item, and you must either wait 24 hours or until the remaining tributes in the thread have posted before doing another action.
- The only way to get items from the Cornucopia is to have control of it. Control of the Cornucopia is established when there is only one ally group standing left in the Cornucopia.
- NPC kills are allowed for a maximum of one per post/turn. For each NPC kill, a non-career tribute will lose 4 HP and a Career tribute will lose 2 HP. NPCs will be killed by Day 3 by the GMs if they are not already killed.
Feasts:- Going for feast items works exactly the same as going for bloodbath items, with the following exceptions:
- Posting turns have an 18 hour time limit instead of 24.
- Once acquired, feast items can be used immediately, regardless of type.
- There is no free escape. Regardless of whether or not any fights are initiated, all tributes must roll to escape the area.
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Post by Rebecca on Mar 24, 2016 10:47:04 GMT -7
Fighting- Every fighting post must follow the following rules: (failure to follow this results in all aspects of the post not counting)
- One weapon used per post
- Includes HP
- Specifies which part of the body is being attacked. Neck and head are strictly off limits.
- Includes only one action item per opponent, for up to two opponents (except in cases of ranged, see F 9).
- Action Items: ((Note: Perks are special and DO NOT count as action items unless specified in the perk itself.))
- Attacking
- Dodging
- Escaping
- Switching Weapons
- Healing
- Using any item aside from your weapon (lighter, mutt repellent, etc)
- Eating/drinking
- Picking up a missed projectile item
- Traveling (with or without rolls)
- Climbing/Crafting/Swimming/Trapping etc., basically anything that involves your skills and/or rolls
- A tribute can attack on their first post in a thread if the opponent is visible. The 24 hour rule always applies in fights. After a tribute has been attacked, they have 24 hours to respond before the attacker may post again; if there are multiple attackers, the attacked tribute has 24 hours from the LAST ATTACK to post.
- An “attack” or “starting a fight” consists of any direct action that is MEANT to deal damage to another tribute (exception is attempted damage by an unconnected item, like a trap). Once started, a fight is not over until a tribute either escapes or dies.
- Taking damage: Always keep your HP up to date in your posts.
- "Half HP" and "Dead" weapon damage rolls: These occur rarely. If one of the damage rolls against you is Half HP, any bonuses associated with it do not count - just half your current HP. If one of the damage rolls against you is Dead, that means your tribute was instantly killed and their HP is 0.
- Group fights:
- Any number of people can attack any number of people; HOWEVER, a tribute may only receive a maximum of TWO attacks before they must be given the full 24 hour response time. The tribute receiving the attacks can respond to each attacker with one action item per attacker. (EXCEPTION: Escape, if used, can only be the LAST action item in a post. You cannot roll two escape rolls in a single post.)
- Two people attacking the same person must have at least an hour between their posts, unless the attacked has responded quicker than that.
- Unarmed/Attacks that don’t use weapons
- Critical unarmed attacks (only for tributes with 3hand and 8+ agility): Attempting to land a critical hit against a tribute will cause the enemy to either sprain a joint or break a bone. NOTE: Tributes with sprained or broken parts cannot use that part of their body until they obtain/invent a splint. If their dominant hand is sprained/broken, they must -2 strength for each attack against an opponent. Sprained/broken legs cause-2 agility.
- Strangulation/Chokehold (only for tributes with 2+ unarmed and 5+ agility): Roll agility, and if it's a success, then you have successfully begun to strangle.
- Once successful, the defender can try and get out of the chokehold by rolling their strength, and the attacker continues to automatically keep strangling the defender until the defender breaks free or dies (after 3 failures).
- If the defender was armed with a melee weapon prior to the attack, they may attack to attempt to get free. One successful roll in 3 or less attempts will both free the defender and do the rolled damage to the opponent. ((For information on getting out of a chokehold, see DR 5b.))
- With Weapons/Melee Fighting
- Your damage range is based on your character and their attributes. Weapons also have damage bonuses you can use if your tribute is experienced with that weapon.
- Weapon skill levels
- If you are skilled with a weapon and received an E (Experienced), you get the full bonus damage of that weapon (EX: Weapon is +6. Roll = 6, Bonus = 6, Total Damage = 12)
- If you are skilled with a weapon and received an M (Moderately experienced), you get half the bonus damage of that weapon (EX: Weapon is +6. Roll = 6, Bonus = 3, Total Damage=9)
- If you haven't received any skill level for a weapon type, you do not get any of the weapon’s bonus. (EX: Weapon is +6. Roll = 6, Bonus = 0, Total Damage = 6).
- If your tribute has an E in a specific weapon or type, they are allowed to re-roll ONE MISS per fight with their E weapon.
- Receiving half of your original HP of damage during a single battle to a single limb renders it useless (if a blunt weapon or knife) or severed (if a sharp weapon). If your dominant hand was the limb severed/rendered useless, you may continue fighting with your non-dominant hand but lose -2 strength. If one of your legs was severed/rendered useless, you lose -2 agility These limbs can ONLY be restored by specific sponsor items.
- Ranged Weapon Fighting
- First post: If you have not encountered another tribute in a thread or have not been attacked at all, your ranged weapon gets extra action items on it's first post to account for the distance advantage:
- If you have a pure-ranged weapon (things propelled by another force like bow and arrow, slingshot, etc.), you can post three action items/attacks in a single post.
- If you have a semi-ranged weapon (things propelled by a tribute's force like throwing knives, spears, etc.), you can post two action items/attacks in a single post, weapon bonuses included.
- Second (defender’s) post (choose 1):
- To escape, only the first semi/ranged attack counts if your escape is successful.
- To dodge, you may choose which attack to dodge (normal dodge/action rules apply).
- To fight back with your own semi/pure-ranged weapon, take the same amount of extra action items indicated above, like it is your first post. Thereafter, see F 9e.
- To fight back with a melee weapon or anything aside from a semi/pure-ranged weapon, you have one action item. Thereafter, see F 9e.
- Missed semi/pureranged weapon items require an action item to retrieve, and can be retrieved by either fighter. Successfully hit semi/ranged items require an action item to retrieve during a fight only, with the below exception. (Note: you cannot throw pure-ranged weapons for any damage.)
- If you were hit with a semi-ranged weapon, you may claim that weapon and use it to attack your opponent on the next post; however, that means you have dropped your equipped weapon and must use an action item to equip it again.
- After your initial free action items:
- If your opponent does not attack you in return, you may continue to use ONE semi/pure-ranged action item per post until your ammo runs out or you are attacked back.
- If you are on an elevated space (i.e. some place you climbed to) and your opponent does not climb or fails to climb on their next turn, you may used two semi/pure-ranged action items per post. Once your opponent is on your same level, you can no longer use semi/pure-ranged attacks.
- If your opponent attacks you with a melee weapon, you can no longer use your ranged weapon. If you are using a semi-ranged weapon, you can immediately switch it to melee fighting if applicable and/or you still have weapons remaining; otherwise semi-ranged cannot be used either.
- If your opponent attacks you with another semi/pure-ranged weapon, both of you may continue to roll ONE semi/ranged shot per post until you either run out of ammo or are attacked using melee weapons, unarmed, or another close-ranged attack.
- Once in a melee or close range fight, you may not used semi/pure-ranged techniques again unless you first escape (by rolling) to reset the fight.
- Dodging
- You may dodge an attack if you have 5+ agility.
- Sneak Attacks
- If a tribute hides or sneaks, they are hidden until detected.
- A tribute may SNEAK behind a tribute on their first post. There are two possible outcomes of this:
- On the first attack post, the tribute can add a sneak roll to their attack roll. A successful sneak adds +2 damage to whatever the attack roll is. A failed sneak just means that only the attack roll counts. The tribute is visible after this attack and for the rest of the fight regardless of outcome.
- If your initial sneak is a success, that means no one saw you come in. Any further action items will bring you out of hiding, or a successful perception roll from others in that thread.
- Escape Rules
- A successful escape roll ends a fight between two tributes, or ends your part in a fight with 3+ tributes. It also means you are effectively leaving the thread and can post next in another thread in the area or an adjacent area.
- If your opponent escapes, you cannot attack them again and the fight is over. If you decide to follow them, you must roll perception to "track" them. Failure means they got away and you don't know where they went. ((See GAI 8 for more information.))
- If you choose to stay in or reenter a thread you have escaped from, you must give your opponent their posting turn/24 hours after your escape. Then, you can reenter the thread and action rules apply if those in the thread are not your allies. The one exception to this is switching weapons, which you can do once for free BEFORE you initiate a fight if you are not followed, because it is assumed you are now far away from your opponent.
- Climbing during a battle/heights fighting
- If your opponent climbs, you cannot attack them unless you have a semi/pure-ranged weapon. You must climb to their level in order to reach them with a melee/unarmed attack.
- If you have successfully climbed and your opponent has failed to climb or has not climbed in their next term, semi/pure-ranged free shot attempts are reset (as long as the weapon is equipped already). If your opponent successfully climbed, any semi/pure-ranged fighting cannot be used.
- Every time you receive damage on an elevated space (i.e. some place you had to climb to get to or is otherwise specified), you must roll your agility. This is NOT an action item. A failed agility roll means that you have fallen from that elevated space, and any subsequent action items in your post do not count.
- If you have only climbed once to get to your area, you just take the normal fall damage, 2 hp.
- If you have climbed more than once to get to your area and fall, you automatically fall one level and lost 2 hp.
- After a fight/Infections
- If your tribute was in a fight where they received any external damage, you must roll for infection AFTER you have escaped. This must be done on the first post of your escape or before a GM notices. If you forget, a GM will auto-infect your tribute for -5 damage each arena day until you cure it.
- If your tribute is not provided medicine to treat the infection, you may find natural remedies within the arena. Natural remedies are only available where specified in area descriptions. In order to find these remedies, you must roll for your plant identification skill.
- Infection cures remove the infection; otherwise your tribute will continue to receive infection damage each arena day. Infection cures DO NOT regain any HP losses they have caused.
- Encountering tribute traps
- If you are entering a thread with a set tribute trap, roll trap. A miss means that you were not caught, but the trap is still active. If you leave the thread and come back, you must roll again.
- The only way to avoid this is if you are an ally of the trap-maker, and either were there when the trap was being made or were told explicitly by the trap-maker where the trap was.
- Once a trap has done damage, it is deactivated and cannot be re-used.
- Deactivating a trap: To deactivate a trap, you must first use Perception to find it. If you have a crafting skill over 7, you can automatically deactivate it. Otherwise, you can use one luck roll to try and deactivate it.
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Post by Rebecca on Mar 24, 2016 10:49:47 GMT -7
Survival- Any type of food or water takes up room in your backpack or pockets. 1 day's worth of anything takes up 1 space. 2 days worth = 2 spaces, etc.
- For any survival or subcategory roll, you may have a maximum of TWO failures per arena day unless otherwise stated.
- Fire
- All living creatures used for food must be cooked. If not, roll for infection.
- Plant Identification/Gathering:
- You may NPC a plant to forage/gather; limit ONE plant gather per post, and this must be added in your inventory. ROLLING the dice means that your tribute is EATING it. If you want to pick items and save them for later, you can put them in your inventory without a roll. Each successful roll means you've eaten one day's worth of food. Each fail will damage your tribute -1 HP. You can continue to roll as long as you have plants enough to do so.
- Tributes with 5+ skill may create poisons, used for weapons only. To create a poison, gather unsafe ingredients in a part of the arena with the proper poisonous plant. Each success gives the poison -1 HP, max -5 HP. A failed roll means the concoction is ruined and you have to start over from the beginning; though, you can stop at anytime (i.e., at -3HP). Each poison is instant and only damages TWICE. You can only create one poisonous concoction per arena day. Each poison added to a weapon must be done so prior to an attack post, and once added cannot be improved. Multiple poisons on one weapon do NOT stack; only the highest damaging poison will count.
- Tributes with 5+ skill can heal. Using the plants provided for you in the arena, heal for a maximum of 5 HP (self or others) per arena day, unless otherwise stated. Failed rolls lose 1 hp.
- Fishing
- Using a net yields 2 units of food.
- Using a fishing pole yields 1 unit of food.
- Without a pole or net, your tribute’s fishing skill is reduced by 2 skill points, and a success yields one unit of food.
- Traps (animals)
- Traps yield small animals, 1 unit of food.
- To build a trip, You must have items nearby that can serve as trap elements. (i.e., if you are in a desert that only has sand, you cannot build a trap.)
- Hunting
- A weapon is needed for hunting. If you do not have a weapon, your hunting skill is reduced by 2 skill points.
- Hunting yields large animals good for 2 units of food.
- Water: 1 pouch of water = enough water for 1 arena day
- Unless specifically stated that a body of water is safe to drink, tributes need to filter/treat water. If you attempt to drink untreated water, you must roll for infection immediately.
- Making/Crafting Weapons and Tribute Traps
- Weapon/Item
- Any tribute may attempt to craft a weapon or item. Weapon skills still apply to use a crafted weapon. To craft, roll two successes in a row. A failure means you must start over. You can only create a maximum of TWO (2) weapons throughout the Games.Crafted weapons/items have damage ratings decided by the GMs
- Tribute Trap
- Tributes with 7+ crafting skill can create traps. All traps must be GM approved and may require a combination of crafting and other rolls to complete.
- You can only create a maximum of TWO traps throughout the Games.
- Your trap will remain in place until it successfully traps someone, it is detected by another tribute, or you IC deactivate it. You can reactivate your own deactivated trap only as long as it has not been successfully used. Once a trap has been successful, it cannot be used again. ((For information on encountering a trap, see F 15.))
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Post by Rebecca on Mar 24, 2016 10:52:23 GMT -7
Item Drops- Any member can get item drops for any tribute.
- When something is purchased for a tribute, it must be delivered to them via package in the arena by a GM or Moderator before it can be used
- Tributes are only allowed to get one item or a pair of items (i.e., food and water) per arena day.
- Claim your sponsor points in the Sponsor Item Drops Sign Ups thread. Only successfully logged points are available for use in purchasing items.
- To buy an item for a tribute, visit the sponsor shop and buy them using your points.
Sponsor Item Drops- Tributes can accumulate a max of 5 Sponsor Items total throughout the entire length of the game.
- The tribute you sponsor must make sense with one of your characters.
- Ways to get points are:
- Pick up a wanted-ad
- Refer a new member to the site
- Write up 10 IC posts
- Participate in the Monthly Contests
- Win the Tribute Parade or Interview
- Killing a tribute. (In the event of multiple attackers, the tribute who has dealt the most damage during the battle gets the point.) This does not count if it is an NPC or a non-active tribute that is killed
Quest Item Drops- In the arena, tributes have a chance to acquire items by completing quests or defeating mutts. These item drops are limited to 1 quest per arena day, but you are allowed to do as many quests as you want throughout the entire length of the games.
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Admin
Relationship:
Occupation:
Rocking Out
HG Status:
Career
SuperStar
Last Online:
May 23, 2024 12:46:01 GMT -7
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Post by Rebecca on Jan 7, 2017 23:52:43 GMT -7
ATTENTION ALL THGT:PF MEMBERS, ESPECIALLY TRIBUTES The rules have been updated per staff/member suggestions and previous issues. The entire rule set is good to glance over again, but here is a list of the main changes: - GAI 4c / 9e - Traveling and the 24 hour rule
- GAI 11 - Carrying items
- DR 3b - Perception failures/day
- Removed multiple dodging rules; now just see F 10
- F 7b - Strangulation
- F 9 - Ranged Weapon fighting; mostly just some clarification and a few additions
- Removed additional luck roll for fighting on an elevated space
- F 15 - Encountering tribute traps
- S 9 - Crafting
- ID SID 3f - Killing tribute point
If you have any questions/comments/concerns/suggestions, please share them with any staff member or current GM. All rules will be final and unchangeable as of the first day of the 1st Ideal Hunger Games.
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