Post by Vester Lombard on Jul 11, 2013 17:18:54 GMT -6
Alliances
At any point during the training days or during the games you may start an alliance with other tributes. When all players are in agreement of the alliance, inform the Game Maker and your alliance will be provided with a password protected forum for inter-alliance communication.
Using Skills
The success of an attempted skill action is determined by the Game Maker's roll of a 12 sided die. Each skill point adds 1 to that roll. Each zone has different skill bonuses that are also added to the roll. A zone’s skill bonuses can be discovered by using a Scout action. The total skill value must be 7 or higher for an action to be successful.
Skill Synergy
If two allied tributes use Hunt, Gather, Scout, or Build Fire actions in the same zone on the same day, they each receive an additional +1 to their roll.
Sponsor Gifts
For every three points in your sponsor score at the end of training you earn one gift. More sponsor points may be awarded mid-game for kills, amazing feats (for example, escaping from a 5 man alliance by yourself) or in-depth role playing (for example, helping an alliance member overcome her greatest fear).
Example: A sponsor score of 8 will yield 2 gifts. After killing another tribute, you gain 1 point (totaling 9 points) and earn a third gift.
During the Games you will elect when you receive the sponsor gifts you have earned. However, you don’t get to choose the contents of the gift. Sponsors will decide what they think you need most, or supply you with a random gift. As fewer tributes remain in the competition, the sponsor gifts will become more powerful and valuable, so you may choose to hold out on receiving your gifts until you absolutely need them.
Provisions
1 portion of food and 1 portion of water are required per day. Without these lose 1 action the following day. If you have neither, lose 2 actions the following day. On certain days, your daily brief will inform you of incoming cold weather. Unless you build a fire or have shelter, you will lose 1 action the following day. These penalties may be voided by an automatic Survival skill roll.
Sickness
Your tribute may become ill after eating spoiled meat or poisoned berries. Meat becomes spoiled if left uncooked for 2 days. All meat in your possession is automatically preserved after using a Build Fire action. Sickness may be voided by an automatic Survival skill roll. A sick tribute loses 1 health point per day until Medicine is used.
Inventory
You can only carry a maximum of 5 items at a time. Up to two of these items can be backpacks, which can carry 5 items each.
At any point during the training days or during the games you may start an alliance with other tributes. When all players are in agreement of the alliance, inform the Game Maker and your alliance will be provided with a password protected forum for inter-alliance communication.
Using Skills
The success of an attempted skill action is determined by the Game Maker's roll of a 12 sided die. Each skill point adds 1 to that roll. Each zone has different skill bonuses that are also added to the roll. A zone’s skill bonuses can be discovered by using a Scout action. The total skill value must be 7 or higher for an action to be successful.
Skill Synergy
If two allied tributes use Hunt, Gather, Scout, or Build Fire actions in the same zone on the same day, they each receive an additional +1 to their roll.
Sponsor Gifts
For every three points in your sponsor score at the end of training you earn one gift. More sponsor points may be awarded mid-game for kills, amazing feats (for example, escaping from a 5 man alliance by yourself) or in-depth role playing (for example, helping an alliance member overcome her greatest fear).
Example: A sponsor score of 8 will yield 2 gifts. After killing another tribute, you gain 1 point (totaling 9 points) and earn a third gift.
During the Games you will elect when you receive the sponsor gifts you have earned. However, you don’t get to choose the contents of the gift. Sponsors will decide what they think you need most, or supply you with a random gift. As fewer tributes remain in the competition, the sponsor gifts will become more powerful and valuable, so you may choose to hold out on receiving your gifts until you absolutely need them.
Provisions
1 portion of food and 1 portion of water are required per day. Without these lose 1 action the following day. If you have neither, lose 2 actions the following day. On certain days, your daily brief will inform you of incoming cold weather. Unless you build a fire or have shelter, you will lose 1 action the following day. These penalties may be voided by an automatic Survival skill roll.
Sickness
Your tribute may become ill after eating spoiled meat or poisoned berries. Meat becomes spoiled if left uncooked for 2 days. All meat in your possession is automatically preserved after using a Build Fire action. Sickness may be voided by an automatic Survival skill roll. A sick tribute loses 1 health point per day until Medicine is used.
Inventory
You can only carry a maximum of 5 items at a time. Up to two of these items can be backpacks, which can carry 5 items each.