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The Pioneers [OOC|Open]

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G-Tech Corporation
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The Pioneers [OOC|Open]

Postby G-Tech Corporation » Mon Dec 05, 2016 12:14 pm

The North Atlantic, 1622

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An old, battered ship treks across the ocean, carried forth by the winds and the waves. Aboard are a few dozen settlers, escaping the war-ravaged Europe in search of a new home where they can finally live in peace. Aboard the ship there is enough food and water remaining for a week, some kitchenware and some tools, but not much else. The settlers didn't have much time or money to prepare for the journey, but the hopes of their hearts are bright.

"Land ahead. Land ahead!" screams a sailor from the foremast. Everyone gathers at the front of the ship to take a look.

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From behind the mist, green trees and white mountains rise, a spectacular sight. Relief and joy is shared by the passengers as they open the last bottle of wine aboard to celebrate. Suddenly, a large, black shoal of rocks reveals itself in the path of the ship, rising like a specter from the mists off the coast.

Shouting and swearing echoes across the decks. The captain spins the ship's wheel while the sailors do everything in their power to bring the ship to a halt, but it is too late. The rock tears a large hole in the hull, through which water floods in a torrent. The settlers now scramble to save their belonging and escape the ship on boats, but there is little time. Grabbing what few possessions are near to hand, they and the sailors launch the few skiffs the ship possesses in to the hard surf and hidden hazards.

A few hours later most of the pioneers and the crew have managed to land through the pounding waves, though some boats and friends of the voyage are not seen again. Wet and scared, their plans now somewhat in tatters, those colonists that survived huddle around a campfire on the beach as the cloak of night closes in. A short walk away inland the crew and captain have made their own fire, where they seem to be debating what to do. Eventually everyone decides to sleep, for exploring this new land in the blackness of the hours after dusk appeals to no man.

In the middle of the night some strange sounds touch the sleep of the colonists, but nobody is bestirred to wakefulness. When they greet the dawn anew, the camp of the crew shows no signs of life- the captain and the sailors have vanished, as if in to thin air. In the midst of this mystery, the Pioneers must survive in this new land, finding food and shelter if they are see any hope of resupply or provenance.

1 RL day is 1 IC day by default. Every day consists of 24 hours that can be "spent" on various activities. The time cost of some activities, for instance, the construction of a house can be split between multiple builders. Additionally, activities can be split up. You can start crafting a tool and finish it later. The smallest unit of time is 30 minutes normally outside of Combat.

Every settler should post on the IC in spoilers their timetable for the day, though it is not required to post the entire day at once. Posted timetables may not be edited except with explicit permission of your OP or Co-Op.

The new world is divided into regions. Each region will have 25 plots of land which will have resources or usable land in them, represented in a gridmap which will be published with the IC. Moving between regions takes an hour by default, though movement to various locations in a region is free.

Sheep - Requires modest sustenance. Grows Wool every 7 days which can be harvested for 10 Fiber (Grown at 6AM every Monday). Can be butchered for 5 meat.

Chicken - Requires minimal sustenance. If it is fed by 1 Grain on a day, it will produce 1 Egg on the next day at 6 AM. If it is fed no grain, it will remain alive but will not produce eggs. Can be butchered for 2 meat.

Cow - Requires extensive sustenance. Produces 1 milk every day (Harvestable from 6 AM). Can be butchered for 10 meat, 2 Leather.

Meat - Gained from hunting and butchering domestic animals. Spoils after 48 hours raw. Has a Nutrition value of 1, but if it is eaten in a day raw it will subtract one Faith.

Fish - Gained from fishing. Spoils after 24 hours raw. Has a Nutrition value of 1.

Preserved meat - Produced from fish, meat and salt. Won't spoil. Has a Nutrition value of 1.

Cooked meat. - Produced from fish, meat, or preserved meat. Will spoil 24 hours after production. Has a Nutrition value of 2.

Spiced cooked meat - Produced from preserved meat and spices. Has a Nutrition value of 3 and increases Faith by 1.

Milk - Harvested from cows. Spoils after 24 hours. Has a Nutrition value of 1.

Eggs - Harvested from chickens. Has a Nutrition value of 1. Reduces Faith by 1 if consumed raw.

Cooked eggs - Produced from Eggs. Has a nutrition value of 1. Spoils after 24 hours.

Potatoes - Harvested from farms / Gathered from forests. Has a Nutrition value of 1.

Baked Potatoes - Produced from potatoes. Has a Nutrition value of 2. Will spoil in 24 hours.

Veggies - Harvested from farms / Gathered from forests. Has a Nutrition value of 2.

Grains - Harvested from farms / Gathered from forests. Cannot be directly consumed by humans.

Flour - Produced from grains at mills. Cannot be directly consumed by humans.

Bread - Produced from Flour. Has a Nutrition Value of 2. Spoils after 72 hours.

Soup - Every unit of soup is made out of 1 Raw meat and 1 potato OR 1 potato and 1 veggies OR 1 Raw meat and 1 veggies. A Soup is worth 3 nutrition but spoils after 24 hours. Must be cooked.

Axe - Produced from wood and iron by blacksmiths. Used to cut trees.
Pickaxe - Produced from wood and iron. Used to mine ores.
Shovel - Produced from wood and iron. Used to dig clay and to farm.
Hammer - Produced from wood and iron. Used to build stuff
Sickle - Needed to efficiently harvest wheat.
Shears - Produced from iron. Used to harvest wool.
Kitchenware - Made from iron. Used to cook food.
Nets - Made from fiber by weavers. Boosts fishing.
Winter Clothing - Made from fiber or leather by weavers. Provides 2 warmth.
Medical Supplies - Made from herbs and fiber. Used to heal wounds.
Elegant clothing - Made from fiber by weavers. Provides 1 Warmth and restores 1 faith per day.
Machine Parts - Made from iron by smiths. Used to build advanced buildings.
The Bible - Cannot be made.
Skill Books - Cannot be made. There is 1 type of skill book for every kind of skill. You can bring some of these with you to the new world.

Note: Axes, Pickaxes, Sickles, hammers, shears and medical supplies also count as weapons.

Bow - Made from wood. Used to hunt animals and other humans with arrows.
Arrows - Made from wood. Used to hunt animals with bows.
Spears - Made from wood. Used to hunt and fight. Can also help a little when fishing without a net.
Sword - Made from Iron. Used to fight in close quarters.
Rifle - Made from Wood and Iron. Used hunt animals and other humans with munitions.
Munitions - Made from Gunpowder and Iron. Used to hunt animals with rifles.
Leather Armor - Made from leather by tailors / Wavers, Has an armor of 1 and provides 1 warmth.
Iron Armor - Made from Iron by smiths. Has an armor of 2.

Most activities require you to have a skill, or merely benefit from having a relevant skill. You can gain skills from books, with practice or from others. Most skills have a skill point cost. More expensive skills take more time to learn and cost more skill points at the start. Skills may be learned via practice, reading, or being taught. Once you have all the skill points needed for a skill, you gain the skill.

Nobody can have more then 12 skill points invested in skills at a time. You can unlearn old ones to learn new ones.

The list of skills available from the start:

TIER I. (Costs 2 skill points)

Wood Working - Can be practiced any time.
Mining - Requires a pickaxe to practice.
Growing - Can be practiced any time.
Hunting - Requires any weapons to practice.
Fishing - Can be practiced any time.
Masonry - Can be practiced any time.
Tailoring / Weaving - Can be practiced any time.
Fighting - Requires any weapon to practice.
Shooting - Requires a ranged weapon to practice. Every time you practice with a gun, you'll lose 1 munitions.
Exploring - Reduces the risk involved in exploration. May not be practiced.

TIER 2. (Costs 3 skill points)

Smithing - Requires a Smithy to practice.
Preaching - Requires a Bible to practice.
Sneaking - Helps you perform hidden actions and break doors. Can be practiced freely. Can also be kept hidden from others.
Botanics - Needed to gather herbs. Can be practiced freely.
Investigating - Improves results from searching.

TIER 3. (Costs 3 skill points)

Doctoring - Needed for healing other settlers. Requires Botanics to practice.
Machining - Needed for building advanced buildings and operating machines. Requires woodworking or smithing skill to practice.
Additionally, new skills may be "Discovered" as the game progresses.

The Weather

Every day, There will be some kind of weather condition which will influence the daily life and the well-being of the settlers. Every kind of weather comes with a Temperature rating from 2 to -3 or from 2 warm to 3 cold. Cold can be countered by warmth, which can be gained by resting in homes and wearing winter clothing. If a settler rests in cold, will lose stats

Health
Health points represent a settler's physical condition. Low HP means injuries, open wounds, bleeding. By default, all settlers have 10 max HP and start out with 10 HP. If a settler has less then 3 HP, he/she will lose 1 Vitality every hour. If he/she has 0 to -5 HP, he/she will lose 1 vitality for ever HP he/she is missing every 30 minutes and cannot fight or perform any action. If a settler has less then -5 HP, he/she will die instantly.

Vitality
Vitality represents health of the internal organs and the immune system. Starvation, a lack of sleep, the cold and disease decreases vitality. Eating well and care by doctors can increase vitality. By default, All settlers have 10 max Vitality and start out with 10 Vitality. If a settler runs out of vitality, he/she will begin to lose 3 faith for every vitality he/she loses. If both faith and Vitality runs out, the settler will die.

Faith
Faith represents health of the mind. Lack of sleep, being in the cold, the death of other settlers, starvation and witnessing horrors decrease faith. Listening to Preachers, alcohol and relaxing can increase Faith. By default, all settlers have 10 starting faith and start out with 10 Faith. If someone loses all their faith but still has Health and Vitality, he / she will be driven insane and pass under the OP's control until they become sane again.

There is a special kind of injury, Grave Injuries. They can be easily gained during combat. Grave injuries can only be fixed by surgery. Every kind of grave injury has some special effects.


GENERAL

Practice - Learn through experimentation. It takes 16 hours and 2 faith to earn a skill point this way. Some skills require special conditions to be practiced.

Read Skill Book - Learn skill points from a skillbook. 6 hours invested = 1 skill point gained towards the skill the book is about.

Learn from others - If someone is willing to teach you, you can gain 1 skill point in 4 hours.

Teach skills - Allows 1 other settler to learn skill points from you. Takes 4 hours.

Explore - Venture into the unknown to find out what's there. Requires you to move into an undiscovered area, takes up 12 hours of time. Will reveal the area to you and everyone within two days. Dangers lurk in the dark parts of the map, so you have been warned.

Preach - Takes 1 hour (for both the preacher and his listeners), Requires a bible and preaching skills. Can be performed once per day. Increases faith by 1 of the preacher and everyone who listens in. Triple faith gain in a chapel.

Rest - Takes 10 - 0 hours. You MUST rest once per day (but you can rest for 0 hours). You can only rest between 6 PM and 8 AM. If you rest 10 hours, you regain 1 HP. If you rest 8 hours, nothing happens. If you rest 7 or 6 hours, you lose 1 faith. If you rest 5 or 4 hours, you lose 1 vitality and 1 faith, If you rest less then that, you lose an additional 1 faith and 1 vitality for every 2 hours you skip. If you rest in the open or a cramped house, you lose 1 faith. Additionally, you lose 1 vitality if for every point of Cold that your settler cannot counter with warmth while sleeping..

Fight - Takes 30 minutes per 10 combat turns. Every time you engage in combat, you must invest 30 minutes. If you ran away from a battle, you will end in another area at the end of the fight free of charge.

Eat - Takes 30 minutes per unit of food consumed. At the end of every day, every settler's vitality and faith changes depending on how much food he/she consumed.
0 Nutrition: -3 Vitality, -3 Faith.
1 Nutrition: -2 Vitality, -2 Faith
2 Nutrition: -1 Vitality IF vitality is above 2, no vitality change if you have 0, 2 or 1 vitality. -1 Faith.
3 Nutrition: No change
4 Nutrition: +1 Vitality.
5 Nutrition: +1 Vitality, +1 Faith.
6 Nutrition: +1 Vitality, +1 Faith, +1 HP.

Drink - Takes 30 minutes per drink drunk. Consume 1 Alcohol to restore 2 faith. You restore 1 additional faith if you drink at a town hall.

Travel - Takes one hour, move from one area to a neighboring area. Note: Travel to buildings/locations in the area where you currently are takes no time.

Trade/take/drop items and resources in your area - Takes 0 minutes.

Sneak - Takes ? minutes. Perform an activity in secret. Any consequence of the activity that does not directly influence other settlers will remain hidden from everyone. Other consequences will be revealed. For instance, if you steal a sword from someone, they will know that their sword is missing, however, nobody will know that you have the sword unless you get searched. Any secret activity you perform will take time from resting, unless you have the Sneaking ability. Your stats will be updated to reflect secret actions in two days.

Spy - Takes ? minutes. Requires sneaking skills. Can only be performed in secret. While you are spying, you cannot be seen by anyone except for those that are awake and have investigating skills. Spying counts as an activitiy and no other activities can be performed while spying. Spying lets you be at a location and find out what's going on in there without being noticed by non-investig

Searching/Investigating - 1 hours. Search a specific building or location for clues or hidden items OR 30 Minutes if you search a person (Note: Cannot be performed without the consent of the person you search! He will also lose 30 minutes as a result of the search). OR 2 hours if you search an area in general. Only those with investigating skills can find clues but anyone can find hidden items that resulted from secret actions.

Pick Locks - 2 hours without, 30 minutes with sneaking. Break into a locked building.

Guard - ? hours - Keep an eye on a building and its contents. If anyone tries to break in, you will immediately enter combat with them (except for those spying, though if they stop spying and try to do something else, they will be noticed by you).


RESOURCE GATHERING

Gather - Search for edible plants in forests. If you have the Botanics skill, you may also find Herbs. You cannot Gather in the winter. Takes 6 hours. The more often settlers gather in the same area, the less the food yield.

Hunt - Takes 6 hours. Search the forests for wild animals and hunt them down in combat. Hunting may yield wild animals that will then have to be butchered within 24 hours, otherwise they will begin to rot.

Chop Wood - Takes 16 hours - 4 hours if you have an axe, also requires a forest with trees. Gain 2 Wood as a result if you don't have wood working skills, 3 if you do.

Mine Ores - Takes 16 hours - 12 If you have a hammer OR - 8 hours if you have a pickaxe. Requires a discovered source of minerals. It is dangerous to mine ores without mining skills, though not extremely so. Gain two of the resource you are mining.

Dig Clay - Takes 16 hours - 12 Hours if you have a shovel. Gain 4 Clay as a result.

Burn Brick - Takes 1 Hours, consumes 4 wood and 4 clay, Gain 4 bricks.

Shape Stone - Takes 10 Hours, requires Mining Skill, 2 Hours with Hammer, consumes 1 Stone to make 1 Brick

Fishing - Takes 8 Hours. Isn't guaranteed to yield fish. A good fishing location, the Fishing skill and tools greatly improve fishing yields.


CONSTRUCTION

Build Campfire - Takes 30 minutes, 1 free plot of land and costs 2 wood. Place a campfire that lasts 12 hours. Up to 3 settlers can rest by a campfire. Campfires provide +1 Warmth.

Dig Hole - takes 4 hours without a shovel, 30 minutes with a shovel, 1 plot. You can store up to 5 items in a hole. Holes dug immediately adjacent to the seaside may be filled by the tide, and if worked for two hours can produce one Salt every second day.

Remove Hole - Takes 4 hours without a shovel, 30 minutes with a shovel. Remove a hole.

Place Trap - 2 hours, 1 Fiber, 1 Wood, an empty hole, Wood working or hunting skills. A trap useful for catching animals. A Trap is "destroyed" each time it catches an animal.

Build with Wood - Takes 16 Hours, 6 Hours less if you have a Hammer, 6 Hours less if you have the Woodworking Skill. Consumes 2 Wood, Produces 1 Wood Build points (WBP).

Build with Clay - Takes 16 hours, 8 hours if you have a shovel. Consumes 2 Clay, Produces 1 Clay build points (CBP).

Build with Bricks - Requires a hammer and Masonry skill. Takes 4 hours, consumes 2 Bricks to produce 1 Brick Build points (BBP).

Build with Iron - Requires a hammer and Smithing skills. Takes 4 hours. Consumes 2 Irons and produces 1 Iron Build points (IBP).

Build with Machine parts - Requires a hammer and Machining skill. Takes 6 hours, consumes 2 Machine parts and 1 iron to create 1 Machine Build points (MBP)


FOOD

Cook Food - 1 hour, Requires kitchenware and consumes 1 wood. Turns 2 meat or fish into cooked meat (or spiced cooked meat if you add 1 minerals or use preserved meat), bake 2 potatoes, make 2 soup... and so on. Bread is an exception. It requires a bakery but there you can make 2 breads out of 2 flour and 1 wood in 1 hours.

Preserve Meat - 1 Hours, Turns 1 meat/fish and 1 Salt into 1 preserved meat.

Butcher animal - 1 Hours. Butcher a dead wild animal and get meat/leather/fiber based on what animal you killed.


AGRICULTURE

Plant Seeds - Takes 16 hours, -6 hours if you have a shovel -6 if you have growing skills. Plants either 1 Grain, 1 Potato or 1 Vegetable on 2 plots of land, hoping that it will grow one day.

Nurture crops - Takes 8 hours - 6 hours if you have growing skills. Sometimes, your crops may require some assistance in growing. Crops should be tended every second day to grow optimally.

Harvest Potatoes - 4 hours without a shovel, 1 hours with a shovel. Dig up 4 potatoes from a grown potato plant.

Harvest Veggies - 6 hours without a shovel, 2 hours with a shovel. Dig up 3 Veggies from a grown Vegetable plant.

Harvest Wheat - 10 hours without a sickle or shears, 6 hours with shears, 1 hours with a sickle. Gain 2 Fiber and 8 grains from a grown plot of wheat.


SMITHING/CRAFTING

Craft Tools - 8 hours - 4 hours with a hammer, consumes 2 wood and 1 iron, requires smithing skills and a free smithy. Produce an axe, a hammer, a sickle, a showel, shears or a pickaxe as a result.

Smelt Kitchenware - 12 hours - 4 hours with a hammer. Consumes 3 wood and 2 iron. Requires smithing skills and a free smithy. Produce kitchenware as a result.

Craft Machine parts - 6 hours, consumes 3 wood and 2 Iron, Requires a hammer, smithing skills and a smithy.

Craft Bows - 8 hours, Requires wood working skills, consumes 1 wood and 1 fiber. Produce 1 bow as a result.

Craft Arrows - 2 hours, requires wood working skills, consumes 1 wood, produce 3 arrows as a result.

Craft Spear - 8 hours, -4 hours with wood working skills, consumes 1 wood, produce a spear as a result.

Forge Swords - 6 hours, a hammer, smithing skills and a free smithy, consumes 3 wood and 1 iron. Produce a sword as a result.

Smith Guns - 12 hours -5 hours if you have machining skills, requires a hammer, smithing skills and a smithy, consumes 4 wood and 1 iron.

Create Armor - 12 hours, Requires a hammer, smithing skills and a smithy. Consumes 6 wood and 4 Iron, Produces an Iron Armor as a result.

Pack Munitions - 2 hours, Requires a smithy, consumes 1 gunpowder and 1 iron, produces 5 munitions as a result.


TAILORING

Craft Medical Supplies. - 4 Hours, Requires Shears and either Weaving skills or Doctoring skills. Turn 1 fiber and 1 Herbs into 2 Medical supplies.

Tailor Winter Clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 winter clothing from 2 Fiber or 2 Leather.

Wave Elegant clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 Elegant clothing from 2 Fiber.

Fix Tattered Clothes - 4 hours, Requires Shears, Weaving skills and a Tailor's workshop. Restore a Cloth's functionality with 1 fiber.

Make Fishing Net - 8 hours, Requires Shears and Weaving skills. Produce 1 Fishing net from 3 fiber.


DOCTORING

Heal Wounds - Takes up 1 hours (for both the doctor and his/her patient) and 1 medical supplies. Restores 5 HP on a chosen settler if performed by a doctor, Restores 2 Health but reduces faith by 2 if not performed by a doctor (the pain).

Cure Disease - Takes up 2 hours and uses up 1 Herbs. Weakens the disease the settler is suffering. Doctors and Botanists do a better job.

Perform Surgery - Takes up 3 hours and uses up 1 medical supplies. Requires doctoring skill and a doctor's office. Removes an grave injury from a fellow settler.


Every time a building is finished, Everyone who took part in the construction receives a key. Keys can be freely copied and given to other settlers, even in secret.

HOUSING

Clay Hut - 3 CBP, 1 WBP, 1 Plot of land. Houses up to 1 person comfortably. Stores up to 10 items. Has no keys. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Wooden Lodge - 3 WBP, 1 plot of land. Houses up to 1 people comfortably. Stores up to 20 items. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Cottage - 1 CBP, 2 WBP, 2 BBP, 2 plots of land. Houses up to 2 people comfortably. Stores up to 35 items. +1 Warmth. Allows you to burn 1 wood per day to increase warmth by 1 for a day.
Manor - 3 WBP, 6 BBP, 1 IBP 3 plots of land. Houses up to 5 people comfortably. Stores up to 100 items. +1 Warmth, Allows you to burn 2 wood per day to increase warmth by 2 for a day. If a Manor isn't overcrowded, settlers living here gain 1 Faith every time they rest here. If 2 or less settlers live here, they restore 2 faith every time they rest.
Townhouse - 5 BBP, 2 WBP, 1 IBP, 1 Plots of land. Counts as 3 separate houses, each with 25 Item storage, comfortable housing for 1 person, +1 Warmth and all 3 houses can be made an additional 2 point warmer by burning 2 wood for 1 day. If you build a townhouse next to an existing townhouse, the BBP cost is reduced by 2. Whenever you are in a townhouse, your neighbors (Including those living in nearby townhouses) can immediately come to your assistance if you get attacked. Finally, Every townhouse can be outfitted with a Smithy, Tailor's workshop, Brick burner, Doctor's office, or bakery. Outfitting costs the default price of the building - 1 Plot of land and 1 WBP. If a settler lives in a non-overcrowded townhouse, he/she restores 1 faith every day.


INDUSTRY/AGRICULTURE
Smithy - 1 WBP, 2 BBP, 1 IBP, 2 Plots of land. Allows tools, iron armor, swords, guns and machine parts to be crafted. Only 1 smith can work in a smithy at a time. 10 inventory space.
Tailor's workshop - 3 WBP OR 1 BBP and 1 WBP, 1 plots of land. Allows Tailors/weavers to use leather and Fiber to make cloths. (Only 1 can work at a time). 10 inventory space.
Brick Burner - 1 CBP, 1 WBP, 1 IBP 2 plots of land, 10 inventory space.
Pasture - 2 WBP. Safeguards 20 plots of land from wild animals... more or less. Animals inside are less likely to die.
Small Pasture - 1 WBP. Same as pasture but only protects 8 plots of land.
Bakery - 1 BBP, 1 CBP, 1 WBP, 1 IBP, 1 plots of land. Lets you cook up to 2 flour and 1 wood into 2 Bread in 1 hours.
Wind/Watermill - 3 WBP, 1 BBP, 1 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 1 hours to turn 4 grains into 4 flour or 2 Wood into 4 planks (Planks can be used to replace wood anywhere and everywhere.)
Distillery - 1 WBP, 2 BBP, 2 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 4 hours to turn 2 grains and 2 wood into 3 Whiskey/Beer/whatever you name it.
Mine - 2 WBP, 1 plots of land. Can only be built in a "Mountains" area. Opens up a new source of ore.

SERVICE/INFRASTRUCTURE
Doctor's Office - 4 WBP OR 2 BBP and 1 WBP, 1 plots of land. Healing injuries and treating diseases, If performed here have halved time cost. Required for surgeries.
Warehouse - 4 WBP OR 2BBP and 1 WBP, 2 plots of land. Stores up to 300 items.
Pier - 4WBP or 4 BBP, 1 plots of land. Allows ships to dock and serves as a fishing ground. Comes with 50 storage space and resists storms if built out of bricks.
Chapel - 5 WBP or 4 BBP and 1 WBP, 2 plots of land. If its built out of wood and Preaching is performed here, It doubles its efficiency. If its made with bricks and wood, it triples in efficiency, meaning that everyone involved will gain 3 faith per preaching.
Park - 2 WBP, 1 CBP, 1 BBP, 5 plots of land. Allows settlers to relax. Relaxing takes 2 hours and restores 1 Faith or 1 Vitality. Can only be performed once per day per settler.
Town Hall - 2 WBP, 3 BBP, 1 MBP, 2 plots of land. Gives settlers a place where they can discuss politics. Also comes with a clock tower that allows every settler to spend an extra 2 hours every day.
Graveyard - 2 BBP, 3 plots of land. Provides 10 dead settlers a final resting place. Allows funerals to take place. A funeral has to be led by a preacher. It takes 30 minutes and restores 1 faith to everyone attending, including the preacher. During a funeral, a dead person is buried.


To attack someone, move to the area where he/she is and declare that you attack him. If you have sneaking skills and you are attacking, you can choose to bypass the ranged turn. Combat ends either when all but 1 combatants are DEAD or when everyone involved agree to end combat.

Combat is divided into turns. Every turn, everyone involved in the combat can perform one action. In the first turn of combat, only ranged weapons can be used in fighting action. After that, any weapon can be made use of. For every 10 turns of combat that took place (always rounded up), 30 minutes is deducted from the time of the settlers involved.

Available actions:
Fight: Deal 2 HP damage if bare-handed, 3 HP with spears, tools and arrows, 4 HP with a sword or a gun. If you have fighting skills, Your Bare-handed, tool and sword damage is increased by 1. If you have shooting skills, Archery and rifle damage is increased by 1.
Reload: Reload a Rifle.
Evade: Reduce incoming damage by 2 HP.
Taunt: Taunt your opponent. Gives your next attack 1 HP extra damage.
Encourage: Requires preaching skills. Gives another settler's next attack an extra 2 HP damage. A settler can only be ecnouraged once every 30 minutes.
Heal: Only doctors can heal. Restore 1 HP he lost during this battle to a fellow settler. You can only heal 3 times every 10 turns of combat. Does not work on dead settlers.
Run: Escape the combat and move to another, neighboring area.

Every unit of Armor reduces the damage you receive FROM EVERY ATTACK by 1.
Additional Actions will become known later on.


Application: (If you made it this far, congratulations)
Code: Select all
Settler's Name:
Appearance:
Biography:
Skills: (Five Points Initially)
Items: (Four of these, or two items and an Animal. No Weapons or Armor)
Trait:

Your settler can carry 6 items/weapons/resources at any time and wear 1 additional item.

Traits:
Tough: +2 starting and max HP
Healthy: +2 Starting and max Vitality
Faithful: +2 Starting and max Faith.
Learned: + 2 Starting skill points.
Rube: -2 Starting Skill Points, +3 Max Skill Points
Wealthy: +1 Starting items.
Resourceful: +2 Inventory capacity.
Old: -1 Max HP, Faith and Vitality. +3 starting skill points.

Settler's Name: Petyor Illyich Yashnev
Appearance: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
Biography: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
Skills: Woodworking, Fishing
Items: Axe, Hammer, Skill Book: Smithing, Elegant Clothes
Trait: Rube
Last edited by G-Tech Corporation on Sun Dec 11, 2016 10:47 am, edited 5 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Grim Reaper
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Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Mon Dec 05, 2016 12:37 pm

Settler's Name: Prince-Abbott Father Nicholas Silver
Appearance: Tall, and broad. He would look far more intimidating were he a man with chiseled features, rather than somewhat worn. He exudes warmth, from his messy brown hair to his fair toes, with muscles that were clearly built to prosper. However, disuse has left them weak and spindly, even if energy still courses through them.
Biography: Nicholas Silver was the son of an extremely impoverished Anglo-Saxon family. He was given up by them at an early age, sent to a monastery. he grew up in the lap of monastic luxury. Working naught a day, he came to understand the Bible nearly innately, his natural aptitude for learning giving itself over to a near-memorization of the New Testament.

As a result of his great wisdom, he was eventually invited to travel to the mainland, with a pilgrimage set up to purchase an artifact from the Roman church which could be brought back to Britain. However, the pilgrimage was attacked by a warband whilst they rested in a village, and Nicholas escaped with only his life and Bible. Nevertheless, believing wholeheartedly in the power of his own words, he returned to the village to preach to the barbarians, successfully converting the warlord and receiving their fealty. The warlord would later intercede for Father Silver, bringing about his recognition as a Prince of the newly formed sovereign state.

The warband set to making amends, repenting for the attack by returning the artifact to the Father's British monastery. In gratitude, the monastery sent a small set of books to assist the Father in settling his new warband as a civilized, literate society. They quickly prospered, beating swords into plowshares and merchants into charitable patrons. Eventually, they chose to fund the Father's participation in the colonial trek to the New World, sending him with the Bible that he had converted them from and the books that were his right under God.
He took
Skills: (5 -2) Preaching
Items: (Four of these, or two items and an Animal. No Weapons or Armor) The Bible, Skillbook (Masonry), Skillbook (Woodworking), Skillbook (Mining)
Trait: Rube
Last edited by The Grim Reaper on Mon Dec 05, 2016 1:03 pm, edited 3 times in total.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

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ApplePieistan
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Postby ApplePieistan » Mon Dec 05, 2016 12:52 pm

Tag. I'll let a few more people make apps and see what skills we need.

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The Grim Reaper
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Founded: Oct 08, 2011
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Postby The Grim Reaper » Mon Dec 05, 2016 12:53 pm

I'm sorely tempted to take Rube and start as a Preacher with a Bible and three skillbooks. So, so tempted.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 12:54 pm

The Grim Reaper wrote:I'm sorely tempted to take Rube and start as a Preacher with a Bible and three skillbooks. So, so tempted.


That would be pretty funny, actually.

I'm counting on your Hammer for Smithy-building though :P
Last edited by G-Tech Corporation on Mon Dec 05, 2016 12:56 pm, edited 1 time in total.
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The Grim Reaper
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Postby The Grim Reaper » Mon Dec 05, 2016 1:01 pm

G-Tech Corporation wrote:
The Grim Reaper wrote:I'm sorely tempted to take Rube and start as a Preacher with a Bible and three skillbooks. So, so tempted.


That would be pretty funny, actually.

I'm counting on your Hammer for Smithy-building though :P


uhhhh damn :P. I'll toss one of the skillbooks if we can't get another hammer in here.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

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G-Tech Corporation
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Founded: Feb 03, 2010
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Postby G-Tech Corporation » Mon Dec 05, 2016 1:02 pm

The Grim Reaper wrote:
G-Tech Corporation wrote:
That would be pretty funny, actually.

I'm counting on your Hammer for Smithy-building though :P


uhhhh damn :P. I'll toss one of the skillbooks if we can't get another hammer in here.


I don't think you need Woodworking, offhand, because Petyor can handle that.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Grim Reaper
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Postby The Grim Reaper » Mon Dec 05, 2016 1:04 pm

G-Tech Corporation wrote:
The Grim Reaper wrote:
uhhhh damn :P. I'll toss one of the skillbooks if we can't get another hammer in here.


I don't think you need Woodworking, offhand, because Petyor can handle that.


That'll be the one to go for the hammer, then.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

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The Knights of Azorea
Diplomat
 
Posts: 517
Founded: Jun 07, 2016
Ex-Nation

Postby The Knights of Azorea » Mon Dec 05, 2016 1:09 pm

Settler's Name: Arthur Morgan
Appearance: A large man, by all accounts, with heavy set and thick shoulders, a barrel chest and limbs like tree trunks. His face is broad and open, his features wide and handsome in a rustic sense. He carries his great frame with a compassionate and decent bearing, standing at his full height whenever he can, with his great neck held high. His wide blue eyes are constant and dark, while a head of short, clean hair frames his face, feeding into rich side burns and then down into a great and rich golden beard, of which he is proud. He wears simple clothing and no jewelry, consisting of simple woolen clothing and a pair of sheepskin gloves.
Biography: The Morgan line is a welsh one, descending from no-one of note and with no special possesions. The family tradition, for centuries by the time of the colony, was for the men of the line to grow up as shepherds, with the diverse branches of the family in possesion of a small herd of sheep, before the young men would go off to join the army. Robert Morgan, father to Arthur, had risen to some low rank in the local county band, earning enough wealth to send Arthur to the new world.

Young Arthur's fate in the Americas was determined when he was a young man, after he had served a few years in the army of King James as a musketman. He had been taught to be a puritan by his mother, though zealotry did not take him, and his father could not abide by the rigours of his virtue. The young man refused alcohol and kept himself to a moral code that offended his father, and so he was sent to the Americas, given only one sheep from the flock, a pair of shears and a single wood-axe.
Skills: (Growing, Tailoring/Weaving) 1 Left over to be invested later.
Items: A Sheep, Shears and a shovel.
Trait: Healthy

Well we have the bread for the people, we have the church, we have wood, we even have clothes now. We just need peace, land and the Constitution of 1793 to get the whole set.
Last edited by The Knights of Azorea on Mon Dec 05, 2016 1:16 pm, edited 2 times in total.

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ApplePieistan
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Founded: Apr 06, 2015
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Postby ApplePieistan » Mon Dec 05, 2016 1:22 pm

I think I'll be an explorer. Do y'all think I'd benefit more from being tough or resourceful?

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 1:36 pm

ApplePieistan wrote:I think I'll be an explorer. Do y'all think I'd benefit more from being tough or resourceful?


Probably Tough. HP is quite hard to regain.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Knights of Azorea
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Posts: 517
Founded: Jun 07, 2016
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Postby The Knights of Azorea » Mon Dec 05, 2016 1:54 pm

How long will it take for farmed plants to grow? And how are seeds gathered? I'd assume by foraging, but I'd prefer to be sure before I turned up with a shovel, the growing skill and no seeds.

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 05, 2016 1:56 pm

The Knights of Azorea wrote:How long will it take for farmed plants to grow? And how are seeds gathered? I'd assume by foraging, but I'd prefer to be sure before I turned up with a shovel, the growing skill and no seeds.


That's a good question!

Both of those are good questions!

...you'll find out :P Though I can tell you that Foraging will indeed yield crops that can be replanted.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Knights of Azorea
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Founded: Jun 07, 2016
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Postby The Knights of Azorea » Mon Dec 05, 2016 2:02 pm

Understood. I will just have to have faith that people will always want high quality woolen tailoring work and will give me bread for it.

I'm also still unsure as to what I should do. I like Arthur, but I think he could be more useful as a builder or a huntsman than as a tailor.
Last edited by The Knights of Azorea on Mon Dec 05, 2016 2:16 pm, edited 2 times in total.

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Eslarya
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Posts: 79
Founded: Oct 29, 2016
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Postby Eslarya » Mon Dec 05, 2016 3:34 pm

I'm thinking a doctor....

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 3:40 pm

The Knights of Azorea wrote:Understood. I will just have to have faith that people will always want high quality woolen tailoring work and will give me bread for it.

I'm also still unsure as to what I should do. I like Arthur, but I think he could be more useful as a builder or a huntsman than as a tailor.


Well, hunting is a primary food producer, which is always good.

Eslarya wrote:I'm thinking a doctor....


Healing is a very valuable skill.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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KingFerdinand1
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Posts: 828
Founded: Feb 29, 2016
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Postby KingFerdinand1 » Mon Dec 05, 2016 3:52 pm

Settler's Name: Ferdinand Simpson
Appearance: Image
Biography: Ferdinand Was The Son Of Portuguese People. He's Always Wanted To Make The World A Better Place, Since The World Had Given Him A Lot. Seeing An Opportunity To Civilize A New Land, He Signed Right Up.
Skills: Fishing , Sneaking
Items: The Bible, Elegant Clothing, Cow
Trait: Tough
Very Pro: President Of The United States Donald Trump, Invading North Korea, UTTLAND
Pro: Alozia
Anti: China, Socialists, Immigration
Very Anti: Dentali, Hillary, Communism, Communist Patagonia
"Anyone who thinks my story is anywhere near over is sadly mistaken." - Donald Trump, President of the United States

Political Compass: +8.88, +7.38

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The Olog-Hai
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Posts: 6116
Founded: May 12, 2015
Ex-Nation

Postby The Olog-Hai » Mon Dec 05, 2016 4:07 pm

I'll be working on an app that'll probably be out tonight.
What skill set do we need filled?
It appears I'm an INTP-T. You're not gonna get much more about me.
Wenglesy wrote:Might as well submit now to the obviously superior forces of Legyon fun Genital.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 4:10 pm

KingFerdinand1 wrote:Settler's Name: Ferdinand Simpson
Appearance: (Image)
Biography: Ferdinand Was The Son Of Portuguese People. He's Always Wanted To Make The World A Better Place, Since The World Had Given Him A Lot. Seeing An Opportunity To Civilize A New Land, He Signed Right Up.
Skills: Fishing , Sneaking
Items: The Bible, Elegant Clothing, Cow
Trait: Tough


Any hope of those capitalizations being normalized Ferdinand?
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KingFerdinand1
Diplomat
 
Posts: 828
Founded: Feb 29, 2016
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Postby KingFerdinand1 » Mon Dec 05, 2016 4:19 pm

G-Tech Corporation wrote:
KingFerdinand1 wrote:Settler's Name: Ferdinand Simpson
Appearance: (Image)
Biography: Ferdinand Was The Son Of Portuguese People. He's Always Wanted To Make The World A Better Place, Since The World Had Given Him A Lot. Seeing An Opportunity To Civilize A New Land, He Signed Right Up.
Skills: Fishing , Sneaking
Items: The Bible, Elegant Clothing, Cow
Trait: Tough


Any hope of those capitalizations being normalized Ferdinand?

I Cannot, I Have OCD.
Very Pro: President Of The United States Donald Trump, Invading North Korea, UTTLAND
Pro: Alozia
Anti: China, Socialists, Immigration
Very Anti: Dentali, Hillary, Communism, Communist Patagonia
"Anyone who thinks my story is anywhere near over is sadly mistaken." - Donald Trump, President of the United States

Political Compass: +8.88, +7.38

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The Olog-Hai
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Founded: May 12, 2015
Ex-Nation

Postby The Olog-Hai » Mon Dec 05, 2016 4:31 pm

So, I'm confused, is it faster to mine if you use a hammer or a pickaxe?
Because I'm considering a woodcutter/miner with a smithing and machining book, along with and axe and either a pickaxe or a hammer.
It appears I'm an INTP-T. You're not gonna get much more about me.
Wenglesy wrote:Might as well submit now to the obviously superior forces of Legyon fun Genital.

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G-Tech Corporation
Khan of Spam
 
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 4:32 pm

The Olog-Hai wrote:So, I'm confused, is it faster to mine if you use a hammer or a pickaxe?
Because I'm considering a woodcutter/miner with a smithing and machining book, along with and axe and either a pickaxe or a hammer.


Pickaxes are faster for mining, indeed.

KingFerdinand1 wrote:
G-Tech Corporation wrote:
Any hope of those capitalizations being normalized Ferdinand?

I Cannot, I Have OCD.


Hmm, I'll think about that.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Olog-Hai
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Posts: 6116
Founded: May 12, 2015
Ex-Nation

Postby The Olog-Hai » Mon Dec 05, 2016 4:36 pm

G-Tech Corporation wrote:
The Olog-Hai wrote:So, I'm confused, is it faster to mine if you use a hammer or a pickaxe?
Because I'm considering a woodcutter/miner with a smithing and machining book, along with and axe and either a pickaxe or a hammer.


Pickaxes are faster for mining, indeed.

KingFerdinand1 wrote:I Cannot, I Have OCD.


Hmm, I'll think about that.

But...
It seems like you need a hammer to build a smithy from which you get a hammer.
Hm... I might go for wealthy, and get a hammer and a pick. Or drop the pick and grab a masonry skill book too.
It appears I'm an INTP-T. You're not gonna get much more about me.
Wenglesy wrote:Might as well submit now to the obviously superior forces of Legyon fun Genital.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Dec 05, 2016 4:40 pm

The Olog-Hai wrote:
G-Tech Corporation wrote:
Pickaxes are faster for mining, indeed.



Hmm, I'll think about that.

But...
It seems like you need a hammer to build a smithy from which you get a hammer.
Hm... I might go for wealthy, and get a hammer and a pick. Or drop the pick and grab a masonry skill book too.


Quite so. A hammer is necessary to build with iron, which is itself necessary to build a Smithy.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Olog-Hai
Negotiator
 
Posts: 6116
Founded: May 12, 2015
Ex-Nation

Postby The Olog-Hai » Mon Dec 05, 2016 6:05 pm

G-Tech Corporation wrote:
The Olog-Hai wrote:But...
It seems like you need a hammer to build a smithy from which you get a hammer.
Hm... I might go for wealthy, and get a hammer and a pick. Or drop the pick and grab a masonry skill book too.


Quite so. A hammer is necessary to build with iron, which is itself necessary to build a Smithy.

So, if that's it, then I'm thinking of taking wealthy for the trait, and taking a hammer, pick, masonry skill book, smithing skill book, and machinery skill book.
Seeing as we got a woodworker already. And I'd take fishing (for a food skill) and mining.
It appears I'm an INTP-T. You're not gonna get much more about me.
Wenglesy wrote:Might as well submit now to the obviously superior forces of Legyon fun Genital.

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