Harkback Productions Presents
- The Clocktower -
- In character -
Train to OOC
- The Time -
02:00
Clock moves forward once everyone catches up.
-
Backstories
Name: Alexander Eldridge
Appearance:
Nationality:English
Trade:Engineer
Expedition:Revolutionaries
Biography: Mr Eldridge despite being a man of the socialist persuasion had as many would call a bourgeoise upbringing. He was brought up as the son of a wealthy landowner out in the English countryside, oddly enough for a man of the 19th century Alexander's farther was a severe luddite and as such he deprived both his family and his tenants of most if not all forms of modern technology this was all well and good for a wealthy family who could afford the finest of non technological goods an Alexander (despite how he puts it to his comrades) yet as Alexander grew older and spoke at length with the kids from town he resolved that he was going to make a name for himself outside his father's primeval manor, upon hearing this his farther was less than pleased forcing Alexander to eventually sneak out of the house and make his way to London.
When he arrived in the big city it was far less than what he had been expecting the money that he had appropriated from his father's home had been quickly running out in the form of rent and drink and it turned out that acquiring a well paying job was not easy in the slightest. He ended up hanging out with a group of folk who called themselves the Anarcho socialist league of Britain, despite the flashy name they were really just 15 bitter guys who all drank at the same bar and Alexander fit in perfectly. He eventually fell under the tutelage of John Arlington, an engineer who had worked on many of the great industrial machines of the era and upon seeing the pain it caused to the workers he committed himself to the revolutionary cause and now sought to take Alexander under his wing in both political theory and engineering.
Alexander adapted well to a career of engineering and practically thought of the socialist ethos as his own religion. He worked with Mr Arlington on number of projects and prospects looked up for him working on some of his own things however the vanishing of the sun put a quick end to that dream, practically every engineer in the country was assigned to an emergency plan to create insulated shelters across the country, when plans were leaked that the shelters were to only be for the wealthy revolution engulfed the country and Alexander and his friends were at it's forefront. Eventually London was brought under the command of the revolution although the fate of the rest of the country was unknown due to the breakdown of communication yet the revolution had gained a stronghold! With their exodus from the cities the bourgeoise had taken with them great deals of industrial and scientific equipment, a revolutionary vanguard was quickly assembled to reclaim this equipment and was sent out into the frozen void, Alexander was of course a willing volunteer in this expedition and was extraordinarily willing to take the fight to the wealthy scum. Yet the days wore on and there was sight of any shelters, no sight of London either and every minute it just grew colder and colder. The expedition was eroded away be desertions and deaths, eventually leaving just a scared crew of 5 men to accompany Alexander and with time they too went leaving Alexander alone in the dark.
Don't worry Hark I got ya covered.
Appearance:
Nationality:English
Trade:Engineer
Expedition:Revolutionaries
Biography: Mr Eldridge despite being a man of the socialist persuasion had as many would call a bourgeoise upbringing. He was brought up as the son of a wealthy landowner out in the English countryside, oddly enough for a man of the 19th century Alexander's farther was a severe luddite and as such he deprived both his family and his tenants of most if not all forms of modern technology this was all well and good for a wealthy family who could afford the finest of non technological goods an Alexander (despite how he puts it to his comrades) yet as Alexander grew older and spoke at length with the kids from town he resolved that he was going to make a name for himself outside his father's primeval manor, upon hearing this his farther was less than pleased forcing Alexander to eventually sneak out of the house and make his way to London.
When he arrived in the big city it was far less than what he had been expecting the money that he had appropriated from his father's home had been quickly running out in the form of rent and drink and it turned out that acquiring a well paying job was not easy in the slightest. He ended up hanging out with a group of folk who called themselves the Anarcho socialist league of Britain, despite the flashy name they were really just 15 bitter guys who all drank at the same bar and Alexander fit in perfectly. He eventually fell under the tutelage of John Arlington, an engineer who had worked on many of the great industrial machines of the era and upon seeing the pain it caused to the workers he committed himself to the revolutionary cause and now sought to take Alexander under his wing in both political theory and engineering.
Alexander adapted well to a career of engineering and practically thought of the socialist ethos as his own religion. He worked with Mr Arlington on number of projects and prospects looked up for him working on some of his own things however the vanishing of the sun put a quick end to that dream, practically every engineer in the country was assigned to an emergency plan to create insulated shelters across the country, when plans were leaked that the shelters were to only be for the wealthy revolution engulfed the country and Alexander and his friends were at it's forefront. Eventually London was brought under the command of the revolution although the fate of the rest of the country was unknown due to the breakdown of communication yet the revolution had gained a stronghold! With their exodus from the cities the bourgeoise had taken with them great deals of industrial and scientific equipment, a revolutionary vanguard was quickly assembled to reclaim this equipment and was sent out into the frozen void, Alexander was of course a willing volunteer in this expedition and was extraordinarily willing to take the fight to the wealthy scum. Yet the days wore on and there was sight of any shelters, no sight of London either and every minute it just grew colder and colder. The expedition was eroded away be desertions and deaths, eventually leaving just a scared crew of 5 men to accompany Alexander and with time they too went leaving Alexander alone in the dark.
Don't worry Hark I got ya covered.
Name:Thomas Samson
Appearance:
Nationality:American
Trade:Scientist
Expedition:Scientific Expedition
Biography:
Growing up in the south was not easy for this man of color. He was born in a small town in the deep deep south, to sharecroppers who struggled to survive in Jim Crow land. The nail in the coffin was when his uncle was lynched by a mob after they got wind that he had insulted a white woman. This did not happen but that did not stop innocent blood from being shed. Thomas and his folk escaped to the north, to Harlem, New York with nothing but the clothes on their backs. Things where far from perfect but the horrors of the south were now far behind them.
In New York, he was free to pursue his true passions away from the fields. He was a brilliant tinkerer and thinker. He would take any gadgets and widgets in his family's possession and tear them apart then reassemble them improving them in the process. He invented wonderful devices in his free time. He possessed a sharp mind that would do him good in all future endeavors. He got a scholarship to Cheyney University where he would study physics and chemistry. To escape the prejudice of America, like so many before him he moved to Europe where his talents as a scientist would be well received, and he became a respected and distinguished scientist in Paris.
He was to take a scientific expedition to a far off land an opportunity of a lifetime. Thomas traveled to London, where he gave a speech at the Society of Thinkers rousing applause accompanied what was to be the pinnacle of his crowning achievement in the field of physics.
Then it happened. It grew colder and colder as the sun died out. Thomas at first escaped to his lab where he came up with scientific inquiries for why the sun had died out. He soon ran into his fellow scientists who joined him on an expedition to find a solution. They all died in the end, leaving Thomas to his work solo. It is not an easy task but Thomas is an introvert at heart,he tinkers and performs experiments in his lab to find out the answer to the eternal winter mystery,...
Appearance:
Nationality:American
Trade:Scientist
Expedition:Scientific Expedition
Biography:
Growing up in the south was not easy for this man of color. He was born in a small town in the deep deep south, to sharecroppers who struggled to survive in Jim Crow land. The nail in the coffin was when his uncle was lynched by a mob after they got wind that he had insulted a white woman. This did not happen but that did not stop innocent blood from being shed. Thomas and his folk escaped to the north, to Harlem, New York with nothing but the clothes on their backs. Things where far from perfect but the horrors of the south were now far behind them.
In New York, he was free to pursue his true passions away from the fields. He was a brilliant tinkerer and thinker. He would take any gadgets and widgets in his family's possession and tear them apart then reassemble them improving them in the process. He invented wonderful devices in his free time. He possessed a sharp mind that would do him good in all future endeavors. He got a scholarship to Cheyney University where he would study physics and chemistry. To escape the prejudice of America, like so many before him he moved to Europe where his talents as a scientist would be well received, and he became a respected and distinguished scientist in Paris.
He was to take a scientific expedition to a far off land an opportunity of a lifetime. Thomas traveled to London, where he gave a speech at the Society of Thinkers rousing applause accompanied what was to be the pinnacle of his crowning achievement in the field of physics.
Then it happened. It grew colder and colder as the sun died out. Thomas at first escaped to his lab where he came up with scientific inquiries for why the sun had died out. He soon ran into his fellow scientists who joined him on an expedition to find a solution. They all died in the end, leaving Thomas to his work solo. It is not an easy task but Thomas is an introvert at heart,he tinkers and performs experiments in his lab to find out the answer to the eternal winter mystery,...
Name: Duke Mikhael Zukhov, Fabricator-Lord of the Sky Blue Fleet
Appearance: Tall as a willow tree, beard once sand-blonde with hints of scarlet now tinged with white as the stress of his life wears upon him. Mikhael was once a muscular fencer, an officer trained in classical warfare in Moscow, his frame now somewhat diminished due to a lack of calories but still formidable. He wears a slate gray uniform and the brass stars of his command, when they can be seen under the leathers and thick cloak he swaddles himself in.
Nationality: Russian, though he can get by in German and English
Trade: Engineer prior to being called into the military. Now, Commander without a command.
Expedition: Scientific Expedition
Biography: His face now sallow and sunken from long hours and febrile purpose, Mikhael was once a hale and febrile man, a commander and gentleman-scientist in the Russian National Army just prior to the Revolution. Renowned for his ruthless but efficient strategic acumen, and the terror he inflicted on enemy and his men alike, he was nearly slain in an assassination in the opening days of the Crimson Revolt, before going on to slaughter nearly three hundred thousand revolutionaries at the Battle of Vismisa Forest with chemical weapons and a charnel pit of artillery. Since the sun went out, he drove his men to seek resources and machines to rebuild the world that was, until his last lieutenant disappeared nearly a week ago.
Appearance: Tall as a willow tree, beard once sand-blonde with hints of scarlet now tinged with white as the stress of his life wears upon him. Mikhael was once a muscular fencer, an officer trained in classical warfare in Moscow, his frame now somewhat diminished due to a lack of calories but still formidable. He wears a slate gray uniform and the brass stars of his command, when they can be seen under the leathers and thick cloak he swaddles himself in.
Nationality: Russian, though he can get by in German and English
Trade: Engineer prior to being called into the military. Now, Commander without a command.
Expedition: Scientific Expedition
Biography: His face now sallow and sunken from long hours and febrile purpose, Mikhael was once a hale and febrile man, a commander and gentleman-scientist in the Russian National Army just prior to the Revolution. Renowned for his ruthless but efficient strategic acumen, and the terror he inflicted on enemy and his men alike, he was nearly slain in an assassination in the opening days of the Crimson Revolt, before going on to slaughter nearly three hundred thousand revolutionaries at the Battle of Vismisa Forest with chemical weapons and a charnel pit of artillery. Since the sun went out, he drove his men to seek resources and machines to rebuild the world that was, until his last lieutenant disappeared nearly a week ago.
Name: John Giles
Appearance: A man of contradiction by looks, John combines a careffully kempt, delicate face and fair moustache with a rough, soldier's body and an infantryman's cloak, bearing the insignia of the nascent red cross. His face, at first look, is eminently gentle, his eyes carrying a light warmth, but after more than a moment the scars can more easily be spotted, along with the boxed ear and the three silver-teeth. He carries a sad aspect about him, seeming to wander like a great, oddly lost bear in the snow.
Nationality: Giles was an Englishman, but very much a citizen of the world. Born to colonial administrators in Ceylon and having lived for years in Port Arthur.
Trade: Giles was, when the sun went, a military medic. Before that, he'd been an adventurer and a medical student.
Expedition: Refugees.
Biography: To be elaborated, but in brief John was raised in Ceylon before returning to England and attending Cambridge (Corpus Christi) to learn biology and medicine. Half way through his time there his roystering temper and love of port and cider ran him afoul of the dean and had him sent packing. He spent 1900-1904 touring Europe and East Asia, making pilgrimages between the churches of the East and the great cities of the Orient. He joined up in 1904 with the humanitarian effort in the Russo-Japanese War, hoping to find himself a purpose, and spent the war witnessing horrors unlike any he'd dreamt. For years after he tended to the wounded veterans and made his way as a travelling medic, even taking work on an expedition up the Nile, before returning to England when the war began and signing up as a medic with the Red Cross. When the sun died, he tried in vain to keep his fellows together in one hospital, but was overwhelmed by patients, and forced to try to take those who could walk back home. He got as far as Surrey before the last man died, leaving him alone in the snow.
Appearance: A man of contradiction by looks, John combines a careffully kempt, delicate face and fair moustache with a rough, soldier's body and an infantryman's cloak, bearing the insignia of the nascent red cross. His face, at first look, is eminently gentle, his eyes carrying a light warmth, but after more than a moment the scars can more easily be spotted, along with the boxed ear and the three silver-teeth. He carries a sad aspect about him, seeming to wander like a great, oddly lost bear in the snow.
Nationality: Giles was an Englishman, but very much a citizen of the world. Born to colonial administrators in Ceylon and having lived for years in Port Arthur.
Trade: Giles was, when the sun went, a military medic. Before that, he'd been an adventurer and a medical student.
Expedition: Refugees.
Biography: To be elaborated, but in brief John was raised in Ceylon before returning to England and attending Cambridge (Corpus Christi) to learn biology and medicine. Half way through his time there his roystering temper and love of port and cider ran him afoul of the dean and had him sent packing. He spent 1900-1904 touring Europe and East Asia, making pilgrimages between the churches of the East and the great cities of the Orient. He joined up in 1904 with the humanitarian effort in the Russo-Japanese War, hoping to find himself a purpose, and spent the war witnessing horrors unlike any he'd dreamt. For years after he tended to the wounded veterans and made his way as a travelling medic, even taking work on an expedition up the Nile, before returning to England when the war began and signing up as a medic with the Red Cross. When the sun died, he tried in vain to keep his fellows together in one hospital, but was overwhelmed by patients, and forced to try to take those who could walk back home. He got as far as Surrey before the last man died, leaving him alone in the snow.
Name: Rose Casten, Death's Maiden
Appearance:
Nationality: British
Trade: Armed Escort and Bounty Hunter
Expedition: Trade Caravan
Biography: Rose's life didn't change much after the sun died. Having grown up on the streets, with naught but weapons and wits to keep herself alive, her life had always been one of pure survival. Even as she grew skilled with those weapons, and became adept at scavenging the winding alleys of London for valuables, survival - and maybe a quick buck - were the only concerns. Slowly, as her means and her connections grew, Rose began taking contracts - bounties, as they were called. Some ended up with her getting into hairier situations than she'd like, but overall the endeavor was extremely profitable. And when the sun went out, she just hopped onto a caravan and did the exact same thing as before. As an outrider for the caravan, she was able to do exactly what she had been doing before - get the drop on enemies, and overall do her own thing. She even managed to hone her scavenging along the way, the remains from other former expeditions ripe for harvest. Until her own caravan was added to that pile of remains.
Appearance:
Nationality: British
Trade: Armed Escort and Bounty Hunter
Expedition: Trade Caravan
Biography: Rose's life didn't change much after the sun died. Having grown up on the streets, with naught but weapons and wits to keep herself alive, her life had always been one of pure survival. Even as she grew skilled with those weapons, and became adept at scavenging the winding alleys of London for valuables, survival - and maybe a quick buck - were the only concerns. Slowly, as her means and her connections grew, Rose began taking contracts - bounties, as they were called. Some ended up with her getting into hairier situations than she'd like, but overall the endeavor was extremely profitable. And when the sun went out, she just hopped onto a caravan and did the exact same thing as before. As an outrider for the caravan, she was able to do exactly what she had been doing before - get the drop on enemies, and overall do her own thing. She even managed to hone her scavenging along the way, the remains from other former expeditions ripe for harvest. Until her own caravan was added to that pile of remains.
Attributes
Might: 1
Precision: 2
Speed: 0
Caution: 2
Gears: 3
Flesh: 0
Elements: 2
Faith: 0
Precision: 2
Speed: 0
Caution: 2
Gears: 3
Flesh: 0
Elements: 2
Faith: 0
Might: 1
Precision: 1
Speed: 0
Caution: 1
Gears: 3
Flesh: 0
Elements: 3
Faith: 1
Precision: 1
Speed: 0
Caution: 1
Gears: 3
Flesh: 0
Elements: 3
Faith: 1
Might: 1
Precision: 2
Speed: 0
Caution: 1
Gears: 2
Flesh: 0
Elements: 3
Faith: 1
Precision: 2
Speed: 0
Caution: 1
Gears: 2
Flesh: 0
Elements: 3
Faith: 1
Might: 3
Precision: 1
Speed: 1
Caution: 1
Gears: 0
Flesh: 3
Elements: 0
Faith: 1
Precision: 1
Speed: 1
Caution: 1
Gears: 0
Flesh: 3
Elements: 0
Faith: 1
Might: 2
Precision: 3
Speed: 2
Caution: 2
Gears: 1
Flesh: 0
Elements: 0
Faith: 0
Precision: 3
Speed: 2
Caution: 2
Gears: 1
Flesh: 0
Elements: 0
Faith: 0
MAP
Coming Soon!
Coming Soon!
-
- Mechanics -
The end of the world is near. Scientists couldn't give an exact date, but any moment, the atmosphere could begin to condense. The implications are beyond catastrophic.
Time is now measured in minutes and hours. The clock progresses by 1 hour each "turn", leaving players 60 minutes to spend on actions. Once the actions are resolved, the clock moves forward by another hour and new actions can be posted. Note that it is the OPs duty to keep track of time and to resolve the effects of actions.
Each action a player can take has a rough estimate of how long it will take and what the probable effects will be. It is the OPs role to determine whether an action is successful or not, based on player attributes and the element of uncertainty.
Time is now measured in minutes and hours. The clock progresses by 1 hour each "turn", leaving players 60 minutes to spend on actions. Once the actions are resolved, the clock moves forward by another hour and new actions can be posted. Note that it is the OPs duty to keep track of time and to resolve the effects of actions.
Each action a player can take has a rough estimate of how long it will take and what the probable effects will be. It is the OPs role to determine whether an action is successful or not, based on player attributes and the element of uncertainty.
Each player has attribute points in the following 7 categories, starting values determined based on your character's biography. Attributes have an active effect (if used during an action, listed first) and a passive effect (applied from start, listed second). No player may have more then 5 points in any category, as level 5 signifies complete mastery.
Attribute points may be gained during game through practice, or lost to madness and injury.
I. Might
A: + effect of pushing, pulling, smashing things, if successful.
P: + 5 Heart per point.
II. Precision
+ accuracy, success chance, reliability when used.
+ 1 Mind per point.
III. Speed
- time it takes to perform any action.
+ 1 Priority to all actions (characters with higher priority perform their actions first if both occur at the same time).
IIII. Caution
+ awareness, thoroughness, protection against hidden dangers.
- 5 minutes per point for Investigate/Explore time cost.
V. Gears
+ understanding of machinery, craftiness, construction.
- 5 minutes per point for Craft/Build time cost.
VI. Flesh
+ understanding of the human body, medicine, metabolism.
- 5 minutes per point for Heal/Cook time cost.
VII. Elements
+ understanding of hard science.
+ 1 Research point per design action.
VIII. Faith
+ hope for salvation,
+ 1 willpower per prayer.
When performing an action, players may specify which attributes they wish to use to perform said action. Some attributes contradict others, and apply penalties if used at the same time.
I. Might
&
II. Precision
Contradict one another.
III. Speed
&
IIII. Caution
Contradict one another.
V. Gears
&
VI. Flesh
Contradict one another.
VII. Elements
&
VIII. Faith
Contradict one another.
By default, you may use 1 attribute for each action, without using willpower.
To use 2 attributes, you must spend 1 willpower.
To use 3 attributes, you must spend 2 willpower.
If you wish to use contradicting attributes as part of the same action, you must spend 1 additional willpower.
Attribute points may be gained during game through practice, or lost to madness and injury.
I. Might
A: + effect of pushing, pulling, smashing things, if successful.
P: + 5 Heart per point.
II. Precision
+ accuracy, success chance, reliability when used.
+ 1 Mind per point.
III. Speed
- time it takes to perform any action.
+ 1 Priority to all actions (characters with higher priority perform their actions first if both occur at the same time).
IIII. Caution
+ awareness, thoroughness, protection against hidden dangers.
- 5 minutes per point for Investigate/Explore time cost.
V. Gears
+ understanding of machinery, craftiness, construction.
- 5 minutes per point for Craft/Build time cost.
VI. Flesh
+ understanding of the human body, medicine, metabolism.
- 5 minutes per point for Heal/Cook time cost.
VII. Elements
+ understanding of hard science.
+ 1 Research point per design action.
VIII. Faith
+ hope for salvation,
+ 1 willpower per prayer.
When performing an action, players may specify which attributes they wish to use to perform said action. Some attributes contradict others, and apply penalties if used at the same time.
I. Might
&
II. Precision
Contradict one another.
III. Speed
&
IIII. Caution
Contradict one another.
V. Gears
&
VI. Flesh
Contradict one another.
VII. Elements
&
VIII. Faith
Contradict one another.
By default, you may use 1 attribute for each action, without using willpower.
To use 2 attributes, you must spend 1 willpower.
To use 3 attributes, you must spend 2 willpower.
If you wish to use contradicting attributes as part of the same action, you must spend 1 additional willpower.
Each character has 15 Heart + Might x 5 and 5 Mind + Precision at start.
Your Heart determines starting and maximum HEALTH.
Your Mind determines starting and maximum WILLPOWER.
HEALTH
- Health can be reduced by injuries, starvation and freezing.
- If it reaches 0, your character loses consciousness and dies within 10 minutes if no help is received.
- Health can be regained by resting, eating and being treated with medicine.
WILLPOWER
- Willpower (while positive) can be spent on boosting the chance of success of actions, or to react to life threatening dangers.
- You regain willpower with rest and prayer.
- You may lose willpower through pain and dread. Negative willpower may cause madness.
Your Heart determines starting and maximum HEALTH.
Your Mind determines starting and maximum WILLPOWER.
HEALTH
- Health can be reduced by injuries, starvation and freezing.
- If it reaches 0, your character loses consciousness and dies within 10 minutes if no help is received.
- Health can be regained by resting, eating and being treated with medicine.
WILLPOWER
- Willpower (while positive) can be spent on boosting the chance of success of actions, or to react to life threatening dangers.
- You regain willpower with rest and prayer.
- You may lose willpower through pain and dread. Negative willpower may cause madness.
Name - Time cost - Effects
Move - 5 minutes - Relocate to a nearby area, provided you have a safe path there. If not, you may encounter challenges along the way.
Explore - 60 minutes - Search an unexplored area to gain information about it and possibly find items. Note that you can move through unexplored areas. You may explore an area together with your comrades. Doing so cuts exploration time to half (or to a third).
Investigate - 30 minutes - Study an explored area for additional information (must be done alone however).
Scavenge - 30 minutes - Gather materials (scrap, chemicals, electron tubes, oil, raw food) from explored areas.
Craft - 30 minutes per level (level 0 is always 5 minutes). Craft an item from a design provided you have the materials for it. Items come in levels (0 to 5). Gears guarantee success for levels below or equal to yours, Precision increases item durability, speed reduces crafting time, other attributes may have unforseen consequences. Failing to craft an item will refund components.
Design - 30 minutes to add 1 (+ elements) research point (level 0 items are free to design!).
- Step1: You may at any time during the game dream up any type of item/construction (TG me!).
- Step2: The OP then assigns a level to the item/construction.
- Step3: You may then begin designing the item/construction by adding research points using this action. A level 1 item cots 1 research points, a level 5 item costs 5 research points. You may split your RPs between multiple designs, or stop designing and continue later if interrupted.
- Step4: Once you've added enough research points to complete the design, the OP will attach a price tag in materials.
- Step5: You may share your designs with other players for free, or craft them yourself!
Rest - 120 minutes - Regain +5 Health from injuries or exhaustion (but not from sickness, frostbite or hunger!), +1 Willpower. !Reduces your defense against cold by 10 °C for the duration!
Pray - 5 minutes - +1 Willpower
Recycle - 60 minutes - Take apart an item. Gain back most of its components.
Additional actions my be discovered through exploring the world or using items.
Move - 5 minutes - Relocate to a nearby area, provided you have a safe path there. If not, you may encounter challenges along the way.
Explore - 60 minutes - Search an unexplored area to gain information about it and possibly find items. Note that you can move through unexplored areas. You may explore an area together with your comrades. Doing so cuts exploration time to half (or to a third).
Investigate - 30 minutes - Study an explored area for additional information (must be done alone however).
Scavenge - 30 minutes - Gather materials (scrap, chemicals, electron tubes, oil, raw food) from explored areas.
Craft - 30 minutes per level (level 0 is always 5 minutes). Craft an item from a design provided you have the materials for it. Items come in levels (0 to 5). Gears guarantee success for levels below or equal to yours, Precision increases item durability, speed reduces crafting time, other attributes may have unforseen consequences. Failing to craft an item will refund components.
Design - 30 minutes to add 1 (+ elements) research point (level 0 items are free to design!).
- Step1: You may at any time during the game dream up any type of item/construction (TG me!).
- Step2: The OP then assigns a level to the item/construction.
- Step3: You may then begin designing the item/construction by adding research points using this action. A level 1 item cots 1 research points, a level 5 item costs 5 research points. You may split your RPs between multiple designs, or stop designing and continue later if interrupted.
- Step4: Once you've added enough research points to complete the design, the OP will attach a price tag in materials.
- Step5: You may share your designs with other players for free, or craft them yourself!
Rest - 120 minutes - Regain +5 Health from injuries or exhaustion (but not from sickness, frostbite or hunger!), +1 Willpower. !Reduces your defense against cold by 10 °C for the duration!
Pray - 5 minutes - +1 Willpower
Recycle - 60 minutes - Take apart an item. Gain back most of its components.
Additional actions my be discovered through exploring the world or using items.
Each character may carry an unlimited amount of items. However, excessive hoarding however may increase the time it takes for you to move between areas.
Constructions cannot be moved.
Some items are common and available from the start.
It is not possible to steal items from other players (not even while they rest), unless they are knocked unconscious during combat.
Constructions cannot be moved.
Some items are common and available from the start.
It is not possible to steal items from other players (not even while they rest), unless they are knocked unconscious during combat.
THE COLD
Each area has temperature rating in °C degrees. The exact value however is unknown to you without a thermometer.
Your clothes are able to protect you against a certain level of cold. If temperature drops below that, you will gradually lose health.
0 - 20 °C difference = -1 health per hour!
21 - 50 °C difference = -1 health per 10 minutes!
51 °C or greater difference = -1 health per minute!
Health lost to cold comes in the form of hypothermia. For each point of health lost to cold, Hypothermia develops to a more advanced stage, causing penalties to your attributes.
THE HUNGER
You need to eat. Once every 6 hours, your hunger intensifies.
You may reduce your hunger by eating. This also restores health.
Each level of hunger (except the first) gradually diminishes your health and sanity.
THE DARKNESS
Whilst in an area without a trace of light, or as a result of exhaustion, your sanity may be tested.
For each hour spent in darkness, you may lose willpower. For each day without rest, you may lose willpower.
Each area has temperature rating in °C degrees. The exact value however is unknown to you without a thermometer.
Your clothes are able to protect you against a certain level of cold. If temperature drops below that, you will gradually lose health.
0 - 20 °C difference = -1 health per hour!
21 - 50 °C difference = -1 health per 10 minutes!
51 °C or greater difference = -1 health per minute!
Health lost to cold comes in the form of hypothermia. For each point of health lost to cold, Hypothermia develops to a more advanced stage, causing penalties to your attributes.
THE HUNGER
You need to eat. Once every 6 hours, your hunger intensifies.
You may reduce your hunger by eating. This also restores health.
Each level of hunger (except the first) gradually diminishes your health and sanity.
THE DARKNESS
Whilst in an area without a trace of light, or as a result of exhaustion, your sanity may be tested.
For each hour spent in darkness, you may lose willpower. For each day without rest, you may lose willpower.