[b]Survival the Forum Game[/b] This is a strategic game in which you must be the last one to survive. Make allies, make enemies, betray or act on your own, do whatever to survive. It is fairly complicated but the people only have to understand their class at the start and upgrade later. Have fun --- [b]RULES[/b] 12 player max Each person is a soldier fighting for survival, Everyone is against everyone. Allies can be made to fight more powerful enemies but in the end Only one can Survive. You start off in a random space in a 5x5 square board or 6x6 You have two movements and one action per turn. You have 100 Health each. Once you hit 10 Health you Must be healed within 3 turns or you will die. Once you hit 5 health you cannot move due to injuries. Every turn you get 1 SP which you can use to buy new skills If you're stuck on a square that's burning, you will catch fire Squares take 3 turns to burn down and fires may spread A weapon's Attack is in (paranthesis) and is applied for each hit [b]Order of events: 1. Heal 2. Item Pickup/Any other misc. action. 3. Attack 4. Move 5. Attack (If you did not attack before moving)[/b] The number of hits is decided with a D6 (a six sided die,) while accuracy is decided with a D100 (A hundred sided die, also known as a percent roll) Don't think it will all be just fun and games, as the map is ever changing, and new threats always lay just beyond the horizon At the start you pick between several classes: [hider= Classes] [b]CLASSES[/b] [i]Weapons Expert:[/i] "WHO TOUCHED MY GUN!?" Arms: Machine gun, pistol, granades , hunting knife Skills: shooting advanced, throwing basic, CQC Basic Equipment: [i]Medic:[/i] "Let's go practice medicine." Arms: pistol, grenades Skills: medic 2 Equipment: Med kitx2 [i]Scout:[/i] "If you were from where I was from, you'd be f**kin' dead!" Arms: pistol, grenades, trip wire Skills: scout advanced, shooting basic, cqc basic Equipment: [i]Sniper:[/i] "Boom, headshot." Arms: sniper rifle, pistol Skills: sniper 2 Equipment: [i]CQC:[/i] "If fighting is sure to result in victory, then you must fight!... ." Sun Tzu said that, and I'd say he knows a little more about fighting than you do, pal, because he invented it! And then he perfected it, so that no living man could best him in the ring of honor!" Arms: throwing knives, hunting knife, pistol Skills: cqc advanced, throwing basic, shooting basic Equipment: [i]Explosive's Expert:[/i] "What makes me a good Explosive's Expert? If I were a [i]bad[/i] Explosive's Expert, [b]I wouldn't be sitting here, discussing it with you, now would I?" [/b]Arms: mines, C4, Grenades, Skills: Bomb placemnt advanced, Bomb diffusion 1, throwing basic Equipment: Mine-Sweeper [/hider] [hider= Special Classes] [b]NON CHOOSABLE CLASSES - [/b]These classes can not be chosen at the beginning of the game, but instead are either picked by late joiners, or dead players. [b][i]Reinforcements:[/i][/b] These are troops that start with only a pistol and 1 random basic skill. They can only join after the game has started and are Para dropped in a random Square. [b][i]G.H.O.S.T.S.[/i][/b] These are dead people. They are robots with 75 health sent out to kill. They cannot heal by using items. Once dead they revive in the G.H.O.S.T.S. Square the turn after they die, Usually one of the corner squares. They also can not win, as they are not technically alive! They have unique weapons that only they can start with and others can only get if they kill G.H.O.S.T.S and steal their weapon. G.H.O.S.T.S may choose only one weapon per re-spawn and cannot pick up items. Chooseable arms: dual pistols (Can attack twice),or any already existing weapon[/hider] "What happens when I die?" The dead body of the player remains in the square the player fell in for 2 turns. Players in the square may loot one weapon or item per turn from the dead body, for those two turns. Afterwards the body disappears forever. People who die can choose to remain dead or respawn as a G.H.O.S.T the turn after they die (see above). (Ghosts can not win the game!) [hider= Weapons] [b]WEAPONS[/b] [b]Fighting CQC. Range 0. (Fight people in your square)[/b] [i]Unarmed (Silent):[/i] Basic attack (5). 40% chance hitting. 60% chance along with basic CQC. 80% Chance with Advanced CQC skill. [i]Hunting Knife (Silent)[/i]: (12.5) 50% chance hitting. 70% along with basic CQC. 90% with advanced CQC. [i]Flamethrower: ([/i]10) damage first successful fire attempt, with the target suffering (10) damage each successful turn until they stop, drop and roll to put the fire out. Squares/buildings/objects can be incinerated. 35% with no shooting skill, 55% with basic shooting skill, and 75% with shooting skill advanced. [b]Fighting Range 1. (Fight people in a range of 1 square.)[/b] [i]Throwing knives (Silent):[/i] (12.5) 35% Chance hitting. 55% with Throwing skill Basic. 75% with Throwing skill advanced. [i]Grenades:[/i] Explosive. (12.5) 40% Chance hitting. 60% with throwing skill Basic. 80% With throwing skill advanced. [b](TOSSBACK RULE[/b]: When grenades are thrown, 6 of them can be thrown at one time, If they are successful, The defenders can toss back as many as there are people, 1=1, 2=2, 3=3 so on, Risk rules are applied, 5 dice are rolled, 2 for defender, 3 for attacker, If both attackers numbers are higher, It hurts defender, If defender is higher, Its hurts Attacker (Slightly less than usual) If it is draw, No one is hurt, Toss back can be negated by when throwing Grenades, [i]Another person firing at the square with a weapon will scare the defenders, making them unable to defend[/i] Same rules as before, 1 shot scares 1 defender, 2=2, 3=3 so on) [b]Fighting range 2. (Fight people in a range of 2 square.) [/b] [i]Machine Gun:[/i] (7.5) (Uses d10 to decide hits) 35% chance hitting. 45% with basic shooting skill. 55% chance with shooting skill advanced. [i]Pistol:[/i] (10) 50% chance hitting. 70% with basic shooting skill. 90% with advanced shooting skill. [b]Fighting range 3. [/b] [i]Sniper:[/i] Long range. Has a different system to other weapons. SNIPING RIFLES CANNOT SHOOT AT SOMEONE IN THE SAME SQUARE. [i]Choose a body part to aim for (Leg, Arm, Torso,) before attacking, if you roll 100% you do your damage, and make a headshot[/i] Body Part ........../ Damage......../ Effect ..................................................../ Chance of hitting according to skill Leg. Hurts ...........(6.5) ............... Player can only move 1 scare next turn. 30% no sniper skill. 75% with sniper skill 1. 80% with sniper skill 2 Arm. Hurts............(6.5) ................ Player takes -10 on next aim-roll........... 30% with no sniper skill. 80% with sniper skill 1 85% with sniper skill 2 Torso. hurts..........(7.5) ........................................................................... 35% With no sniper skill. 85% with sniper skill 1. 90% with sniper skill 2 Head. hurts...........(+20).............................................................................. 1% with no sniper skill. 5% with sniper skill 1. 10% with sniper skill 2 [b]HEADSHOTS:[/b] Only Snipers can make Headshots, when a player is hit with a Headshot 3 coins are flipped Heads they are murdered, tails, they only take damage [b]EXPLOSIVES[/b] C4: Hurts 25. Always hit if properly placed and activated. Detonate by PMing the GM (At [i]any[/i] time). C4 does not appear on the map. Mines: Hurts 25: Explodes when someone enters area. Shown on map as *. [b]TRAPS[/b] Trip Wire: Place at the edge of a square anyone who tries to go through the edge of that square, Falls canceling any further actions for that turn. (Including shooting!)[/hider] [hider= Items!] [b]MEDICINE[/b] Med Kits: Heals 30 with no skill. Heals 60 with med skill 1. heals 90 with Med skill 2. Can carry up to 3 medkits at once and pick up 3 medkits per turn. Steroids: Illogical feats achieved, This lowers damage taken for the turn used by .25 (Can only be gained in Hospital) [b]ITEMS[/b] Armour: (Gain at any available Barracks or Weapons crate)(Gain one per turn) Body armor: Stops damage by .5. (Can carry 1) Riot Visor: Stops damage by .5 and chances of headshots (Can carry 1) Mine-Sweeper: Warns if C-4 is on a space, Gives you a chance to defuse if C-4 is detonated a spot you are on. [b]VEHICLES [/b] Jeep: Can Move 3 squares per turn, Cannot fire a gun when you are driving, You will not be hidden when driving, You can carry 2 other people in the jeep who can fire but will not be hidden[/hider] [b]AREAS[/b] Grassland: Basic area, No strategic advantage what so ever. Can catch fire. Forest: Can climb trees to be hidden. Can catch fire. Cliffs: Increases range of Snipers by 1, Also lowers movement by one, Seriously, Do you know how hard it is to climb a cliff? Swamps: Moving through these takes an extra turn, You can hide in these by rolling in the mud (Yeah... hehehe, That will get them :D) Buildings: Are within a random square. takes one movement point to enter. Stops head shots. Can catch fire and will burn down in 3 turns after being torched. Barracks:1 per Round, Weapons are stored there. Collect one per turn. Hospital: 1 per Round, Med Kits are stored there. Collect three per turn. [hider= Skills][b]SKILLS EXPLAINED / LEVELING COSTS[/b] Shooting Skill, Basic (1SP)(Increases Gun Aim) and advanced (2SP)(Increases Gun Aim more) CQC Skill, basic (1SP)(Increases Fighting skill close range) and Advanced (2SP)(Increases Fighting skill close range more) Scout skill Basic (1SP)(Invisible in forests) and Advanced (Invisible unless you actionate besides walking) (2SP) Throwing Skill basic(1SP) and advanced (2SP) Bomb Placement: basic (1SP) 60 % chance placing properly, Advanced (2SP) 80% chance placement Mechanic: (2SP)(Fixes Vehicles, 25 per turn, 10HP if they are on 0) Sniper Skill 1 (2SP)(Allows To use sniper with skill) and 2 (3SP)(Sniper almost perfectly) Medic Skill 1(2SP)(Heal with more strength) and 2 (3SP)(Heals to maximum possible) Bomb diffusion 1(2SP) 50% diffusing, 2 (3SP) 70% chance diffusing Vision (5SP) Can see invisible scouts[/hider]