Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 2v2v2: 5x5 map
- 3v3v3: 6x6 map
- 4v4v4: 7x7 map
- 5x5x5: 8x8 map
- 2v2v2v2: 6x6 map
- 3v3v3v3: 7x7 map
- 4v4v4v4: 8x8 map
- LEVELS
- Level 1 - 2 points
- Level 2 - 3 points, 75exp
- Level 3 - 3 points, 200exp
- Level 4 - 3 points, 375exp
- DEFAULT MOVEMENT AND ACTIONS
- You can move normally three times in the first phase of a turn for 100 energy per tile. You can additionally sprint a fourth tile for 200 energy.
- You can act twice in the second phase of a turn for 150 energy per action. You can overwork for a third action, costing 300 energy.
- You gain 500 energy per turn by default and can store a maximum of 1000.
- Actions:
- >Scavenge
- >Craft
- >Attack
- >Clear Rubble
- >Apply Consumable
- >Change Weapon/Armor
- >Rest (being attacked will cancel; heals 8-16 health)
- RANDOM EVENTS
- There is a possibility of a random event occurring at the beginning of each player’s turn.
- 7% chance of illness
- 7% chance of bleeding
- 12% chance of small gift (equivalent to a 10-13 scavenging roll)
- 4% chance of large gift (equivalent to an 18+ scavenging roll)
- ILLNESS
- Light illness: 3 damage per turn
- Moderate illness: 4 damage per turn
- Severe illness: 5 damage per turn
- 35% chance of improving per turn
- 25% chance of worsening per turn
- BLEEDING
- Light bleeding: 4 damage per turn
- Moderate bleeding: 6 damage per turn
- Severe bleeding: 8 damage per turn
- 50% chance of improving per turn
- 25% chance of worsening per turn
- TRADE
- Can trade freely with a player on the same tile.
- Can trade with players anywhere for a fee of one scrap OR one metal per transaction via the Orphan Express.
- WOLVES
- Wolves will attempt to spawn once per turn up to a maximum of three active wolves at any time. They can spawn anywhere that is at least one tile away from a player.
- Every turn, they will randomly move three tiles. If they land on the same tile as a player, they will attack and begin to track the player until either the wolf or the player is dead. Only one wolf can track a player at once. Wolves will also attempt to track players who attack them from a distance.
- After eight turns Dire Wolves will be introduced, which will have a 30% chance of spawning in place of a normal wolf.
- After sixteen turns Iron Wolves will be introduced, which will have a 15% chance of spawning in place of a normal wolf. Dire Wolves will also have their spawn chance increased to 40%.
- Wolves have 25 health and deal 5-10 damage. Killing one yields one scraps.
- Dire Wolves have 40 health and deal 7-14 damage. Killing one yields one scraps.
- Iron Wolves have 60 health and 6 damage reduction against all ballistic and energy weapons, regenerate 10 health per turn when not occupying the same tile as a player or tracking, and deal 10-20 damage. They will stop tracking players when their health drops below 30. Killing one yields one scraps and has 50% chance of yielding one anomalous material.
- Fighting wolves grants one experience point for every two damage points dealt, as opposed to 1:1 when fighting players.
- SCAVENGING
- Roll 6-9
- 2x scraps
- 2x metal
- 1x chemicals
- 1x rocks (0.5x chance)
- Roll 10-13
- 3x scraps
- 2x metal
- 1x chemicals
- 2x rocks (0.5x chance)
- 1x throwing knives (0.5x chance)
- Roll 14-17
- 4x scraps
- 3x metal
- 2x chemicals
- 2x throwing knives (0.5x chance)
- 1x javelins (0.5x chance)
- Roll 18+
- 5x scraps
- 3x metal
- 2x chemicals
- 2x javelins (0.5x chance)
- 1x tomahawks (0.5x chance)
- 1x anomalous material (0.5x chance)
- WEAPONS, ARMOR, CRAFTING
- Unarmed
- Your fists.
- Damage 6-12s
- Rocks
- Damage 5-10s
- Range 1
- Accuracy 0/85 1/70
- Throwing Knives
- Damage 7-14s
- Range 1
- Accuracy 0/85 1/70
- Javelins
- Damage 9-18s
- Range 1
- Accuracy 0/85 1/70
- Tomahawks
- Damage 11-22s
- Range 1
- Accuracy 0/85 1/70
- Slingshot
- Roll 4
- 3 scraps
- Damage 6-12s
- Range 1
- Accuracy 0/95 1/80
- Rocks
- Bloodletters
- Roll 7
- 2 Throwing Knives, 1 chemicals (creates 2)
- Damage 6-12s
- Range 1
- Accuracy 0/85 1/70
- Causes or worsens bleeding twice
- Target receives immunity to further artificially-induced bleeding for two turns
- Self-Propelled Javelins
- Roll 9
- 2 Javelins, 3 metal, 1 chemicals (creates 2)
- Damage 10-20s
- Range 3
- Accuracy 0/90 1/85 2/80 3/75
- Improvised Combat Knife
- Roll 4
- 3 scraps, 1 metal
- Damage 10-20s
- Improved Combat Knife
- Roll 8
- 1 Improvised Combat Knife, 3 scraps, 1 metal
- Damage 13-26s
- Chainsaw
- Roll 11
- 6 scraps, 4 metal
- Damage 16-32s
- Powersaw
- Roll 13
- 1 Chainsaw, 1 anomalous material
- Damage 20-40s
- Torch
- Good against wolves.
- Roll 5
- 3 scraps
- Damage 8-16s
- +100% damage vs wolves
- +20% damage resistance vs wolf attacks
- Mechanical Torch
- Roll 7
- 1 Torch, 1 metal, 1 chemicals
- Damage 12-24s
- +100% damage vs wolves
- +20% damage resistance vs wolf attacks
- Arrows x4
- Simple ammunition used by primitive kinetic weapons.
- Roll 4
- 4 scraps
- Poisoned Arrows x2
- Also causes or worsens illness twice on top of base damage. Target receives immunity to further artificially-induced illness for two turns.
- Roll 7
- 4 Arrows, 1 chemicals
- Ammo x6
- Standard ammunition used by basic kinetic firearms.
- Roll 5
- 3 metal
- HAmmo x6
- Special ammunition used by advanced kinetic firearms.
- Roll 6
- 3 metal, 1 chemicals
- Limes x6
- Pellets shaped out of the otherworldly materials found all over the Homeland. Named “Limes” for the distinct green glow they seem to give off. Can be used in place of Ammo and HAmmo and increases damage by 50%.
- Roll 7
- 1 anomalous material
- Bow
- Roll 5
- 3 scraps
- Damage 8-16b
- Range 1
- Accuracy 0/85 1/75
- Arrows
- Composite Shortbow
- Roll 8
- 1 Bow, 1 scraps, 1 metal
- Damage 11-22b
- Range 1
- Accuracy 0/90 1/80
- Arrows
- Longbow
- Roll 8
- 1 Bow, 3 scraps
- Damage 9-18b
- Range 2
- Accuracy 0/80 1/80 2/80
- Arrows
- Pistol
- Roll 7
- 5 scraps, 1 metal
- Damage 11-22b
- Range 1
- Accuracy 0/80 1/75
- 2 Ammo
- Submachine Gun
- Roll 9
- 8 scraps, 1 metal
- Damage 15-30b
- Range 1
- Accuracy 0/75 1/70
- 3 Ammo
- Machine Gun
- Roll 11
- 9 scraps, 3 metal
- Damage 19-38b
- Range 1
- Accuracy 0/75 1/65
- 4 Ammo
- +10% movement energy cost
- Pistol+
- Roll 10
- 1 Pistol, 3 scraps
- Damage 14-28b
- Range 1
- Accuracy 0/80 1/75
- 2 HAmmo
- Submachine Gun+
- Roll 12
- 1 Submachine Gun, 1 anomalous material
- Damage 19-38b
- Range 1
- Accuracy 0/75 1/70
- 3 HAmmo
- Machine Gun+
- Roll 12
- 1 Machine Gun, 1 anomalous material
- Damage 25-50b
- Range 1
- Accuracy 0/75 1/65
- 4 HAmmo
- +10% movement energy cost
- The Civilian
- Better than running around in your underwear.
- Roll 6
- 5 scraps
- 20% shock resistance
- 20% ballistic resistance
- The Officer
- Being an official doesn’t mean much here, but at least the fabric is good.
- Roll 8
- 7 scraps, 1 metal
- 30% shock resistance
- 30% ballistic resistance
- The Bulldozer
- Roll 10
- 6 scraps, 4 metal
- 25% shock resistance
- 45% ballistic resistance
- The Barbarian
- Roll 10
- 6 scraps, 4 metal
- 45% shock resistance
- 25% ballistic resistance
- The Dreadnought
- Roll 12
- 2 anomalous material
- 45% shock resistance
- 45% ballistic resistance
- Immunity to snares
- +10% movement energy cost
- The Pathfinder
- Roll 12
- 2 anomalous material
- 30% shock resistance
- 30% ballistic resistance
- Immunity to snares
- -10% movement energy cost
- Tourniquet
- Roll 6
- 2 scraps, 1 metal (up to 2 can be made at once)
- Reduces bleeding severity by two on yourself or an ally on the same tile
- Penicillin
- Roll 6
- 1 chemicals (up to 2 can be made at once)
- Reduces illness severity by two on yourself or an ally on the same tile
- Morphine
- Roll 6
- 1 chemicals (up to 2 can be made at once)
- Heals 15 health to yourself or an ally on the same tile
- The Good Shit
- Roll 8
- 1 scraps, 1 metal, 2 chemicals (up to 2 can be made at once)
- Heals 30 health to yourself or an ally on the same tile
- Snare
- Roll 7
- 1 scraps, 2 metal (up to 2 can be made at once)
- Range 1
- Prevents the target from moving on the following turn and increases their action cost by 50%.
- Snare Mine
- Roll 8
- 1 Snare, 1 metal
- Can toggle targets. The first targetable entity who moves through the tile has the rest of their movements cancelled. Prevents the target from moving on the following turn and increases their action cost by 50%. Will not activate if the player who placed it is on the same tile.
- Frag Mine
- Roll 9
- 6 Ammo, 1 chemicals
- Can toggle targets. The first targetable entity who moves through the tile takes 15-40 damage. Will not activate if the player who placed it is on the same tile.
- Camouflage
- Roll 9
- 1 The Civilian, 2 chemicals
- Makes you invisible for two turns. Will be nullified if you take damage or attack someone.
- Pile of Rubble
- Roll 7
- 4 Rocks
- Visible to everyone. All players - allied and hostile - moving onto the tile must pay 200% of the normal movement energy cost and cannot move any further on that turn. Any player occupying the same tile can remove the rubble for one action.
- Strange Token
- Roll 9
- 1 anomalous material
- Revives a dead ally at the tile where they died. They will have half health and will retain all of their experience, but will not have anything from their inventory.
- PERKS
- Tough Cookie
- You now have +10 maximum health. The second rank will add an additional 10.
- Rank 1, 1 point
- Rank 2, 1 point
- Backup Weapon
- Allows you to use all thrown weapons (rocks, throwing knives, javelins, and tomahawks) even when they are not equipped. The second rank will also allow you to use slingshots, modified knives, self-propelled javelins, and improvised combat knives in the same manner. The third rank allows pistol variants and improved combat knives as well.
- Rank 1, 1 point
- Rank 2, 1 point
- Rank 3, 1 point
- Quick Draw
- Allows you to use a weapon on the same turn that you equip it. The second rank allows you to freely switch between Composite Shortbows and Longbows.
- Rank 1, 1 point
- Rank 2, 1 point
- All In
- Allows you to spend up to two actions attacking in a single turn, with the second attack costing 30% extra energy. The second rank removes the extra energy cost.
- Rank 1, 2 points
- Rank 2, 1 point
- Energetic
- You now gain +50 energy per turn.
- Rank 1, 2 points
- Traveller
- Moving places is never a problem for you. All movement, including sprinting, now costs 20% less energy.
- Rank 1, 2 points
- Spotter
- You can now see the equipped weapons of all players within three tiles. The second rank increases the reveal distance to five tiles.
- Rank 1, 1 point
- Rank 2, 1 point
- Friend of Orphans
- When other players send you items they no longer have to pay a fee.
- Rank 1, 1 point
- Tracker
- Allows you to track enemy players. The second rank makes you impossible to track.
- Rank 1, 1 point
- Rank 2, 1 point
- Apex Predator
- You deal 100% additional damage to, and take 20% less damage from, all wolves. Stacks with torches. The second rank will cause all wolves you defeat to become “tamed”, which spawns a friendly wolf that will only attack enemy players and hostile tamed wolves. The third rank allows up to two tamed wolves at once. All exp earned through damage dealt by friendly wolves are awarded to the player who tamed them.
- Rank 1, 1 points
- Rank 2, 2 points
- Rank 3, 1 point
- Bowmaster
- You deal 15% more damage with all bows. The second rank increases the bonus to 30%. The third rank increases the bonus to 50%.
- Rank 1, 1 point, unlocked Level 2
- Rank 2, 1 point, unlocked Level 3
- Rank 3, 1 point, unlocked Level 4
- Eagle Eye
- You are 10% more accurate with all bows.
- Rank 1, 1 point, requires Bowmaster Rank 2
- Smith
- Bloodletters, Self-Propelled Javelins, Arrows, Poisoned Arrows, Ammo, and HAmmo, and Limes require -2 roll to create.
- Rank 1, 1 point
- Chemist
- Tourniquet, Penicillin, Morphine, and The Good Shit require -2 roll to create.
- Rank 1, 1 point
- Trapper
- Snare, Snare Mine, Frag Mine, Camouflage, and Pile of Rubble require -3 roll to create.
- Rank 1, 1 point
- Heavy Sleeper
- Resting will now heal 9-18 health. The second rank increases this to 10-20 health.
- Rank 1, 1 point
- Rank 2, 1 point
- Resilient
- When sick or bleeding, you now have only a 15% chance of worsening each turn. The second rank increases your chance of improving when sick to 45% and when bleeding to 65%.
- Rank 1, 1 point
- Rank 1, 1 point
- Favored
- You now have a 16% and 6% chance, respectively, of receiving a small gift and a large gift each turn.
- Rank 1, 1 point
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement