Advertisement
Guest User

Untitled

a guest
Sep 25th, 2017
91
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.16 KB | None | 0 0
  1. 2v2v2: 5x5 map
  2. 3v3v3: 6x6 map
  3. 4v4v4: 7x7 map
  4. 5x5x5: 8x8 map
  5.  
  6. 2v2v2v2: 6x6 map
  7. 3v3v3v3: 7x7 map
  8. 4v4v4v4: 8x8 map
  9.  
  10. LEVELS
  11. Level 1 - 2 points
  12. Level 2 - 3 points, 75exp
  13. Level 3 - 3 points, 200exp
  14. Level 4 - 3 points, 375exp
  15.  
  16. DEFAULT MOVEMENT AND ACTIONS
  17. 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.
  18.  
  19. 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.
  20.  
  21. You gain 500 energy per turn by default and can store a maximum of 1000.
  22.  
  23. Actions:
  24. >Scavenge
  25. >Craft
  26. >Attack
  27. >Clear Rubble
  28. >Apply Consumable
  29. >Change Weapon/Armor
  30. >Rest (being attacked will cancel; heals 8-16 health)
  31.  
  32. RANDOM EVENTS
  33. There is a possibility of a random event occurring at the beginning of each player’s turn.
  34. 7% chance of illness
  35. 7% chance of bleeding
  36. 12% chance of small gift (equivalent to a 10-13 scavenging roll)
  37. 4% chance of large gift (equivalent to an 18+ scavenging roll)
  38.  
  39. ILLNESS
  40. Light illness: 3 damage per turn
  41. Moderate illness: 4 damage per turn
  42. Severe illness: 5 damage per turn
  43. 35% chance of improving per turn
  44. 25% chance of worsening per turn
  45.  
  46. BLEEDING
  47. Light bleeding: 4 damage per turn
  48. Moderate bleeding: 6 damage per turn
  49. Severe bleeding: 8 damage per turn
  50. 50% chance of improving per turn
  51. 25% chance of worsening per turn
  52.  
  53. TRADE
  54. Can trade freely with a player on the same tile.
  55.  
  56. Can trade with players anywhere for a fee of one scrap OR one metal per transaction via the Orphan Express.
  57.  
  58. WOLVES
  59. 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.
  60.  
  61. 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.
  62.  
  63. After eight turns Dire Wolves will be introduced, which will have a 30% chance of spawning in place of a normal wolf.
  64.  
  65. 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%.
  66.  
  67. Wolves have 25 health and deal 5-10 damage. Killing one yields one scraps.
  68.  
  69. Dire Wolves have 40 health and deal 7-14 damage. Killing one yields one scraps.
  70.  
  71. 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.
  72.  
  73. Fighting wolves grants one experience point for every two damage points dealt, as opposed to 1:1 when fighting players.
  74.  
  75.  
  76. SCAVENGING
  77.  
  78. Roll 6-9
  79. 2x scraps
  80. 2x metal
  81. 1x chemicals
  82. 1x rocks (0.5x chance)
  83.  
  84. Roll 10-13
  85. 3x scraps
  86. 2x metal
  87. 1x chemicals
  88. 2x rocks (0.5x chance)
  89. 1x throwing knives (0.5x chance)
  90.  
  91. Roll 14-17
  92. 4x scraps
  93. 3x metal
  94. 2x chemicals
  95. 2x throwing knives (0.5x chance)
  96. 1x javelins (0.5x chance)
  97.  
  98. Roll 18+
  99. 5x scraps
  100. 3x metal
  101. 2x chemicals
  102. 2x javelins (0.5x chance)
  103. 1x tomahawks (0.5x chance)
  104. 1x anomalous material (0.5x chance)
  105.  
  106.  
  107. WEAPONS, ARMOR, CRAFTING
  108.  
  109. Unarmed
  110. Your fists.
  111. Damage 6-12s
  112.  
  113. Rocks
  114. Damage 5-10s
  115. Range 1
  116. Accuracy 0/85 1/70
  117.  
  118. Throwing Knives
  119. Damage 7-14s
  120. Range 1
  121. Accuracy 0/85 1/70
  122.  
  123. Javelins
  124. Damage 9-18s
  125. Range 1
  126. Accuracy 0/85 1/70
  127.  
  128. Tomahawks
  129. Damage 11-22s
  130. Range 1
  131. Accuracy 0/85 1/70
  132.  
  133. Slingshot
  134. Roll 4
  135. 3 scraps
  136. Damage 6-12s
  137. Range 1
  138. Accuracy 0/95 1/80
  139. Rocks
  140.  
  141. Bloodletters
  142. Roll 7
  143. 2 Throwing Knives, 1 chemicals (creates 2)
  144. Damage 6-12s
  145. Range 1
  146. Accuracy 0/85 1/70
  147. Causes or worsens bleeding twice
  148. Target receives immunity to further artificially-induced bleeding for two turns
  149.  
  150. Self-Propelled Javelins
  151. Roll 9
  152. 2 Javelins, 3 metal, 1 chemicals (creates 2)
  153. Damage 10-20s
  154. Range 3
  155. Accuracy 0/90 1/85 2/80 3/75
  156.  
  157. Improvised Combat Knife
  158. Roll 4
  159. 3 scraps, 1 metal
  160. Damage 10-20s
  161.  
  162. Improved Combat Knife
  163. Roll 8
  164. 1 Improvised Combat Knife, 3 scraps, 1 metal
  165. Damage 13-26s
  166.  
  167. Chainsaw
  168. Roll 11
  169. 6 scraps, 4 metal
  170. Damage 16-32s
  171.  
  172. Powersaw
  173. Roll 13
  174. 1 Chainsaw, 1 anomalous material
  175. Damage 20-40s
  176.  
  177. Torch
  178. Good against wolves.
  179. Roll 5
  180. 3 scraps
  181. Damage 8-16s
  182. +100% damage vs wolves
  183. +20% damage resistance vs wolf attacks
  184.  
  185. Mechanical Torch
  186. Roll 7
  187. 1 Torch, 1 metal, 1 chemicals
  188. Damage 12-24s
  189. +100% damage vs wolves
  190. +20% damage resistance vs wolf attacks
  191.  
  192. Arrows x4
  193. Simple ammunition used by primitive kinetic weapons.
  194. Roll 4
  195. 4 scraps
  196.  
  197. Poisoned Arrows x2
  198. Also causes or worsens illness twice on top of base damage. Target receives immunity to further artificially-induced illness for two turns.
  199. Roll 7
  200. 4 Arrows, 1 chemicals
  201.  
  202. Ammo x6
  203. Standard ammunition used by basic kinetic firearms.
  204. Roll 5
  205. 3 metal
  206.  
  207. HAmmo x6
  208. Special ammunition used by advanced kinetic firearms.
  209. Roll 6
  210. 3 metal, 1 chemicals
  211.  
  212. Limes x6
  213. 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%.
  214. Roll 7
  215. 1 anomalous material
  216.  
  217. Bow
  218. Roll 5
  219. 3 scraps
  220. Damage 8-16b
  221. Range 1
  222. Accuracy 0/85 1/75
  223. Arrows
  224.  
  225. Composite Shortbow
  226. Roll 8
  227. 1 Bow, 1 scraps, 1 metal
  228. Damage 11-22b
  229. Range 1
  230. Accuracy 0/90 1/80
  231. Arrows
  232.  
  233. Longbow
  234. Roll 8
  235. 1 Bow, 3 scraps
  236. Damage 9-18b
  237. Range 2
  238. Accuracy 0/80 1/80 2/80
  239. Arrows
  240.  
  241. Pistol
  242. Roll 7
  243. 5 scraps, 1 metal
  244. Damage 11-22b
  245. Range 1
  246. Accuracy 0/80 1/75
  247. 2 Ammo
  248.  
  249. Submachine Gun
  250. Roll 9
  251. 8 scraps, 1 metal
  252. Damage 15-30b
  253. Range 1
  254. Accuracy 0/75 1/70
  255. 3 Ammo
  256.  
  257. Machine Gun
  258. Roll 11
  259. 9 scraps, 3 metal
  260. Damage 19-38b
  261. Range 1
  262. Accuracy 0/75 1/65
  263. 4 Ammo
  264. +10% movement energy cost
  265.  
  266. Pistol+
  267. Roll 10
  268. 1 Pistol, 3 scraps
  269. Damage 14-28b
  270. Range 1
  271. Accuracy 0/80 1/75
  272. 2 HAmmo
  273.  
  274. Submachine Gun+
  275. Roll 12
  276. 1 Submachine Gun, 1 anomalous material
  277. Damage 19-38b
  278. Range 1
  279. Accuracy 0/75 1/70
  280. 3 HAmmo
  281.  
  282. Machine Gun+
  283. Roll 12
  284. 1 Machine Gun, 1 anomalous material
  285. Damage 25-50b
  286. Range 1
  287. Accuracy 0/75 1/65
  288. 4 HAmmo
  289. +10% movement energy cost
  290.  
  291. The Civilian
  292. Better than running around in your underwear.
  293. Roll 6
  294. 5 scraps
  295. 20% shock resistance
  296. 20% ballistic resistance
  297.  
  298. The Officer
  299. Being an official doesn’t mean much here, but at least the fabric is good.
  300. Roll 8
  301. 7 scraps, 1 metal
  302. 30% shock resistance
  303. 30% ballistic resistance
  304.  
  305. The Bulldozer
  306. Roll 10
  307. 6 scraps, 4 metal
  308. 25% shock resistance
  309. 45% ballistic resistance
  310.  
  311. The Barbarian
  312. Roll 10
  313. 6 scraps, 4 metal
  314. 45% shock resistance
  315. 25% ballistic resistance
  316.  
  317. The Dreadnought
  318. Roll 12
  319. 2 anomalous material
  320. 45% shock resistance
  321. 45% ballistic resistance
  322. Immunity to snares
  323. +10% movement energy cost
  324.  
  325. The Pathfinder
  326. Roll 12
  327. 2 anomalous material
  328. 30% shock resistance
  329. 30% ballistic resistance
  330. Immunity to snares
  331. -10% movement energy cost
  332.  
  333. Tourniquet
  334. Roll 6
  335. 2 scraps, 1 metal (up to 2 can be made at once)
  336. Reduces bleeding severity by two on yourself or an ally on the same tile
  337.  
  338. Penicillin
  339. Roll 6
  340. 1 chemicals (up to 2 can be made at once)
  341. Reduces illness severity by two on yourself or an ally on the same tile
  342.  
  343. Morphine
  344. Roll 6
  345. 1 chemicals (up to 2 can be made at once)
  346. Heals 15 health to yourself or an ally on the same tile
  347.  
  348. The Good Shit
  349. Roll 8
  350. 1 scraps, 1 metal, 2 chemicals (up to 2 can be made at once)
  351. Heals 30 health to yourself or an ally on the same tile
  352.  
  353. Snare
  354. Roll 7
  355. 1 scraps, 2 metal (up to 2 can be made at once)
  356. Range 1
  357. Prevents the target from moving on the following turn and increases their action cost by 50%.
  358.  
  359. Snare Mine
  360. Roll 8
  361. 1 Snare, 1 metal
  362. 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.
  363.  
  364. Frag Mine
  365. Roll 9
  366. 6 Ammo, 1 chemicals
  367. 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.
  368.  
  369. Camouflage
  370. Roll 9
  371. 1 The Civilian, 2 chemicals
  372. Makes you invisible for two turns. Will be nullified if you take damage or attack someone.
  373.  
  374. Pile of Rubble
  375. Roll 7
  376. 4 Rocks
  377. 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.
  378.  
  379. Strange Token
  380. Roll 9
  381. 1 anomalous material
  382. 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.
  383.  
  384.  
  385. PERKS
  386.  
  387. Tough Cookie
  388. You now have +10 maximum health. The second rank will add an additional 10.
  389. Rank 1, 1 point
  390. Rank 2, 1 point
  391.  
  392. Backup Weapon
  393. 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.
  394. Rank 1, 1 point
  395. Rank 2, 1 point
  396. Rank 3, 1 point
  397.  
  398. Quick Draw
  399. 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.
  400. Rank 1, 1 point
  401. Rank 2, 1 point
  402.  
  403. All In
  404. 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.
  405. Rank 1, 2 points
  406. Rank 2, 1 point
  407.  
  408. Energetic
  409. You now gain +50 energy per turn.
  410. Rank 1, 2 points
  411.  
  412. Traveller
  413. Moving places is never a problem for you. All movement, including sprinting, now costs 20% less energy.
  414. Rank 1, 2 points
  415.  
  416.  
  417. Spotter
  418. You can now see the equipped weapons of all players within three tiles. The second rank increases the reveal distance to five tiles.
  419. Rank 1, 1 point
  420. Rank 2, 1 point
  421.  
  422. Friend of Orphans
  423. When other players send you items they no longer have to pay a fee.
  424. Rank 1, 1 point
  425.  
  426. Tracker
  427. Allows you to track enemy players. The second rank makes you impossible to track.
  428. Rank 1, 1 point
  429. Rank 2, 1 point
  430.  
  431. Apex Predator
  432. 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.
  433. Rank 1, 1 points
  434. Rank 2, 2 points
  435. Rank 3, 1 point
  436.  
  437. Bowmaster
  438. You deal 15% more damage with all bows. The second rank increases the bonus to 30%. The third rank increases the bonus to 50%.
  439. Rank 1, 1 point, unlocked Level 2
  440. Rank 2, 1 point, unlocked Level 3
  441. Rank 3, 1 point, unlocked Level 4
  442.  
  443. Eagle Eye
  444. You are 10% more accurate with all bows.
  445. Rank 1, 1 point, requires Bowmaster Rank 2
  446.  
  447. Smith
  448. Bloodletters, Self-Propelled Javelins, Arrows, Poisoned Arrows, Ammo, and HAmmo, and Limes require -2 roll to create.
  449. Rank 1, 1 point
  450.  
  451. Chemist
  452. Tourniquet, Penicillin, Morphine, and The Good Shit require -2 roll to create.
  453. Rank 1, 1 point
  454.  
  455. Trapper
  456. Snare, Snare Mine, Frag Mine, Camouflage, and Pile of Rubble require -3 roll to create.
  457. Rank 1, 1 point
  458.  
  459. Heavy Sleeper
  460. Resting will now heal 9-18 health. The second rank increases this to 10-20 health.
  461. Rank 1, 1 point
  462. Rank 2, 1 point
  463.  
  464. Resilient
  465. 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%.
  466. Rank 1, 1 point
  467. Rank 1, 1 point
  468.  
  469. Favored
  470. You now have a 16% and 6% chance, respectively, of receiving a small gift and a large gift each turn.
  471. Rank 1, 1 point
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement