The Hunger Games
Character Creation
Intelligence (How smart your character is. Damage with technical weapons such as bows and electronics.)
Speed (How swift your character is, helps with dodge rate)
Toughness (How much pain your character can endure, helps with block rate)
Strength (Character’s strength. How much you can carry and damage with melee.)
Endurance (How long you go without food/water)
Axe Skill
Sword Skill
Medical Skill
Bow Skill
Hunting Skill
Throwing Knife Skill
Dagger Skill
Spear Skill
Tech Skill
First choose a District to represent. Each has it’s own stat bonuses.
District 1 - Career district, born to fight and volunteer. Strength +10 and +10 to any weapon skill.
District 2 - Secondary career district. More focused on strategy and training. Intelligence +10 and +10 to any weapon skill.
District 3 - The electronics district. +10 to Intelligence and +10 to Tech Skill
District 4 - The fishing district. +5 to Strength, +5 to Endurance, and +10 to Hunting
District 5 - The power district. +20 to Tech Skill
District 6 - The transportation district. +10 to Speed and +10 to Medical Skill
District 7 - The lumber district. +10 to Strength and +10 to Axe Skill
District 8 - The textile district. +5 to Medical Skill and +15 to Dagger Skill
District 9 - The electricity district. +10 to Tech Skill, +5 to Intelligence and +5 to Toughness
District 10 - The livestock district. +10 to Intelligence, +5 to Axe Skill, +5 to Strength
District 11 - The agriculture district. +10 to Strength, +5 to Endurance, +5 to Intelligence
District 12 - The coal and mining district. +15 to Toughness and +5 to Axe Skill
THERE CAN ONLY BE TWO TRIBUTES PER DISTRICT. ONE MALE AND ONE FEMALE.
To begin your character creation, distribute 50 stat points between your major skills (Strength, Endurance, Speed, Intelligence, Toughness). Then, distribute 20 Skill Points to whatever skills you desire. Add in your district bonuses and give yourself a name. After that, you’re done! Now we move on to learn about the game mechanics and how combat will be decided.
Combat
Combat has many different unique characteristics and features, that all require an X amount of D6 rolls. Raw damage is determined by 1D6 + your Strength = Damage. This damage would be from an unarmed attack or a blunt object attack (I.E. a stick or a rock). Axes, Swords, and Daggers all give a bonus to you melee attack depending on your skill in those areas. For example, if you are wielding an Axe, you would do 1d6*Axe Skill + Strength. Same with Daggers and Swords. Spears and Throwing Knives have damage dealt in the same way, but you would throw them in order to receive their skill bonus (meaning you can lose the item). If an item is thrown, it can be possibly recovered from the body. In order to determine if you can recover the weapon, roll 1d6. If the result is a 5 or 6, the weapon is recovered. Otherwise the weapon breaks. If a thrown weapon misses it’s target, it is lost forever. Damage with a Bow is dealt in the same way as all the other weapons, but instead of using Strength you use Intelligence. So for example, if I have a bow I would do 1d6*Bow Skill + Intelligence to find out the amount of damage dealt. Arrows can not be recovered no matter what. Tech skill determines how much damage you do with anything electric. For example, wires and traps as well as mines. the damage would be calculated by doing 3d6*Tech Skill + Intelligence. It is VERY easy to die in the games, and it won’t take long for one to slice you to death.
Speed determines who goes first in the battle. Whoever has the highest speed will be the player who takes his first move. The attacking player chooses his attacking action and the defending player has three options: Dodge, Block, or Counter. Dodge rate is determined by your Speed - Opponent’s Speed = # of d6. Each d6 will be rolled, the goal is to get a 6 on the roll in order to successfully dodge. If you fail to Dodge, you take full damage and have the potential to die or get seriously injured depending on if they have a weapon. If you take a full hit from any sharp object, you are immediately cut. The attacker then rolls 1d6, if the result is a 1-2 then a leg is cut severely. If the result is a 3-4, an arm is cut severely. If the result is a 5, you become mortally wounded and will die soon enough from an abdomen blow. If the result is a 6, your neck is cut and you are dead. You CAN NOT BLOCK any of the weapons without a shield. If you become severely cut on your arms or legs, your toughness falls 5 per turn in combat and 10 per day. If you are mortally wounded it drops by 15 per turn in combat and 30 per day. If your Toughness drops beneath 10, you collapse and are now inable to move. If it hits 0, you die. Arrows, throwing knives, and other throwable weapons are aimed. These can not be blocked the same as the other weapons, however these can also not be countered. If you fail to Dodge this attack, you take full damage. Then, the attacker rolls 1d6. If the result is a 1-2, your leg is pierced through. If it’s a 3-4, your arm is pierced through. If is a 5, you are mortally wounded in the abdomen. If it’s a 6, you are killed instantly. The toughness loss is the same as for melee weaponry.
Blocking is determined by your Toughness - Opponent’s Toughness = # of d6 for block. Blocking works the same way as Dodging, except if you successfully block, you take 0 damage. YOU CAN NOT BLOCK WEAPON ATTACKS WITHOUT A SHIELD.
Countering works in the same way as both Dodging and Blocking (using your Intelligence), except if you successfully counter, you launch your own attack that can’t be Blocked, Dodged, or Countered.
Your Medical Skill can truly come in handy when patching up an ally or even yourself. Medical Skill/2 = how many d6 to roll for a severe cut on your limbs. Medical Skill/3 = Chance to heal a mortal wound (# of d6). You must roll a 6 in order to heal up. If your arm/leg is injured, that limb becomes unusable throughout the duration of the game (I.E. if you lost your arm then you can not hold an item in both hands).
Movement Across the Board
Your character can move in three different ways across the arena spaces. Walking, your character can cover 2 spaces per day at the cost of 3 endurance per day. Sprinting costs 5 endurance per day but allows you to cover 4 spaces per day. The other downside to sprinting is that any attack made on you while you are sprinting can not be blocked or countered and your dodge chance is cut in half. If you have an injured leg, you may no longer sprint and your walking pace is now 1 space per 10 Endurance. If two or more players end up on the same space at the end of the day, a fight/confrontation initiates and you choose what to do. Recovering Endurance can be done by eating or drinking. Food can be obtained by using your hunting skill. To see if you hunt successfully, Do Hunting Skill/2 = # of d6. You get a number of food items equal to the amount of 5’s and 6’s. One food item gives you 5 Endurance. Each day you MUST eat once, or pay the penalty of 10 Endurance at day’s end (This will only start after 3 days into the games). You may cannibalize another corpse if needed for 20 Endurance but you will suffer a -5 to ALL stats besides Endurance.
The Two Weeks of Physical Training
Before the annual Hunger Games begins, the tributes undergo a very rigorous, self-guided training period in which the tributes can shape their abilities in any way they please. During these two weeks, each day you are allowed to train on your own for 10 stat points that you may distribute as needed. Or you may train with someone else and gain 30 stat points to distribute. At the end of the training period, you will be given a tribute “Rating” based on how you present yourself. Now, you can choose to present yourself in a weak way and get a low rating OR choose to present all of your skills and get a high rating. Higher Ratings bring in sponsors, lower ratings allow you to prevent yourself from being a target and giving the advantage of being underestimated. Your call. All tributes will see your rating.
Tribute Pageant
During the tribute pageant, YOU decide how you will look in order to get sponsors. What you must do, is create some form of show that represents your district. Whether it be by clothing or by special effects. You decide. Those with the best will be able to gain sponsors.
The Hunger Games
The games will have a 1 day grace period, after that it’s an all out free for all. Good luck.
THE SCHEDULE
Week One: Training, Tribute Pageant on Friday
Week Two: Training and Evaluation on Friday
Week Three: Games begin on Friday
Character Creation
Intelligence (How smart your character is. Damage with technical weapons such as bows and electronics.)
Speed (How swift your character is, helps with dodge rate)
Toughness (How much pain your character can endure, helps with block rate)
Strength (Character’s strength. How much you can carry and damage with melee.)
Endurance (How long you go without food/water)
Axe Skill
Sword Skill
Medical Skill
Bow Skill
Hunting Skill
Throwing Knife Skill
Dagger Skill
Spear Skill
Tech Skill
First choose a District to represent. Each has it’s own stat bonuses.
District 1 - Career district, born to fight and volunteer. Strength +10 and +10 to any weapon skill.
District 2 - Secondary career district. More focused on strategy and training. Intelligence +10 and +10 to any weapon skill.
District 3 - The electronics district. +10 to Intelligence and +10 to Tech Skill
District 4 - The fishing district. +5 to Strength, +5 to Endurance, and +10 to Hunting
District 5 - The power district. +20 to Tech Skill
District 6 - The transportation district. +10 to Speed and +10 to Medical Skill
District 7 - The lumber district. +10 to Strength and +10 to Axe Skill
District 8 - The textile district. +5 to Medical Skill and +15 to Dagger Skill
District 9 - The electricity district. +10 to Tech Skill, +5 to Intelligence and +5 to Toughness
District 10 - The livestock district. +10 to Intelligence, +5 to Axe Skill, +5 to Strength
District 11 - The agriculture district. +10 to Strength, +5 to Endurance, +5 to Intelligence
District 12 - The coal and mining district. +15 to Toughness and +5 to Axe Skill
THERE CAN ONLY BE TWO TRIBUTES PER DISTRICT. ONE MALE AND ONE FEMALE.
To begin your character creation, distribute 50 stat points between your major skills (Strength, Endurance, Speed, Intelligence, Toughness). Then, distribute 20 Skill Points to whatever skills you desire. Add in your district bonuses and give yourself a name. After that, you’re done! Now we move on to learn about the game mechanics and how combat will be decided.
Combat
Combat has many different unique characteristics and features, that all require an X amount of D6 rolls. Raw damage is determined by 1D6 + your Strength = Damage. This damage would be from an unarmed attack or a blunt object attack (I.E. a stick or a rock). Axes, Swords, and Daggers all give a bonus to you melee attack depending on your skill in those areas. For example, if you are wielding an Axe, you would do 1d6*Axe Skill + Strength. Same with Daggers and Swords. Spears and Throwing Knives have damage dealt in the same way, but you would throw them in order to receive their skill bonus (meaning you can lose the item). If an item is thrown, it can be possibly recovered from the body. In order to determine if you can recover the weapon, roll 1d6. If the result is a 5 or 6, the weapon is recovered. Otherwise the weapon breaks. If a thrown weapon misses it’s target, it is lost forever. Damage with a Bow is dealt in the same way as all the other weapons, but instead of using Strength you use Intelligence. So for example, if I have a bow I would do 1d6*Bow Skill + Intelligence to find out the amount of damage dealt. Arrows can not be recovered no matter what. Tech skill determines how much damage you do with anything electric. For example, wires and traps as well as mines. the damage would be calculated by doing 3d6*Tech Skill + Intelligence. It is VERY easy to die in the games, and it won’t take long for one to slice you to death.
Speed determines who goes first in the battle. Whoever has the highest speed will be the player who takes his first move. The attacking player chooses his attacking action and the defending player has three options: Dodge, Block, or Counter. Dodge rate is determined by your Speed - Opponent’s Speed = # of d6. Each d6 will be rolled, the goal is to get a 6 on the roll in order to successfully dodge. If you fail to Dodge, you take full damage and have the potential to die or get seriously injured depending on if they have a weapon. If you take a full hit from any sharp object, you are immediately cut. The attacker then rolls 1d6, if the result is a 1-2 then a leg is cut severely. If the result is a 3-4, an arm is cut severely. If the result is a 5, you become mortally wounded and will die soon enough from an abdomen blow. If the result is a 6, your neck is cut and you are dead. You CAN NOT BLOCK any of the weapons without a shield. If you become severely cut on your arms or legs, your toughness falls 5 per turn in combat and 10 per day. If you are mortally wounded it drops by 15 per turn in combat and 30 per day. If your Toughness drops beneath 10, you collapse and are now inable to move. If it hits 0, you die. Arrows, throwing knives, and other throwable weapons are aimed. These can not be blocked the same as the other weapons, however these can also not be countered. If you fail to Dodge this attack, you take full damage. Then, the attacker rolls 1d6. If the result is a 1-2, your leg is pierced through. If it’s a 3-4, your arm is pierced through. If is a 5, you are mortally wounded in the abdomen. If it’s a 6, you are killed instantly. The toughness loss is the same as for melee weaponry.
Blocking is determined by your Toughness - Opponent’s Toughness = # of d6 for block. Blocking works the same way as Dodging, except if you successfully block, you take 0 damage. YOU CAN NOT BLOCK WEAPON ATTACKS WITHOUT A SHIELD.
Countering works in the same way as both Dodging and Blocking (using your Intelligence), except if you successfully counter, you launch your own attack that can’t be Blocked, Dodged, or Countered.
Your Medical Skill can truly come in handy when patching up an ally or even yourself. Medical Skill/2 = how many d6 to roll for a severe cut on your limbs. Medical Skill/3 = Chance to heal a mortal wound (# of d6). You must roll a 6 in order to heal up. If your arm/leg is injured, that limb becomes unusable throughout the duration of the game (I.E. if you lost your arm then you can not hold an item in both hands).
Movement Across the Board
Your character can move in three different ways across the arena spaces. Walking, your character can cover 2 spaces per day at the cost of 3 endurance per day. Sprinting costs 5 endurance per day but allows you to cover 4 spaces per day. The other downside to sprinting is that any attack made on you while you are sprinting can not be blocked or countered and your dodge chance is cut in half. If you have an injured leg, you may no longer sprint and your walking pace is now 1 space per 10 Endurance. If two or more players end up on the same space at the end of the day, a fight/confrontation initiates and you choose what to do. Recovering Endurance can be done by eating or drinking. Food can be obtained by using your hunting skill. To see if you hunt successfully, Do Hunting Skill/2 = # of d6. You get a number of food items equal to the amount of 5’s and 6’s. One food item gives you 5 Endurance. Each day you MUST eat once, or pay the penalty of 10 Endurance at day’s end (This will only start after 3 days into the games). You may cannibalize another corpse if needed for 20 Endurance but you will suffer a -5 to ALL stats besides Endurance.
The Two Weeks of Physical Training
Before the annual Hunger Games begins, the tributes undergo a very rigorous, self-guided training period in which the tributes can shape their abilities in any way they please. During these two weeks, each day you are allowed to train on your own for 10 stat points that you may distribute as needed. Or you may train with someone else and gain 30 stat points to distribute. At the end of the training period, you will be given a tribute “Rating” based on how you present yourself. Now, you can choose to present yourself in a weak way and get a low rating OR choose to present all of your skills and get a high rating. Higher Ratings bring in sponsors, lower ratings allow you to prevent yourself from being a target and giving the advantage of being underestimated. Your call. All tributes will see your rating.
Tribute Pageant
During the tribute pageant, YOU decide how you will look in order to get sponsors. What you must do, is create some form of show that represents your district. Whether it be by clothing or by special effects. You decide. Those with the best will be able to gain sponsors.
The Hunger Games
The games will have a 1 day grace period, after that it’s an all out free for all. Good luck.
THE SCHEDULE
Week One: Training, Tribute Pageant on Friday
Week Two: Training and Evaluation on Friday
Week Three: Games begin on Friday