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Optional: Hunting

Optional: Hunting System

 

Preface

 

This simple hunting system is optional for usage in iRP/AC. Players can use it at will to randomize their roleplays and enhance their immersion of lacking food and water, in other words to add the realism of starving and being deprived of water to their post apocalyptic rolepay.

The official iRP/AC Dice HUD is available in the landing hub of the sim. Only this iRP/AC Dice HUD may be used for any kind of dice rolls on iRP/AC. Usage of any other dice HUDs, prims or similar will be considered cheating.

 

Hunting Basics

 

    • Hunting Basics.
      A character may hunt (read: roll for results) at max once per RL day to prevent extreme item inflation. No one can hunt in an inhabited camp, a rental home or a vehicle pass based vehicle (that would be theft instead).
      Unlike scavenged items which a character on average can examine relatively quick about their quality, with food and water no one knows the state of quality, i.e. if it holds an overdose of infection (virus/spores) or radiation. To find out about this, a character needs access to or help of another character with access to a "Virus Test Device" or a "Geiger Counter". Both are not publicly accessible, but are Lead Gamemaster event rewards only, and it is tracked which character has which of these items. That means a character will likely still consume or at least trade the food/water they get. Results have to be rolled for after consumption, in case of trades, players shall be fair and not just dump infected/radiated food "by repeated coincidence" on others.
       
    • How to hunt.
      Hunting is done in 2 steps: ...
       
      Step 1: Dice Roll 1: Define if you find anything or are you being found. For hunting this depends far more on if you are in the city area outside New Seatown or in the forest area outside of Rocktop. For this you roll a normal roll (HUD Button "0"). The results are:
       
      FOREST
      - 61-100: You find 1 Unit of random item (Quality 1: healthy/alive, fresh/untainted, see list "Dice Roll 2: What do you find")
      - 46-60: You find 1 Unit of random item (Quality 2: dead & rotten, moldy/stale (other bacteria, 1 day sick/weakened), see list "Dice Roll 2: What do you find")
      - 44-45: You find 1 Unit of random item (Quality 3: ☣ - slightly infected (spores / virus blood, 1 day sick/weakened, 1% chance to get infected, die and turn), see list "Dice Roll 2: What do you find")
      - 42-43: You find 1 Unit of random item (Quality 4: ☣ - infected (spores / virus blood, 2 days sick/weakened, 10% chance to get infected, die and turn), see list "Dice Roll 2: What do you find")
      - 41-41: You find 1 Unit of random item (Quality 5: ☠ - deadly infected (spores / virus blood, 3 days sick/bedfast, 50% chance to get infected, die and turn), see list "Dice Roll 2: What do you find")
      - 31-40: You find nothing, nothing happens
      - 16-30: You find nothing, but 1 Infected/Zombie shows up
      - 06-15: You find nothing, but 3 Infected/Zombies show up
      - 01-05: You find Nothing, but 8-10 Infected/Zombies show up
       
      CITY
      - 96-100: You find 1 Unit of random item (Quality 1: healthy/alive, fresh/untainted, see list "Dice Roll 2: What do you find")
      - 86-95: You find 1 Unit of random item (Quality 2: dead & rotten, moldy/stale (other bacteria, 1 day sick/weakened), see list "Dice Roll 2: What do you find")
      - 66-85: You find 1 Unit of random item (Quality 3: ☢ - slightly radiated (1 day sick/weakened, 1% chance to get +1 degree of permanent illness / cancer *), see list "Dice Roll 2: What do you find")
      - 51-65: You find 1 Unit of random item (Quality 4: ☢ - radiated (2 days sick/weakened, 5% chance to get +2 degrees of permanent illness / cancer *), see list "Dice Roll 2: What do you find")
      - 41-50: You find 1 Unit of random item (Quality 5: ☠ - deadly radiated (3 days sick/bedfast, 20% chance to get +3 degrees of permanent illness / cancer *), 50% chance to get infected, die and turn), see list "Dice Roll 2: What do you find")
      - 31-40: You find nothing, nothing happens
      - 16-30: You find nothing, but 1 Raider Punk shows up
      - 06-15: You find nothing, but 3 Raider Punks show up
      - 01-05: You find Nothing, but 8-10 Raider Punks show up
      *: 1 degree of illness means basically to lose 0.5 year of life expectation from growing cancer, counting from a life expectation of 80 years for a human. This means the average max life span of a human in a radiated area like Seattle is 53 years of age. Players decide how the cancer weakens or visibly changes their characters
       
      Step 2: Dice Roll 2: Define what you found. Roll a simple default dice for that (HUD Button "0"). The quantity is given in "Satisfaction Units" ("SU"): 1 SU represents 1 daily ratio of food OR water for one average adult person. Foraging for fruits or vegetables can be assumed analogue in quality and quantity. Rotting of food can be played by the players individually, but should follow IC realism.
      The results are:
       
      City Forest Category Item
      01-30 01-10 Huntable prey, insect sized (cockroaches, maggots, etc., 1 SU)
      31-40 11-30 Huntable prey, vermin sized (rats, mice, squirrels, birds, etc., 1 SU)
      41-44 31-40 Huntable prey, small pet sized (rabbits, bunnies, cats, etc., 2 SU)
      45-46 41-42 Huntable prey, big pet sized (dogs, wolves, etc., 5 SU)
      47 43-44 Huntable prey, medium sized (deer doe, wild pig, etc., 30 SU)
      48 45-46 Huntable prey, big sized (deer stag, cow, horse, etc., 60 SU)
      49 47-48 Canned Food
      50 49-50 Luxury foodstuffs (Distilled Drink OR Fermented Drink OR Pack of Cigarettes OR Box of Cigars, etc.)
      51-90 51-90 Water
      91-100 91-100 --- Other (ROLL AGAIN, TWICE)

      The categories are:
      Ⓖ: Gewgaw, Ⓢ: Scrap, Ⓐ: Ammunition, Ⓜ: Medications / Medical equipment,
      Ⓡ: Raw Resources / Materials, Ⓞ: Oil, Gasoline (a.k.a. Guzzoline), Ⓔ: Energysource,
      Ⓕ: Food, Ⓦ: Water,
      Ⓛ: Lifestock (living animal / living human), Ⓧ: Services (various)