70th-Specific Mechanics
May 31, 2015 21:47:16 GMT -5
Post by Sunrise Rainier D2 // [Thundy] on May 31, 2015 21:47:16 GMT -5
Train Movement
- There are two trains that go either direction.
- The L Train (the train that travels between the Powerline Forest and the Scrap Heap) will allow you to go everywhere but the Manholes/Sewer System and Abandoned Factory.
- The R Train (which travels between the Wind Turbines and The Clocktower) can go to every location but the manholes/sewer system and the powerline forest.
- Tributes can do one of two things: they can stay on a train for an entire day, or they can take the train to another location. When declaring L Train or R Train as their next-day location, tributes should notify the Gamemakers whether they intend to stay on the train for the next day or move on to another location.
- On Day 1, tributes can take a train to another location, and their location will be determined by dice roll. More information can be found here.
- The trains will stop to let tributes board, but will only open its doors (let tributes disembark) at a random location.
- The train tracks are suspended in the air by columns, and there is a wide, deep gorge on either side of the tracks that prevents tributes from attempting to cross to the locations opposite (hopping the tracks). However, tributes can attempt to cross if they’re feeling daring, but they must notify the GMs and then roll the dice successfully (once for jumping onto the tracks, a second time for jumping from the track to the other side):
1 - Twisted Ankle, Success (+3 damage)
2 - Death
3 - Death
4 - Death
5 - Broken Leg (Tribute falls into the sewer system and is separated from their allies.)
6 - Broken Rib (Tribute falls into the sewer system and is separated from their allies.)
7 - Success (u go glen coco)
8 - Broken Arm (Tribute falls into the sewer system and is separated from their allies.)
Fleeing Mutts:
- Tributes may not flee a mutt fight unless they successfully roll the dice after one mutt is killed, and this is done on an individual basis. The dice roll is based on the number of mutts and the number of tributes in the current fight. Please note that tributes will not be allowed to roll the dice in an attempt to flee and attack in the same post.
- The dice roll is determined as follows: 1 + Number of Mutts = Dice Number
- Number of Tributes in Current Fight = the maximum number a tribute needs to roll in order to successfully flee.For example, in a mutt fight with 5 mutts still alive and 3 tributes, each tribute would have to roll [*dice=6] to flee.
The first tribute to roll would have to roll a 1, 2, or 3 in order to flee successfully.
Assuming that the first tribute was successful, the second tribute to roll would have to roll a 1 or a 2 in order to flee.
The last tribute left would have to roll a 1 in order to flee successfully.
- if a tribute is helping another tribute to flee (i.e. second tribute has a broken foot, etc.), the tribute who is helping rolls to flee, and if successful both tributes can flee the fight
Sewer Information
- The manholes are not locations in themselves, but are connected to the sewer system.
- If a tribute and their alliance enters the sewer system, they must remain there for a day before moving on to another location.
- The sewers are pitch black and difficult to navigate, so tributes will be forced to go to a random location the next day if they don’t choose to stay in the sewers.
- Attacks in the sewer system will have a random target unless the fight has a lit light source.
Light Sources
- As in the 68th Hunger Games, if a tribute lights a gas lamp the Gamemakers will roll a dice the next day to see whether the lamp stays on or burns out (and can no longer be used).
- If a tribute turns a gas lamp off and then relights it, they will need to roll [*dice=4] to see if it successfully lights or not. The tribute must roll a 1, 2 or 3 to successfully light the gas lamp. If the tribute rolls a 4 the gas lamp has burnt out and can no longer be used.