Make contract rolls in the #bot-containment channel. Using threads is optional.
# [character's] Hunting Contract
**Round 1**
.roll 1d100
Hunting Contract
Leader of the Hunt:
Link to rolls:
Link to submission:
Party Members:
Cumulative Flux:
Equipment:
Loot:
Hunting Contracts can only be rolled once a week. Each submission requires a piece of art or writing to go with it that depicts your character's contract adventure. Additional details below.
The Hunter's Guide contains all the roll tables needed to complete a Hunting contract.
Hunting is dangerous business, as it requires heading deep into enemy territory and doing battle with fiercest of monsters. The further afield you go, the more dangerous the journey will be. A strong hunting part can bring down greater beasts than a weak one, but all run the risk of becoming the hunted. You don't want to be caught out without weapons and armor. Bring any equipment you think you'd need in a perilous situation.
To begin a hunting contract, post your in-progress submission form in the dice rolling channel. This indicates the beginning of the contract's dice rolls.
Hunting Contract
Leader of the Hunt: This is the player in charge of submitting the form, making the dice rolls, and distributing loot. This roll typically extends to the player's character as well, but doesn't have to.
Link to rolls: This doesn't need to be listed until you make the final submission. Provide a link to the first roll in the set. If the rolls are scattered/interrupted by other players, link to each roll.
Link to submission: This doesn't need to be listed until you make the final submission. Link to the art/writing/etc that you made for the hunt.
Party Members: List all characters going on the hunt with their current flux. This will be used to calculate cumulative flux. ex. Flint(21)
Cumulative Flux: The sum of all party member's flux. Because flux can change often, it's important to confirm this at the start of any hunt.
Equipment: Provide a list of what the characters are bringing. This can be a written list, a screenshot of the character's stat sheet, or any other historical record that won't be impacted if your stat sheet updates. You will be locked into this equipment list if a peril or encounter occurs. If no equipment is listed here, it will be assumed your character did not bring any.
Loot: This doesn't need to be listed until you make the final submission. Specify who is getting which pieces of loot here. Characters are limited by their normal inventory size when bringing loot back. If you only have 3 inventory slots available, you can only bring back 3 items. Try talking to a crafter if you'd like to increase your looting capabilities.
Once this submission form is posted, it's time to roll dice!
Roll your first bout on the Region's roll table in the Hunter's Guide. Upon encountering a creature, you can choose to kill it, or move on. Each hunting contract lasts 5 dice rolls. These rolls in order, represent what your party comes across throughout the day, but how will they know what's worth the risk?
Cumulative flux determines what level of warped your team can take down, and how many enemies you will be able to fight. Killing a creature subtracts its flux from the party's cumulative flux. Calculate cumulative flux by adding together the flux of each party member. You can only kill creatures of a lower level than your party's cumulative flux. If your party fails to kill any of the creatures rolled that day, they kill the weakest creature in the region. If they lack the flux to kill even this fragile beast, they must return home empty handed.
If you roll an encounter, you can continue to submit contracts as usual. A DM will reveal the encounter to you when they're next available.
If you roll a peril, you must now follow peril rules. No more contract submissions! A DM will run your encounter when they're next available.
It sounds complex, but the practice is easy. Let's see an example of two cats on a hunt...
EX. Flint's Hunting Contract
Flint and Bristle go on a hunting contract in the Scarlands. Flint has 21 flux and Bristle has 20 flux. Flint called the hunt, and names himself Leader of the Hunt.
Cumulative Flux = 41 Flux
5 Rolls for encounters:
Roll 1 = 4
A Prickly Snoutbeast worth 5 flux. They choose not to hunt this one. Cumulative flux remains at 41.
Roll 2 = 54
A Harvester Crane worth 10 flux. They choose to hunt this one, costing 10 cumulative flux. 31 Cumulative flux remains.
Roll 3 = 86
A Warped 6 worth 80 cumulative flux. This warped is too powerful for them to defeat. They move on without engaging.
Roll 4 = 12
A Prickly Snoutbeast worth 5 flux. Nearing the end of their hunt, they choose to take out the weak warped for a few extra items. 26 cumulative flux remains.
Roll 5 = 32
A Storm-Glider worth 15 flux. Their final warped is also within their cumulative flux range. They take it out and head back home.
The player can either roll for loot after completing all 5 rolls, or roll for loot as they go.
Having taken out 3 warped, they have more loot than they can carry! Flint and Bristle must decide which items to keep and which to discard. They can only bring home as many items as they have carry capacity for.
That was fun! But what do we do if things go wrong? What if...we roll a peril?
Ex. Hunting Contract Gone Wrong!
With the success of their previous hunt, Flint and Bristle decide to head out to the Scarlands again. Only this time, they run into trouble...
Roll 1: Prickly Snoutbeast. They collect its loot. 35 cumulative flux remains.
Roll 2: Prickly Snoutbeast. They collect its loot. 30 cumulative flux remains.
Roll 3: Peril!!!
Now that they are in peril, rolling stops. The roleplayers must contact the DMs to let them know a peril needs to be run. Ping a DM in the submissions channel for help with a peril.
While waiting for the peril to run, players are free to establish who is carrying what loot, ready their character sheets, and prepare for the worst.
Speaking of the worst...what if you feel like making a bad decision today? What if you went hunting in a region, knowing full well there was nothing you could defeat there? There is one more example for this section.
Ex. Baby Runs Free
Baby Nubbins has but 2 flux. He's been on this wild post apocalyptic world for not one week, yet he has found the strength to head out into the Scarlands. Not understanding the risks of peril, he wanders out alone, hoping for an adventure.
Roll 1 = 3
A Prickly Snoutbeast! This monster is as big as Nubbins himself. He scampers away before he can come to any harm. There's no way he's strong enough to defeat that.
Roll 2 = 24
A Storm-Glider? Nubbins had no idea they were so big and ugly! Fortunately, this one is merely drifting by, and doesn't seem to see him yet. He hides in a bush and waits for it to pass. That monster is way scarier than the last one.
And so on and so forth until...
Roll 5 = 6
Another Snoutbeast. Well, it looks like Nubbins didn't find anything weak enough for him to
Nubbins' makes it out alive this time! The roleplayer is free to write out this experience however they like, though if Nubbins isn't careful, peril may come for him in spite of his good fortune... (If you write your baby partying with the Storm-King, expect the Storm-King to party back!)
This may seem like a silly example in a group where most characters have more than a Snoutbeasts's worth of flux, but late game regions may be extremely perilous compared to their early game counterparts. Some may choose to risk a lootless run in the hopes of getting an encounter. Others may go simply for the sake of story. Either way, it's allowed! Just not advised.
Make contract rolls in the #bot-containment channel to avoid burying conversations in other parts of the server. Using threads is optional, but may help keep your rolls separate from another's if you are both rolling at the same time. It also makes a much better place to roleplay with your party!
Formatting text like this can make it easier to keep track of the contract's progress.
# [character's] Hunting Contract
**Round 1**
.roll 1d100
Once you have posted your submission form to begin the hunting rolls, you are not allowed to edit it. If your submission form is edited, it will be rejected by the DMs. If you need to make corrections, repost the submission form before starting your hunt. If you have begun rolling, then realize you need to make a correction, post a new message in chat stating your correction and ping the DMs.
This rule helps us confirm that no retconning of hunts took place. It keeps things fair!
If you mess up and edit your hunting submission form after beginning rolls, your Hunting Contract will be voided. Perils will still occur. You just lose your loot.
One a hunt has been declared, the leader's next 5 rolls will apply to the hunt (unless a peril cuts things short). Do not roll for any other rp/prompt/event in the middle of a hunt. It will count as one of your hunting rolls. If you need to make another roll while mid-contract, finish the contract rolls first. Players found manipulating/deleting rolls will have their Hunting Contract voided. Perils will still occur. You just lose your loot.
Players should decide on each kill as they are rolled. Roll once, decide what to do with this beast, then roll again. That allows for the most depth/fun in the storytelling side of the system. There are currently no consequences for messing this one up.
The Hunter's Guide is a compilation of in character knowledge of what enemies are in what regions and what items you are most likely to harvest out of them. Each region is listed at the top of its roll table columns. The top-most table lists all the creatures you can expect to encounter and how likely you are to find them. When rolling for your hunt, roll a 1d100 and compare it to the Odds column to find out what you've run into.
Creature loot tables are listed below each region. A creature's loot table may vary from region to region. Not all Snoutbeasts are alike!
While roaming the world, you are likely to uncover all sorts of interesting things...
NPCs, points of interest, subregions, perils, and more!
Every hunting contract also has a chance to reveal a Warped Den. These dens are home to a specific warped, and are useful for targeted elimination and trapping. This is especially common in regions with a low warped concentration.
The leader of the hunt is both and in character and out of character role. It is a temporary position that lasts only as long as the hunt does, and grants an individual power and responsibility for their group. The leader of the hunt must be decided prior to making the contract submission.
When hunting alone, your character is the default leader of the hunt.
The leader of the hunt is responsible for:
In Character
Choosing who can go on the hunt.
Leaders have final say on party decisions. It is encouraged to work with your party when making decisions, but not mandatory.
Leaders get to choose their part of the loot first. It is possible for a leader to take all of the loot, none of the loot, or just the pieces they want.
These privileges are granted by The Voltspire Hearth faction, and may not apply when performing contracts for other factions.
Out of Character
Handling anything that goes on in the submissions channel
Uploading the contract submission
Submitting the form for the contract
Rolling the contact's outcome
Creating the contract's diceroll thread
Confirming contract results and loot distribution when the contract is done(post in submissions channel)
These responsibilities are always part of a hunting contract.
This is to make tracking easier for players and DM's, and prevent hunting contracts from stalling due to disagreements. If you aren't a fan of how your leader ran the hunt last time, try running a hunt yourself!
Help! Our leader is missing!
After two weeks of waiting, other members of the hunting party are allowed to step in and complete the leader's tasks. This is to prevent people from getting locked into a hunting contract forever! If you are taking over as leader of the hunt, reply to the original contact submission to inform the DMs. If a hunting contract is taking too long to resolve, a DM may step in as the OOC leader of the hunt.
Should this happen, the loot will be randomly distributed among the party members at the end of the hunt.
Help! Someone else got something I want!
If another character is in possession of an item you desire, see if there is a way to befriend, barter, or bribe them! If you can't buy what you want, there's always the option to lead hunts until you run into the item you desire... Stealing items counts as a form of PvP, and follows our Damaging PvP rules. You will need the other player's permission to steal from them.
Setting a trap requires a little more prep work than the average hunt offers. Different traps operate on different rules and, depending on player strategy and planning, different outcomes may arise. Here are a couple common examples of traps in action.
Option 1: Choose your trapped creature
When making hunting rolls, players can choose to use their trap on a specific roll to lower the level of a beast. This can help a party make more rolls and enables the defeat of creatures otherwise too powerful for the party to take down. Normal trapping bonuses apply.
Option 2: Set it and Forget it
Declare which roll your trap will apply to before making your hunting rolls. The trap will be twice as effective against the creature it captures. That means you can double any cumulative flux reduction and any loot bonuses it provides. Debuffs are not doubled.
Option 3: Round Up
Use a trap during a targeted elimination to increase the effectiveness of your elimination run. The quality of a trap may allow your targeted elimination to count for 2 or 3 additional submissions!
Traps can also have several effects on a hunt, depending on how they were constructed.
Biting Traps hold a creature in place so that it is easier to attack. These traps tend to damage the creature that falls into them, causing some loss of materials. Biting traps offer lots of level reduction.
Catch Traps keep a creature from leaving an area without injuring it. These traps offer the greater material yields, but have less level reduction than a biting trap.
Other Traps are those specially designed to trap a creature in a new, undiscovered way. These may be general trapping techniques that become widespread, or they may be specialist traps that target only a single species. Players are free to explore the options for trap design through Crafting new types of traps.
Targetted eliminations are a brutal process by which many parties are sent into a region in short succession to drastically alter the population of a single species. This type of hunting is too fast-paced for high quality materials to collected. Elimination runs typically result in NO LOOT.
Instead, something greater is achieved: A change to the ecology of the entire region.
It is possible, with enough elimination runs, to completely wipe out the population of one warped in a region. This has the potential to permanently alter the roll tables listed in the Hunter's Guide. Drive away your most feared and hated enemies. Make regions safer. Make room for something more valuable. The world is yours to control, should you choose to change it.
Targetted elimination requires an excess of flux to complete. Your party must completely overwhelm their enemies, or risk being injured before they can even make a dent. The cumulative flux for the part must be at least 5x more than that of the warped they intend to target.
A targetted elimination submission can only be completed with a slayer in the party. Their expertise in hunting and strength in battle is required to face the number of enemies required to decimate the population of any one species.
Targetted elimination is currently out of the reach of the Voltspire Hearth faction. You'll need to recruit more survivors before you can turn the tides.
Loot marked with a [TAG] cannot be harvested without the appropriate tool to do so. If you roll a delicate part on a hunting contract but lack the tools required to harvest it, the item is lost.
Common Butchering Tools
Butcher's Knife: A hardy blade designed to carve meat. Useful for butchering [TOUGH] guts.
Scalpel: A particularly delicate blade honed to an extreme sharpness. Ideal for harvesting [SOFT] guts.
Bone Saw: A small hand saw that can be used to break bones. Best at collecting [HARD] items.
Gloves: Allows the user to handle [ACRID] items safely.
Most delicate items will specify what type of tool they need in their description. This is also listed on the drop tables for convenience.
Some items are so strange, so rare, and so unique to the Post-Fracture world, that no tools have been invented for harvesting them! If that's the case, your best bet is to speak to a Sentry or a Specter about researching new tools fit for the task.
Farming warped is not allowed by The Voltspire Hearth faction. Characters may petition to change this, but for now, the risk of keeping warped at the base outweighs the potential benefits.
Farming allows characters to keep small populations of prey animals on hand. The animals will need to be fed their preferred food, and a lot of it. Regular maintenance of a farmed flock of monsters is incredibly resource intensive, with the cost varying depending on the creature being farmed.
Never-before farmed species must be captured and researched before farming can begin. Without a detailed picture of how the beast survives in the wild, you've little hope of keeping one alive long enough to harvest it.
Slaying captured beasts safely requires enough characters to be involved that the group's cumulative flux is twice that of the farmed animal. Harvesting your captives can be even more dangerous than hunting in the wild. There is no element of surprise. They know you are here, and will fight as fiercely as they would in a Peril to survive. Harvesting farmed beasts with less flux than required grants 1% peril chance for every point of flux you are missing.
Additional mechanics and details of Farming will be made available in the future.
Field work hunting allows characters to Hunt and Trap creatures while out on an expedition. It is not possible to perform a Targeted Elimination or Farm while on an expedition.
When hunting as a group, use the skill level of the most skilled character in the group for rolls/calculations. In character, this reflects the most skilled individual guiding/directing the others on the hunt. This may change, however, if the DM believes the most skilled character has been sidelined, ignored, or is not in good enough condition to provide assistance(Ex. Half-conscious/drugged slayers do not give the best advice)
Hunting Contract
Link to rolls:
Link to submission:
Party Members:
Equipment:
Loot:
Hunting Contracts can only be rolled once a week. Each submission requires a piece of art or writing to go with it that depicts your character's contract adventure. It must be unique to this contract roll(no repurposing prompt submissions). Art/writing can be made before or after rolling for the contract. Roleplays conducting during/between the rolls can also count for your submission.
When rolling for the contract, declare so before you start making your rolls. Only the Leader of the Hunt can make the rolls.
If you roll but fail to make your submission within a month, you forfeit the loot. Rolls that trigger perils will do so regardless of whether or not you submit them, so it's advised to only roll if you intent to complete your contract. You can choose to end a contract at any time, even if you haven't reached the maximum amount of loot/rounds. The previous contract must be submitted/forfeited/concluded before rolling for a new one.
Party members are any player characters who join you on your contract.
Equipment should list any items that impact your hunting capabilities. If you add a piece of equipment after triggering a peril, it won't count.
It is recommended that you keep your character sheet up to date with any equipment you'd like in the event of an encounter or peril.