Player Guides

What are Player Guides?
Player guides are put out every season by hosts to ensure that players understand core game mechanics. Usually, hosts will typically follow up in direct messages with players to ask if they have any questions, but it is always best to start with reading the guides.

Confessionals
Everyone needs a safe space to vent and plan, and in the game of Survivor that place is confessionals. The most important part of confessionals is that they are a private roleplay channel where you the player can speak directly to the audience! It is your space to do with what you want, discuss plans, respond to prompts, roleplay flashbacks or home life before the game, give us insight into your character’s thoughts, it is your space.

Confessionals are also used for most private game mechanics, such as voting, hunger and health updates, asking questions, searching, making alliances, using advantages, and housing your stat card. Information on these things will all come in due time, so don’t fret!

Spectators and players alike are reminded that you are not permitted to show your stat card to anyone else entered in the game, nor can you discuss its contents.

Have fun!

Challenges
Challenges in Survivor are used to decide who will be safe from elimination, to make major decisions, and to earn rewards that can either make life more comfortable or improve your situation at camp. For tribe based challenges, the challenge will be announced one day before it occurs; players will have 16 hours from the end of the challenge announcement in order to decide who will be doing what position and to decide on a strategy.

For a challenge strategy, you may use any supplies around camp, any powers any characters in your tribe have, or any luxury items, but each player can only be used for a strategy once. If you use them for their powers, you cannot later use their luxury item or vice versa. A strategy also can’t involve entirely skipping a portion of the challenge, for example if there is a race, you can’t teleport to the end.

When your tribe has their strategy and positions finished, ping @Host in order to submit your positions. Strategy bonuses will vary, but for each skill being checked, 2d10+ will be used to determine how well you do. If the tribe’s positions are not submitted by the deadline, they will be randomized.

Tribal Council
Tribal council is where most of the game takes place, players at tribal council will have to vote someone out of the game. At tribal council, you will have twenty-four hours to submit a vote before receiving a self-vote. You may continue life at camp as normal, and talk in alliances. In order to submit a vote, write the name of whoever you would like to see eliminated on the voting paper and ping @Host. In order to withdraw your vote for any reason, once again ping @Host. Votes will not be read until all people at council have voted.

At the end of tribal council, the player with the most votes against them will be given a chance to speak final words before being escorted out of the game.

Alliances
A key part to your social game will be your alliances, an alliance is a private conversation with a player or group of players that no one else can see. In order to make an alliance, ping @Host in your confessional, tell us who you want to be in it, and what you want it to be called. If you don’t have a name for it, the name will be #personwhomadethealliance-member1-member2.

Camp
An important part of surviving in the wild is having shelter! Your tribal camp is where you'll spend most of your time, eating, sleeping, socializing, and surviving with your tribe. The wilderness can be hard to live in, exposure being one of your biggest threats on the island. To make it on the island, you'll have to construct a shelter in order to weather the elements and keep yourself in fighting shape.

Your shelter can be whatever you would like it to be, so long as there is accompanying and reasonable roleplay for its construction. The same holds true for any construction of anything from boxing rings to mineshafts, just be sure to ping @Host when construction is finished so they can update descriptions!

Fire
When it rains, when it is cold, and even just when you’re hungry, fire is man’s best friend in the wild. In order to make a fire, you’ll need to ping @Host in your confessional and roll a 2d10+. If the roll is 14 or higher, you can assume your tribe will have fire for the next 24 hours, even if a host can’t reply. Each tribe can only attempt fire once per day.

Hunger
Over time, you’ll begin to get hungry, 40% of your hunger will be lost every day at midnight, in order to counter this, you’ll need to eat. Ping @Host in your confessional, along with whatever ration you would like to eat. Meat will restore 40% and must be cooked in order to eat it, plants will restore 30%. When you reach 0% you will immediately take 10 damage, but on the opposite end, if you are at 100% you will receive a bonus to challenge rolls. In order to cook, ping @Host along with whatever it is you're cooking, the same goes for mixing rations to make soups or anything similar.

Hunting
Hunting is the first of the two food sources in Survivor, in which you will be looking for an animal to kill for food. To begin a hunt, ping @Host and tell them what group of one to three players are in the hunting party, and tell them if you are game hunting or beast hunting.

Game hunting will lead the party to find small animals, while they are safer and easier to kill, they will produce less rations. The party will have skills rolled depending on how the party decides to go about killing the creature, shooting it would be accuracy, punching it force, etc. If the creature’s roll is higher, it will escape.

Beast hunting will lead the party to large animals, while they are more dangerous and could deal damage, they will produce enough rations for the whole tribe. The party will have skills rolled depending on how the party decides to go about killing the creature, shooting would be accuracy, punching is force, etc. If the creature’s roll is higher, someone in the hunting party will end up taking the difference in damage. The party must win two sets of rolls in order to kill the creature, but if the creature wins two sets, it will escape.

Hunting may only be done once a day, if you go game hunting, you cannot go beast hunting and vice versa.

Gathering
Along with animals, foliage surrounds players in the lush jungles of Borneo which could prove to be beneficial to camp. Keeping your eyes peeled for useful plants could be the difference between eating or going hungry if hunters return to camp empty handed. To begin gathering, ping @Host and tell them that you’re gathering, along with any other members doing so, gathering parties may be a group of up to three people. Usually, plants found will only be used for food, however having points in foraging will increase the likelihood of finding medicinal herbs, plants that will burn well, etc. Gathering can be done once a day.

Healing
When living in the wild, people are bound to get hurt, be it by the conditions, wildlife, or dwindling food supply. Should this occur, players who have points in the first aid stat, or players with a medkit can offer treatment to the injured player by pinging @Host. An injured player can only accept help from one tribemate a day. If you fall under 40 HP, you will begin to take roll penalties, which get worse with every 10 HP lost, and at 0, you will be removed from the game.

Landmarks
Landmarks are locations put into the game either for fun RP spots, or to hide things, upon finding a landmark on a tile, you may immediately search one of the bold points of interest. Come back any time by searching the same tile when you have a search available to search other points of interest. If you would like, you can reveal a landmark to everyone with a simple @Host at any time, or just a few people if you are in an alliance.

Interactive Landmarks
Landmarks are locations put into the game either for fun RP spots, or to hide things, upon finding a landmark on a tile, you may begin to interact with anything in the space for an indefinite amount of time until the next day. When a new search cycle begins, returning to a landmark will cost an additional search. Anything you do to the landmark will be reflected in the description when you return, or if anyone else happens to find the same landmark.