Survivor Survivor is a roleplaying game that follows simple rules, inspired from various tabletop games. It is a game that is as much about deception and social politics as it is about survival. 16-24 contestants will be thrown onto an island and told to survive on your own for the chance at winning 1 million currency. Survivor Basics Players are split between 2, or sometimes 3, teams. These teams must work together against one another in challenges. Challenges can be anything, from being forced to eat something the individual isn’t used to, to being trapped in a hamster ball and forced to travel down a hill and then solve a jigsaw puzzle while disoriented. The losing team is forced to vote off one of their tribemates. Eventually the two teams become one and the game becomes a free for all. You will need to take advantage of every attribute and skill you have in order to win. This game isn’t just about stats, but also cunning and strategy. If people don’t like you, you’re probably not going to last very long when voting time comes around. So make sure to interact with the other players and form what's known as "alliances" (groups of players in a covenant agreeing to vote together). The stronger and larger your alliance is, the more likely it is to make it to the top, but unfortunately, the more likely it is for someone to stab you in the back. Pick your friends wisely, Survivor is as much a game of deceit as it is a game of trust! Technical Rules When characters attempt any sort of action, a roll of 2 10-sided dice will occur. The roll succeeds if the number rolled is higher than the number represented on the challenge. For example, if what you are rolling against is strength and you have a strength stat is 12 points, rolling 8 or higher will grant you success on the roll. The higher your stat, the more likely it will succeed. A roll of 20 is always a success while a roll of 2 is always a failure. Rolls also have modifiers to complicate it further, not relying on just the ability of your stats alone, so invest your skills accordingly. The Game Master The GM is the one running the game of Survivor. The GM takes on not only the role of Game Master, but also takes on the role of the host character, creates the challenges, and handles most of the rolls. In this game, you don't have the typical control you do in a tabletop setting. Some challenges will have you working with your team to decide exactly who will be performing the challenges (not all players will perform in every challenge), some challenges will have you deciding on specific moves you will perform during the challenge, while others will just have the Game Master performing your rolls and presenting the results in a dramatic fashion. Player Role You may be wondering, "If the GM is doing all the work then what am I doing?" Survivor is more about the players you're playing with than the challenges themselves. Sure, if you're not useful in challenges, you're going to get targetted, but even a player with subpar physical or mental fitness can make it to the final 10 if they play their cards right. This game is less about the normal tabletop experience and more about roleplaying. In addition, there are skills that are designed entirely for use outside of challenges. These are the types of rolls that you will be making and deciding on for yourself. 1

Choosing a Character It's important that you choose a character that you will want to play for up to two months. Pick one who will be able to interact easily with other characters that they are just now meeting for the first time. If you can't think of a reason for your character to sign up for this game and want to play and win, try finding a different character who would. Tribes At the start of the game, teams will be divided into teams, or tribes. A season usually has two tribes, but can also have three or even four, and the number of tribes can change at points during a season. Tribes will be separated from each other, only meeting and interacting at challenge sites and other events. At anywhere from eight to thirteen players left, the tribes will merge into one tribe and everyone left in the game will live in the same location. Tribal Council and Voting If your tribe loses a challenge, you will be going to Tribal Council. Here, the members of the team must vote someone out of the game. First, the host will ask a series of questions to members of the tribe, and they can openly discuss voting and who is or isn't worth keeping in the tribe. There is a 24 hour period where all the members of the tribe must cast a vote and post it in their confessionals. Votes are then read anonymously, and whoever has more votes than anyone else will be eliminated from the game. Though you can avoid voting people out by winning challenges, after the merge, you will be going to Tribal Council after every challenge. Telling people who you're voting for or asking who they're voting for is perfectly allowed, though at the same time lying about votes is just as valid. Ties and Tiebreakers If two or more people tie for the most votes at Tribal Council, there will be a revote at first. Whoever is in the tie will not vote, and the tribe members voting can only vote for the players who are tied. If the vote is tied again after a revote, everyone who is not tied or otherwise immune will draw rocks from a bag. Whoever draws the rock with a different color from the rest is automatically eliminated. Obviously, forcing a rock draw should only be an absolute last resort strategically. At the final four, if the vote is tied, the two people who are tied will compete in a firemaking challenge. Alliances Alliances are the backbone of Survivor strategy. At its core, an alliance is a group of people with the agreement to work together for mutual benefit, usually in the form of voting together. When you want to make an alliance, tell the host who you want to be in it, and they will create a channel. The channel will be hidden from everyone but hosts, spectators, and alliance members. Tribe Swaps At any time during the pre-merge, the tribes can be shuffled without notice. When this happens, members will be moving from one tribe to another. After the tribes are switched, they will go back to the camp bearing their name. If an alliance is split up by a tribe swap, the alliance chat is made read-only for the members until they are reunited. Types of Swaps Random Shuffle Schoolyard Pick: One member of each tribe takes turns picking people to join their new tribe. Exchange: Several members of each tribe are chosen in one way or another, and move between tribes. Absorption: Only in seasons with three or more tribes. One tribe is dissolved, and the members are divided evenly between the remaining tribes. Disband: Like absorption, but along with one tribe being dissolved, the other remaining tribes are also swapped randomly. Expansion: A third tribe is added, and teams are randomly divided between the three new tribes. Mutiny: Players are given the option to turn their back on their tribe and join the enemies. The Jury After the merge, when a player is voted out, rather than leave the game entirely, they become a member of the jury. Jury members spectate Tribal Council after being voted out. At Tribal Council, the jury may not speak, and they may not be directly spoken to. Their job is to gather information at Tribal Council that will factor in to the decision they make at the end of the game. Final Tribal Council At the end of the game, the final 2/3 (depending on the season) must face the jury. One by one, the jury will stand and say whatever they want to the finalists. They can ask a question or make a statement, it can be as long or short as they wish, and they can address it to any or all of the finalists or even the jury if they wish. After all of the jurors have made their statements and the finalists have gotten the chance to reply, there is a 24 hour voting period. All of the jurors will cast their votes for who they believe deserves to win the game above the other finalists. During this time, the jurors may also freely talk back and forth with the finalists. After all the votes are cast, the host will read them. The player with the most votes will be declared the Sole Survivor. On the rare occasion that there is a tie between two finalists, the third finalist retroactively becomes the last member of the jury, and will then cast the tiebreaking vote.

Idols and Advantages Throughout the game, players will receive the opportunity to gain advantages in the game in the form of objects that can be used at Tribal Council. Types of Advantages Hidden Immunity Idol: The most common advantage. There is usually one per tribe camp, and it is rehidden after it is played (or the player is voted out with it). During the voting period at tribal council, the player with the Hidden Immunity Idol may play it on themselves or someone else. All votes cast against the player it is played on will not count, and the player with the next highest number of votes will be sent home. The Idol can be given away. Super Idol: A much more powerful and much rarer version of the Hidden Immunity Idol. Rather than being played before the votes are read, the Super Idol can be played after the votes are read, retroactively nullifying the votes on the player and sending whoever gets the next highest number of votes is eliminated. The Super Idol can be given away before Tribal Council, but it may not be played on anyone other than the person currently in possession of it. Extra Vote: Exactly what it says on the tin. Play this before voting and it allows for you to vote twice. It may not be given away. Vote Blocker: Play this before voting, and the player you play it on may not vote. It may not be given away. Vote Steal: A combination of the previous two advantages. If you play it, the person you play it on may not vote, and you may vote twice. It may not be given away. Luxury Items In this game, players are only allowed to bring the clothes on their back and one select item, the Luxury Item. It may be something of personal value to the player, or something they feel will make their exodus from society more bearable. When filling out your application, you will be asked to say what your Luxury Item will be, and it must be approved by hosts. You may not bring any weapons, items that can be used to communicate with the outside world, or objects larger than can be put in a backpack easily.

Stats Survivor uses 4 stats, Strength (ST), Dexterity (DX), Intelligence (IQ), and Stamina (SA). While there won’t be any combat (unless you create some, not recommended), every stat will make an impact in most challenges. Some will favor strong players, some will favor smart ones, others will favor ones that can take a hit and still keep going. Keep all these things in mind when building your character. You will have a team to lean on, but should keep yourself capable too. Each stat starts at 10. You can pay some of your points to increase one of these stats, or you can take away stats to boost your point pool up, allowing you to invest in skills or other stats. The amount of points per stat is not even, however. When a stat exceeds 13 it begins to cost more points per stat. Points This game will feature a point buy system you’ll have to invest in, not only statistics, but also skills and special powers. Is your character supposed to shoot lasers from his eyes and you noticed that’s not an option? Talk to your GM about it and see if you can find an appropriate amount of points an ability like that will allow. This is designed with balance in mind so some integral things to your character could end up being very expensive. Stat Cost Level Point Cost 5 -40 6 -30 7 -20 8 -15 9 -10 10 0 11 10 12 20 13 30 14 45 15 60 16 80 17 100 18 125 Stats any higher than 18 require an additional 25 points. Strength (ST) Strength measures physical power and bulk. Any survivor will find ST useful for lifting and throwing things, moving quickly with a load, etc. Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots. Dexterity (DX) Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time) and Basic Move (how fast you run). 2 Intelligence (IQ) Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. The secondary characteristics of Will and Perception are based on IQ. Stamina (SA) Stamina measures energy and vitality. It represents stamina, resistance, and basic “grit.” SA determines Fatigue Points, and helps determine Basic Speed and Basic Move. Size (SZ) Size is not necessarily a stat so much as it is just a number to keep track of. Your height and eright will be factored into challenges. A teammate is going to have an easier time lifting a small character than they are a large one. Refer to the size table on page 3 to determine the size of your character. Health and Hunger Everyone has 50 HP. Depending on their position during a challenge or what happens at camp, they can lose HP at any time. They also have 10 separate hunger points. By default, hunger decreases by 5 a day, but having the Survival skill can reduce that as low as 1 a day. Every day it's at 0, you lose 10 HP. You can roll for First Aid for yourself or someone else once a day, and the # you roll plus your First Aid skill and IQ stat is how much health you heal. If your health hits 0, you will be medically evacuated. Restoring Health By default, your tribe will have limited rations of rice. Every rice ration fully restores your health stat. You can also search for animals and plants to eat if you run out of rice rations. Every day, a player can use the medkit to roll for First Aid to restore health to themselves or another player. The medkit has limited use, so be careful!