>You are Erman Fish, a young, sprightly fisherman looking to catch them all! On this sunny morning, you've been given a rod and a hat by your father, and your fishing journey has begun!
>Catch numerous species, obtain upgrades, and defeat the boss of each locale to carry on!
>Whether it's for eating, trophies, or keeping, every fish has a purpose, and nets you some money!
Catalog:
Powerups only apply the next day
>Chum Bucket: Eliminates the risk of duds (Min roll)- $10
>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5
>Twin Hook (T2): Chance to catch double fish- $5
>Reinforced Rod (T2): Flat +1 bonus to reel dice- $10
To fish:
>Roll 3 d10s (one per anon)
>1st dice is Fish variety
>2nd dice is Reel Strength (Beat a minimum per fish to capture)
>3rd dice is Size
Rolled 4 (1d10)
>>6218279 (OP)Oh boy!
>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5>Reinforced Rod (T2): Flat +1 bonus to reel dice- $10
Rolled 1 (1d10)
>>6218279 (OP)>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5>Twin Hook (T2): Chance to catch double fish- $5
>>6218279 (OP)Oh whoops, forgot to cover bases since there are plural vote options:
>Don't buyis a valid selection. When tallying votes, I'll go for the highest combination of selected upgrades.
Rolled 1 (1d10)
>>6218279 (OP)>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5>Reinforced Rod (T2): Flat +1 bonus to reel dice- $10LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>6218279 (OP)>Chum Bucket>Ice Bucket
Will roll dice later if it's tied, but prefer a tiebreaker since it consumes resources
>>6218279 (OP)>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5>Reinforced Rod (T2): Flat +1 bonus to reel dice- $10
>>6218279 (OP)>Ice Bucket: Allows you to store 1 fish until it becomes CATCH OF THE DAY and can be sold for double- $5>Reinforced Rod (T2): Flat +1 bonus to reel dice- $10
>Something is biting!
>...
>...
>...
>Gotcha!
>It's an Anchovy! Could go nicely on some pizza.
>Size Multiplier: 1%...
>Base Price: $1
Your first catch is, unfortunately, a dud. At first, you expected to get something bigger, but it turned out your rod was caught on some seaweed. Then you felt a weak bite, and yanked a tiny anchovy right out of the water. The tiniest possible size, with the smallest amount of force possible. Future duds will be anchovies too.
But Erman Fish is not one to frown! Once the day is over, you pack up your supplies and head to the shop. There, you sell your Anchovy and spend $15 on a Reinforced Rod and an Ice Bucket, so you can fish better the next day.
You get word that if you pull up the right fish today, you can sell it for double.
Catalog:
Powerups only apply the next day
>Chum Bucket: Eliminates the risk of duds (Min roll)- $10
>Crab Pot (T1): Allows you to start crabbing. A fourth die will be added to determine whether a crab is caught. Each area has a different crab.- $10
>Twin Hook (T2): Chance to catch double fish- $5
>Hyper Rod (T3): Flat +1 bonus to reel dice- $15
To fish:
>Roll 3 d10s (one per anon)
>1st dice is Fish variety
>2nd dice+1 is Reel Strength (Beat a minimum per fish to capture)
>3rd dice is Size
Explanation on Anchovies:
Rolling a 1 on any of the dice turns it into a dud, causing Anchovies to replace the current fish. Anchovies can still become slightly valuable if size is high, but it wasn't the case here. They also show up on both 1 and 2 on the Fish Variety roll.
Explanation on Ice Bucket:
Instead of immediately being sold, subsequent fish will be put in the bucket. When voting for powerups, you can vote to sell the fish immediately instead of waiting, if you want cash ASAP.
Rolled 4 (1d10)
>>6218719No spendy :(
Rolled 9 (1d10)
>>6218719Sell the anchovy, no reason to keep it on ice.
And yeah, no buys for now, let's see what we pull up here.
>Something is biting!
>...
>...
>...
>Gotcha!
>It's a Sea Bass! It's at least a passing grade!
>Size Multiplier: 190%
>Base Price: $5
>Final Price: $9
Day 2 goes much better! You feel a big bite, and with almost all your might, you pull a Sea Bass out of the sea! You take a customary photo with it and store it away in your ice box.
Things are looking up for now. However, you feel a bit of a chill. The weather may not always be great. A rainy day might influence the sort of fish you get, for better or worse. No point thinking about that now, though, you've just caught a real whopper of a bass. Selling it will give you enough to buy things, but you also have it on ice in case it's tomorrow's Catch of the day.
>Sell iced fish: Gives you its cost, which you can immediately use to purchase powerups within the same day.
Catalog:
Powerups only apply the next day
>Chum Bucket: Eliminates the risk of duds (Min roll)- $10
>Crab Pot (T1): Allows you to start crabbing. A fourth die will be added to determine whether a crab is caught. Each area has a different crab.- $10
>Twin Hook (T2): Chance to catch double fish- $5
>Hyper Rod (T3): Flat +1 bonus to reel dice- $15
Rolled 2 (1d10)
>>6219301I say we keep the bass on ice for at least 3 days, we can sell at any time since it doesn't look like we have any kind of upkeep to worry about and +$9 of extra value is a lot.
Rolled 1 (1d10)
>>6219301I say we sell the anchovy and keep the sea bass for now.
Rolled 5 (1d10)
>>6219301+1 to icing the sea bass.
>>6219301> Don't sell or buy
>Something is biting!
>...
>...
>...
>Gotcha!
>It's an Anchovy! Could go nicely on some pizza.
>Size Multiplier: 150%
>Base Price: $1
>Final Price: $2
On day 4, you end up with another dud. Luckily, you already had an Anchovy hooked, so you don't lose what could have been a glorious catch. You pull your catch out of the water. Now you have two fish, and only one ice chest. You MUST sell one before day 3 rolls over.
>Sell Sea Bass
>Sell Anchovy
Once it's the morning of day 4, the wind arrives. It's a bit cooler today, heralding the approach of a storm soon. It brings good fortune, however. The market rate for Sea Bass is DOUBLE today! You can sell your catch and immediately spend the money, along with the money from whatever fish you chose to sell yesterday.
Catalog:
Powerups only apply the next day
>Chum Bucket: Eliminates the risk of duds (Min roll)- $10
>Crab Pot (T1): Allows you to start crabbing. A fourth die will be added to determine whether a crab is caught. Each area has a different crab.- $10
>Twin Hook (T2): Chance to catch double fish- $5
>Hyper Rod (T3): Flat +1 bonus to reel dice- $15
>>6219903>Sell Sea BassI think you mistyped one of the days, but maybe Iโm just reading it wrong.
>Chum Bucket: Eliminates the risk of duds (Min roll)- $10
>>6219930Ah yeah, I did. Anchovy is the Day 3 catch. Then good ol Erman must choose whether to sell the anchovy or bass.
Then Day 4 happens, which is when the bass becomes the catch of the day and can be sold in the morning.
>>6219935Oh, well in that case I change my vote to
>Sell Anchovy
Rolled 3, 1, 4 = 8 (3d10)
>>6219903Panic sell every fish
ask mercy to the god of salt
Rolled 5 (1d10)
>>6219971sorry did 3d10 like a retard, changing my dice.
Rolled 4 (1d10)
>>6219947Oh, right. The rolls.
Rolled 9 (1d10)
>>6219903One more roll just in case.
>Sell Anchovy to keep the bucket, then on day 4 sell the bass for the catch of the day >Buy a chum bucket and crab cage on day 4 for $1 + $2 + $9x2 - $10 - $10, leaving us at $1 again
>Something is biting!
>...
>...
>...
>Gotcha!
>It's a Clownfish! I hope nobody is finding him.
>Size Multiplier: 190%
>Base Price: $10
>Final Price: $19
Sell, sell, sell! You had to get rid of the cheap anchovy to make space for the bass, and as luck would have it, it happens to be Catch of the Day on Day 4's windy morning. You sell them all, then get to fishing.
As you cast your rod, you pull up an extra-large clownfish! It goes directly in your box for safekeeping. You manage to avoid any duds today, but you don't want to risk any more wasted days via anchovies, so you start spending that hard-earned cash.
You make sure to get yourself a chum bucket, and a crab pot for some passive income. And then it's time for day 5.
>Special event! Coming storm: Fish roll (1st dice) +8
It's stormy today, and that's when the larger, more dangerous fish prowl. Your encounter today will be a big one. But are you prepared to capitalise on it?
>Sell Clownfish? ($19)
Catalog:
Powerups only apply the next day
>Enlarged Ice Box (T2): Allows you to store a second fish- $20
>Chummier Bucket (T2): With so much chum in the water, predators will eat all the anchovies. Allows for a reroll vote in the event of a natural anchovy capture, after all rolls are made- $20
>Twin Hook (T2): Chance to catch double fish- $5
>Hyper Rod (T3): Flat +1 bonus to reel dice- $15
Instant Upgrade (Single-use item, can be bought and used on same day):
>Targeted Lure: Allows you to target a specific fish you've already captured before- $15
>Super Strength: +8 to your Reel Strength for the day- $20
To fish:
>Roll 3 d10s (one per anon)
>1st dice is Fish variety
>2nd dice+1 is Reel Strength (Beat a minimum per fish to capture)
>3rd dice is Size
>4th dice is Crab Pot
Rolled 3 (1d10)
>>6221004>Sell Clownfish>Super Strength: +8 to your Reel Strength for the day- $20
Rolled 10 (1d10)
>>6221008+1
>>6221004>Sell Clownfish? ($19)Yes.
>Chummier Bucket (T2): With so much chum in the water, predators will eat all the anchovies. Allows for a reroll vote in the event of a natural anchovy capture, after all rolls are made- $20Blowing $20 on a one-time purchase donโt sound economical to me. Plus, this permanently boosts our bottom line.
Rolled 2 (1d10)
>>6221107*
>Something is biting!
>...
>...
>...
>Gotcha!
>It's a Flake! They make the best fish and chips.
>Size Multiplier: 80%...
>Base Price: $25
>Final Price: $20
It's storming hard, but you pull harder. The shark grabs on to your rod, and you do it! With all your strength, even without paying for the boost, you catch a Flake!
>>6221367Weโre in the big leagues now.
>>6221367Soon they'll have to call us Kingfisher
Alright. Common sense say we should keep the flake in ice
But selling it means twin Hook + Crab Bucket. I'm honestly tempted
Rolled 7 (1d10)
This flake is a small one. Waiting for CATCH OF THE DAY is tempting, but we can afford upgrades right now. We might as well invest in better odds- we might catch a bigger flake by then.
>Sell Flake
>Buy Twin Hook
>Buy Hyper Rod
Rolled 3 (1d10)
>>6224735>>6224750Why not Crab Bucket (for a chance to get the zone's crab already) and twin hook?
>>6224750Oh wait, Iโm retarded.
>>6224754Looks like we have it here. It's above the "SWAMP" tag, and it's mentioned that we need a fourth dice roll to use it. Seems we forgot to roll for it.
>>6221004
Rolled 9 (1d10)
>>6221367>>6224754seconding the crab bucket (forbidden onahole)