WEAPONS

Characters will be assigned a random weapon at the beginning of the game along with a survival pack, but are allowed to trade, steal, or make weapons and traps if they have the tools for it. When stealing weapons, players must roll for the attempt (1d20) and the person being stolen from can contest it with their own roll (1d20). Players are allowed to use means other than traditional weapons against other players as well, such as utilizing the environment to your advantage.

MAP MOVEMENT

A map will be provided of the game layout. Characters will have maps for reference as well, which displays the area divided into zones. Players must move through each location channel to get to where they're going. As location channels will mainly be limited to landmark areas, you can simply go by which landmarks are on the way to your destination (e.g. school → hills → farmhouse). Characters are free to stay in an area for as long as they want—at least until that area is up for removal from play.

As the game progresses, areas will become locked off (also referred to as forbidden zones), and players will have to move to safe zones. Failure to move out of a soon-to-be-locked area by the deadline will constitute death. Location channels will be locked once they become part of a forbidden zone to make sure players focus on the active/available areas.

COMBAT

Combat will be handled with flat 1d20s. Players have 10HP and will roll against each other to see if an attack lands or if it gets dodged. The higher roll wins, and in the case of attacking with a NAT 20, it will hit for 2 points of damage. If the rolls end in a tie, the aggressor wins. Players should keep track of their health pool.

If a character wants to flee from an encounter, they must make a d20 roll for running. If you roll a 15 or above, you can successfully escape to another location. If you roll below that, you must remain in the channel.

If you'd like to forgo a roll or change the outcome of one because something else would better fit a narrative moment, that's alright so long as all parties involved agree. The rolls are meant to facilitate the story and combat, not hamper it! However, wanting to win is not reason enough to do this.

SPYING

If you would like to try and see what's happening in an adjacent channel, you must roll a 1d20. If you roll above a 10, your character can see what's going on in the latest post. Spying only works on adjacent channels / those that would make sense for spying to work (e.g. you can spy on the lighthouse from the field or vice versa, but you cannot spy on the school from the lighthouse).

You can't hear what's being said, you can only see the physical actions taking place. If you fail the roll, you have to wait 2 posts before trying again.

PASSAGE OF TIME

Once the game starts, the in-character time for the game will move forward every 2 hours OOC, or at mod discretion depending on the pacing. There’ll be designated pauses when the in-character time won’t progress to the next hour so that players have a break and don't have to worry about moving their characters—but you're still allowed to RP if you'd like during the break period.