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    Rules Of Smokey Hill

    Mary Genn
    Mary Genn


    Posts : 278
    Join date : 2011-08-02
    Age : 31
    Location : Stormworld

    Rules Of Smokey Hill Empty Rules Of Smokey Hill

    Post by Mary Genn Tue Oct 23, 2012 9:29 pm

    The Rules of The House On Smokey Hill are as follows:

    1. Each character has an inventory card (a matrix that exists in-game, but only to the players, never their characters). Each inventory card can hold up to eight items.
    1a.An additional inventory card is granted for any bag/backpack/purse/et cetera a character has. Bags and the like are limited to 1 per character.

    1b. A character can also equip one item while their inventory cards are full.

    1c. If a character wishes to use a functional item (such as a key) they must swap their held item to their off-hand. Flashlights and Lamps can be held in the off-hand without affecting the player.


    2. While there is no limit to a character, they're body type, age, sex, et cetera. will affect their experience within the House. Example: A character who is bulky but not athletic will have decreased speed, but an increase in strength. Whereas, a character who is smaller in stature will be faster and have a better chance of hiding, but will lack in strength. A score for each character's stats will be provided by me once the character's sheet is up. This also means that a detailed character is a better character.

    2a. A "perfect character" will not be accepted.

    3. There will be a room for everyone to restore, where the lights will never go out. That being said, no one may be denied access to the room unless otherwise stated by the GM (ME). The room, while always providing light, is not stocked with an endless supply of food (although there is a bathroom, which can provide water) and to avoid starving characters will have to make dangerous excursions to the kitchen and other rooms.

    3a. This is a SINGLE ROOM. There are no PERSONAL ROOMS, unless fabricated by a character.

    3b. Any character-fabricated room must be kept lit by a character. Electricity cannot be restored to these rooms.

    4. Weapons, miscellaneous items, and alternative sources of light exist all around the House. The only limitations to the uses of such items are those of real-world physics. Example: Turning a dried bouquet into kindling is perfectly possible, turning a dried bouquet into a burger, however, is not.

    5. There will be Dawn and Day phases, where characters may freely roam the House. Due to the mysterious nature of the house, the light lasts only Five Hours (Which would never be a long enough time to search the entire house). It is entirely possible to get lost while searching, so a good bit of planning is the best way to explore during this time.

    6. Most of the creatures existing in the shadows are driven away by light. There are, however, several who will not be driven away by your flashlights. These creatures die like any other living creature, making weapons a priority. They will appear in areas that hold secrets and essential things.

    7. Remember that it is entirely possible to hide from the creatures by keeping yourself in the darkness. Doing this for extended periods, however, can provide unexpected, dangerous, results.



    A character is granted THREE miscellaneous items of their choice (as approved by me) upon entering the house, as well as two of either of the FLASHLIGHTS listed below. Flashlights will take up ONE SPACE together, meaning TWO FLASHIGHTS = ONE ITEM CARD.

    There are three flashlights the characters would be able to use.

    1. A low-beam electric lantern that offers a "Dome" of protective light. The light is weak, and only covers the character for about a five feet radius on any given side, but it lasts roughly five hours and charges in only one hour. In addition, the lantern can be used while charging.

    2. A mid-beam headlamp that has a chance of actually warding off apparitions. While it is more strongly focused in the front, the lamp gives a dim light one foot behind the wearer. The headlamp lasts three hours and recharges in half an hour. It is entirely possible to wear two headlamps on either side of your head and be exceptionally safe for a good amount of time.

    3. A high-beam flashlight that can actually damage an apparition. This flashlight has a function that allows for it to be "locked" like a gun with the beam on, providing one full hour of light. The light will last only one hour, and the button must be pressed down unless locked. The good news is that the tool only takes twenty minutes to charge. Unfortunately, the light cannot be used while it is charging.

    Encounters with creatures run on probability. Anyone with a flashlight/source of light is granted 100% against any small creatures and 75% against medium creatures. Special creatures must be dealt with using a weapon, or by sneaking. As these creatures are generally larger it is completely conceivable to deal with them through sneaking into tight spaces.


    MORE RULES WILL BE ADDED AS NECESSARY.

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