Rules

  • Botches: If a player rolls more ones than successes that player has botched.
  • Willpower: Willpower can be spent on everything expect Edges. Willpower can only be spent once a turn.
  • Teamwork: Teamwork is not only encouraged but expected during game play. When player character work together on a roll (say finding an antidote to a poison) all players make the appropriated dice and add their total together. If one player were to botch the entire attempt is failed, possibly worse.
  • Conviction: Conviction is spent only on Edges. Any amount (all or just one if you so choose) can be spent in a single scene to raise a dice pool.
  • Specialties: If a player has 4 or more dots in an Attribute/Ability they are allowed to pick a specialty. When applicable players will be allowed to reroll 10’s as well as remove a 1 from their roll.
  • Automatic Success: Attribute + Abilities > Number Difficulty. You don’t need to roll however automatic success only count as one success (marginal). If you want higher success you will need to make a roll.
  • Readied Action: A readied action can be declared the beginning of a players turn. If something happens to trigger the action (enemy tries to move out of gun point) the action is trigger automatically.
  • Please stay in character.
  • Journals are highly recommended but not required.
  • Players are only allowed to raise each Ability/Attribute once per story in the game. This helps keep the feeling of realism.
  • Players are asked, not required though, to keep track of how much experience they gain and where they spend it. This makes things easier JUST IN CASE something happens and a character sheet needs to be remade.

Rules

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