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Beyond the Sun - rules

Started by Unwritten, Apr 03, 2024, 03:45 PM

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Unwritten

1. The room is set in the upper east coast of the U.S. and south east coast of Canada as survival elsewhere is highly improbable.  No roleplay will take place outside of the named region.

2. Technology as we once knew it has been wiped out.  You can't flip a switch for light or turn on the television.  There are no more landline telephone wires or cell towers for mobile calls.  Emergency services were lost, too.  If a fire starts to rage out of control or someone has a heart attack, you'd better hope someone knows how to douse the flames or provide basic medical assistance.  Also, there are no more cops to call upon when danger strikes.  Laws of the past are all but forgotten.  You either make your own rules or find tentative security under the rules of whomever leads the group you're with.

3. We're struggling humanity, but still human.  There will be no supernatural aspect within the room...unless it is the ghost of Greta Thunberg hauntingly saying "I told you so".  Vampires, lycans, zombies and superheroes can be played elsewhere in other rooms - not here.

4. You work for what you need.  Barter, beg, steal - that's your call to make.  However, no one will start out with anything more than a small amount of personal supplies.  Beyond that you must find what you need somehow.  Trade and gifts can be done without limit, but remember - what you give up today, you just might need tomorrow.  Scavenging or stealing success will be based on effort and dice roll.  A minimum of three posts of "work" or "searching" is required before you may roll a 1d50 to learn if you were successful or not.  Evens=success.  Odds=failure.  Anyone not adhering to this is subject to punishment by loss of supplies..or worse.

5. Character sheets are not required, but strongly advised.  As well, a log of what you've gained or lost will be critical to keep track of your supplies.

6. The extreme weather will not diminish, only worsen, and storms are likely to pop up.  If you encounter one (via auto post) you will be forced to seek shelter if outdoors.  Failure to do so could result in your demise.

7. Death is more common than ever.  It comes from the elements and also your fellow remaining survivors.  No one is ever truly safe.  If roleplayers can not agree on the outcome of a potentially greatly damaging or fatal encounter then a dice roll will do so with all effected parties rolling a 1d50.  Evens=success(life).  Odds=failure(death).  It is highly advised that you try to manage these outcomes in realistic roleplay instead of resorting to literally gambling with your life in a roll of dice.

8. Room staff reserve the right to deny entry to potential players as seen fit and also to enforce the outcomes of any dice rolling (for supplies or life).