[indent][color=darkgray]• Each character will maintain an [b]Inventory[/b], [b]Health[/b], and [b]Sanity[/b], with either of the latter two reaching zero meaning the death of a character. Every character starts out with [b]7/10 Health[/b] and [b]10/10 Sanity[/b]. You will start out with the inventory items I messaged you about, but can collect more through the course of the game. Unless specified, items take up no space, with certain items taking up more of your limited [b]Inventory Slots[/b]. Characters can increase their number of [b]Inventory Slots[/b] by picking up purses, backpacks, and bags. [b]Health[/b] and [b]Sanity[/b] can be replenished by eating, drinking, or calming down, with the GM (me) listing how much you've gained back in the following post. [b]Sanity[/b] is harder to regain than [b]Health[/b], and there will be fewer opportunities over all to do so. Character's stats affect how easily their stats are diminished and how easily they are replenished.[/color][/indent] [indent][color=darkgray]• Every turn, while bearing in mind that you can write whatever you want, you can have me roll for you to perform one of 7 [b]Special Actions[/b]; [b]Explore,[/b] [b]Collect[/b], [b]Attack[/b], [b]Escape[/b], [b]Examine[/b], [b]Assist[/b], and [b]Recollect[/b]. Sometimes, different [b]Special Actions[/b] will perform the same function, while in other times, they may not work at all. There is sometimes nowhere to explore, nothing to collect, etc. You can perform a [b]Special Action[/b] every post/turn, but only one at a time. Never assume a [b]Special Action[/b] would be entirely pointless, except for [b]Attack[/b] when there's nothing to fight/run away from. That one would be pointless. All other players (including the GM) must post between one turn and the next. To specify a [b]Special Action[/b], include one of the four after a > at the end of your post[/color][/indent] >like this.