Turn Rules
Each turn is a season in Sinner's Gulch, which obeys a four season pattern for one year in game.
You MUST number your turn post in accordance with the current turn number. This is for me to more easily scan/skim a thread at times to find things more quickly as needed. If you do not number your post, YOU WILL NOT BE PROCESSED. I will move the game ahead if you fail to correct this issue after several polite reminders/warnings.
For a turn, each character gets 1 Movement, 2 Actions and 1 Skullduggery.
Movement
Shift between Sinner's Gulch, Outskirts, Outer Wastes and Free Cities. Thanks to horses, coaches and inventions, you can easily move to any zone each season.
Distance is as follows:
Sinner's Gulch > Outskirts > Outer Wastes > Free Cities
Sinner's Gulch - The infamous frontier town of outlaws and exiles
Outskirts - The surrounding lands around Sinner's Gulch that contains ranches, farms, mines and other facilities built by interests in Sinner's Gulch. Bandits are known to build their lairs and hideouts out here to prey on the locals or incoming shipments.
Outer Wastes - The great frontier currently being fought over, pillaged and colonized by the Free Cities in their newfound ambition for expansion. Beware the Greenkin, this is their land.
Free Cities - A loose confederation formed to protect one another from outside threats even as they war and squabble amongst themselves.
Actions
Any variety of schemes, plans or other workings you get up to in the season.
You get two, representing the time it takes often to do the work for an action, including bounty hunting as you must often track down your targets and scout them first.
Skullduggery
Even the kindest heart in Sinner's Gulch doesn't like having the town know all their business. This is a concealed action for either nefarious or protected actions such as perhaps carrying out a conspiracy, blackmail or even helping unpopular people.
Commerce
Business is the way of life in Sinner's Gulch. Commerce is Free so long as you have the money to pay for what you're getting or carrying out some other method of payment, such as Promised Favors. Failure to honor a Promised Favor in Sinner's Gulch with earn you the attention of Mayor Palethorn, Sheriff Greenfield and Mr. Scratch. The latter should be your largest concern, as unreliable business partners are unsavory, resulting in the forfeit of your Immortal Soul to one Mr. Scratch should you break more then ONE Promised Favor.
You will be warned when you breach contract the first time.
Players are responsible for keeping tracks of their income and resources, but the Narrator will audit these and maintains records. You will have your character sheet and a discord section to help manage this.
Each turn is a season in Sinner's Gulch, which obeys a four season pattern for one year in game.
You MUST number your turn post in accordance with the current turn number. This is for me to more easily scan/skim a thread at times to find things more quickly as needed. If you do not number your post, YOU WILL NOT BE PROCESSED. I will move the game ahead if you fail to correct this issue after several polite reminders/warnings.
For a turn, each character gets 1 Movement, 2 Actions and 1 Skullduggery.
Movement
Shift between Sinner's Gulch, Outskirts, Outer Wastes and Free Cities. Thanks to horses, coaches and inventions, you can easily move to any zone each season.
Distance is as follows:
Sinner's Gulch > Outskirts > Outer Wastes > Free Cities
Sinner's Gulch - The infamous frontier town of outlaws and exiles
Outskirts - The surrounding lands around Sinner's Gulch that contains ranches, farms, mines and other facilities built by interests in Sinner's Gulch. Bandits are known to build their lairs and hideouts out here to prey on the locals or incoming shipments.
Outer Wastes - The great frontier currently being fought over, pillaged and colonized by the Free Cities in their newfound ambition for expansion. Beware the Greenkin, this is their land.
Free Cities - A loose confederation formed to protect one another from outside threats even as they war and squabble amongst themselves.
Actions
Any variety of schemes, plans or other workings you get up to in the season.
You get two, representing the time it takes often to do the work for an action, including bounty hunting as you must often track down your targets and scout them first.
Skullduggery
Even the kindest heart in Sinner's Gulch doesn't like having the town know all their business. This is a concealed action for either nefarious or protected actions such as perhaps carrying out a conspiracy, blackmail or even helping unpopular people.
Commerce
Business is the way of life in Sinner's Gulch. Commerce is Free so long as you have the money to pay for what you're getting or carrying out some other method of payment, such as Promised Favors. Failure to honor a Promised Favor in Sinner's Gulch with earn you the attention of Mayor Palethorn, Sheriff Greenfield and Mr. Scratch. The latter should be your largest concern, as unreliable business partners are unsavory, resulting in the forfeit of your Immortal Soul to one Mr. Scratch should you break more then ONE Promised Favor.
You will be warned when you breach contract the first time.
Players are responsible for keeping tracks of their income and resources, but the Narrator will audit these and maintains records. You will have your character sheet and a discord section to help manage this.
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