
Gameplay Rules
Core rules for stats, health, weather, inventory, hunting, medicine, combat, and consequences.
EiTM uses seven primary stats: Hunting, Combat, Movement, Medicine, Charisma, Wisdom, and Intelligence. Most rolled outcomes combine a prompt value with the relevant character stat. Totals of 1 to 3 are Miss, 4 to 6 are Bad, 7 to 9 are Medium, and 10 to 12 are Good. The final total cannot exceed 12.
Weather can temporarily modify relevant stats from -3 to +3 and may create special outcomes. A temporary benefit may push a stat above its normal rank cap, but it does not change the character's permanent stat.
Every character has 10 HP. Hurt characters may hunt, fight, travel, explore, and patrol. Only a character at 0 HP is incapacitated and blocked from ordinary actions. Zero HP causes knockout rather than automatic death. Permanent injury, permanent damage, scarring, and death follow the player's consent settings.
Hunting, feeding, herb foraging, medicine, combat, patrols, rewards, and inventory changes must be recorded through their website systems. Do not manually invent rewards or repeat an action after receiving a valid result.
Characters have personal carried inventories with limited slots and weight. Capacity changes by age and rank. Clan supplies, carried items, and the owner's unassigned profile inventory are separate.
Prey and predator populations change through seasons, weather, hunting, natural recovery, disease, migration, predators, staff events, and Clan projects. Shortages may reduce rewards, create warnings, move predators, activate rationing, and generate recovery projects.