Hush
You are a member of a small party of individuals hiding from a success, or +1 if you are in a tough spot. If you fail, you make noise
dangerous enemy. The only way to survive is to stay quiet and and your enemy draws closer. Add 1 to the doom track. Say how
hidden. But there is more to living than just survival. You need messing up makes you feel and mark a condition based on your
the comfort and support of those around you to make it through answer (scared, angry, guilty, inadequate, hopeless, etc).
each day.
When you want to do something to do with making yourself be
Hush is a game about balancing your need to survive with your heard, such as speaking up, comforting someone, or asking for
need for meaningful human interaction. comfort, roll 1d6. If you roll equal to your Hush score or higher,
you succeed. On a failure, no one hears you. Say how it makes you
First, as a group, decide who you are, who you are hiding from, feel and mark a condition based on your answer (scared, angry,
and what your hiding place looks like. You might be siblings guilty, inadequate, hopeless, etc).
hiding from a cruel parent in a treehouse in the woods behind
your house, a coven of vampires hiding in an abandoned diner To scavenge, say what you're looking for and roll 1d6. A number
from a dangerous hunter, or post-apocalyptic survivors hiding in equal to or lower than your Hush score is a success. The GM may
a cave system from a hungry dragon or hordes of zombies. Each give you -1 if what you're looking for is likely to be found, or +1 if it
player names one thing that your hiding place has in it, such as a is scarce. On a success, you find what you're looking for. Say why
big bed, a collection of books, a sewing machine, or a piano. As a you want it and how it will help you.
group, decide what you need that you must leave your hiding
place to obtain, such as food, fuel, or oxygen. To comfort someone, describe what you do and say, then roll
1d6. A number equal to or higher than your Hush score is a
Second, create your character. Choose a name, age, gender, success. The GM may give you a +1 if your speech is particularly
appearance, and any other important facts based on who your meaningful. On a success, you can choose an appropriate
group is. Decide at least three secrets about your character and condition for them to erase. On a failure, your words fall on deaf
write them down, but do not share them yet. If you haven't ears.
already, decide as a group how your characters came together
and why they stay together. To ask for comfort, describe what you do and say, then roll 1d6. A
number equal to or higher than your Hush score is a success. That
Third, choose a number from 2 to 5. This number is your Hush person can then make a roll to comfort you with a +1 (in addition
score. A higher number means you're better at being quiet, but it to the +1 bonus they may be granted by the GM).
also means you have a hard time being honest and opening up to
others. A lower number means you're worse at being quiet, but Conditions. When you mark a second or fourth condition, shift
you're better at talking to people and making yourself heard. your score up 1 if it is 4 or higher, or down 1 if it is 3 or lower. If
your score is ever 6, you abandon the group. If your score is ever 1,
To lower your Hush score by 1, tell someone a secret about your you are killed or captured by the enemy and never seen again.
character, or tell them what you're really feeling or what you
really think of them. Doom track. When the doom track reaches 10, the enemy is upon
you. All you can do is hide together and hope you aren't
To raise your Hush score by 1, say why you want to protect your discovered. Everyone must tell at least one person something
friends or why you want to survive. they would never say unless they thought they might die.
Everyone must then roll a 1d6. If the number rolled is equal to or
How to play. When you want to do something to do with being lower than your Hush score, it is a success. If there are more
quiet, such as hiding, sneaking around, scavenging quietly, or not successes than failures, you are safe for the moment. Otherwise,
being heard, roll 1d6. If you roll equal to your Hush score or lower, you are discovered by your enemy and the game ends.
you succeed. The GM may give you -1 if you have a good chance of