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amuseum [2020/10/13 21:38]
kyle [Carousing]
amuseum [2020/11/19 12:14] (current)
kyle
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 |{{fa>caret-right?24}} |[[#Carousing]] |Party to get XP. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Carousing]] |Party to get XP. |{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Casino]] |Wager Dosh. |{{ra>diamond?24|Economy}} | |{{fa>caret-right?24}} |[[#Casino]] |Wager Dosh. |{{ra>diamond?24|Economy}} |
 +|{{fa>caret-right?24}} |[[#Drill Yard]] |Raise combat ratings. |{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Fortuneteller]] |Learn your future. |{{ra>queen-crown?24|Influence}} | |{{fa>caret-right?24}} |[[#Fortuneteller]] |Learn your future. |{{ra>queen-crown?24|Influence}} |
-|{{fa>caret-right?24}} |[[#Trainer]] |Raise combat ratings. |{{ra>diamond?24|Economy}} | 
 ^ ^^^^ ^ ^^^^
  
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 |2 ^Trouble |**1-4: Kidnapped.** Shanghaied, press-ganged, enslaved, etc. [1-6] you're out of the game until other adventurers can mount a rescue mission to get you back, [7+] you'll find your own way back eventually but are gone until the end of the current session. \\ **5-8: Confined.** [1-4] imprisoned, [5-8] accidentally trapped somewhere, [9+] kinky restraints. \\ **9+: Trespasser.** You're somewhere you're really not allowed to be, and you don't remember how to get out again. [1-4] criminal headquarters, [5-8] governmental building, [9+] high-class dwelling. | |2 ^Trouble |**1-4: Kidnapped.** Shanghaied, press-ganged, enslaved, etc. [1-6] you're out of the game until other adventurers can mount a rescue mission to get you back, [7+] you'll find your own way back eventually but are gone until the end of the current session. \\ **5-8: Confined.** [1-4] imprisoned, [5-8] accidentally trapped somewhere, [9+] kinky restraints. \\ **9+: Trespasser.** You're somewhere you're really not allowed to be, and you don't remember how to get out again. [1-4] criminal headquarters, [5-8] governmental building, [9+] high-class dwelling. |
 |3 ^Loss |**1-6: Money.** Lose an additional [1-6] 10 Dosh, [7+] 5 Dosh. If you don't have enough to lose the listed amount, you have a debt to somebody unsavory for the remainder. \\ **7-9: Item.** The referee chooses an inventory item from among those you possess. It's gone now- if it was something unique or essential, you can go on a quest to get it back if you want. \\ **10+: Clothes.** Who knows where you left them. | |3 ^Loss |**1-6: Money.** Lose an additional [1-6] 10 Dosh, [7+] 5 Dosh. If you don't have enough to lose the listed amount, you have a debt to somebody unsavory for the remainder. \\ **7-9: Item.** The referee chooses an inventory item from among those you possess. It's gone now- if it was something unique or essential, you can go on a quest to get it back if you want. \\ **10+: Clothes.** Who knows where you left them. |
-|4 ^Grifted |**1-4: Framed.** You actually weren't responsible, but the authorities don't see it that way. You can attempt to clear your name or just skip town. [1-3] murder, [4-6] arson/destruction of property, [7-9] theft, [10+] some petty bullshit. \\ **5-8: Get Rick Quick.** You invested all your spare Dosh in a scheme. [1-8] the money's gone, [9-10] you got your money back, [11+] it was actually legit, double your investment. \\ **9+: Magic Beans.** You lose 3 Dosh but gain a random keystone. If you didn't have 3 Dosh to lose, lose whatever you did have and you gain a random mundane item from the random junk table under the Packrat ability in the [[Outfitter]] class. | +|4 ^Grifted |**1-4: Framed.** You actually weren't responsible, but the authorities don't see it that way. You can attempt to clear your name or just skip town. [1-3] murder, [4-6] arson/destruction of property, [7-9] theft, [10+] some petty bullshit. \\ **5-8: Get Rick Quick.** You invested all your spare Dosh in a scheme. [1-8] the money's gone, [9-10] you got your money back, [11+] it was actually legit, double your investment. \\ **9+: Magic Beans.** You lose 3 Dosh but gain a random keystone. If you didn't have 3 Dosh to lose, lose whatever you did have and you gain a random mundane item from the random junk table under the Packrat ability in the [[Outfitter]] archetype. | 
-|5 ^Malady |**1-3: Infected.** Afflicted with a random disease (roll a random disease under the Inviolable ability from the [[Adamant]] class. \\ **4-6: Injured.** Gain a random injury. \\ **7-9: Bruised and Beaten.** Lose 1 Flesh. \\ **10+: Hangover.** Gain 1 Stress. |+|5 ^Malady |**1-3: Infected.** Afflicted with a random disease (roll a random disease under the Inviolable ability from the [[Adamant]] archetype. \\ **4-6: Injured.** Gain a random injury. \\ **7-9: Bruised and Beaten.** Lose 1 Flesh. \\ **10+: Hangover.** Gain 1 Stress. |
 |6 ^Wakeup |**1-4: This is Awkward.** You wake up somewhere undesirable. [1-3] a holding cell, [4-6] an animal pen, [7-9] a coffin (open and unburied), [10+] a barrel (half full). \\ **5-8: Slept Rough.** You wake up outside on the ground. [1-4] somewhere unfamiliar, [5-8] a good distance away, [9+] nearby. \\ **9+: Not My Bed.** You wake up in an unfamiliar bed. [1-4] you're alone, [5-8] with somebody gross, [9-10] with somebody average, [11+] with somebody attractive. If somebody else is in bed with them, player decides if anything actually happened or if they just happen to be spooning when they wake up. | |6 ^Wakeup |**1-4: This is Awkward.** You wake up somewhere undesirable. [1-3] a holding cell, [4-6] an animal pen, [7-9] a coffin (open and unburied), [10+] a barrel (half full). \\ **5-8: Slept Rough.** You wake up outside on the ground. [1-4] somewhere unfamiliar, [5-8] a good distance away, [9+] nearby. \\ **9+: Not My Bed.** You wake up in an unfamiliar bed. [1-4] you're alone, [5-8] with somebody gross, [9-10] with somebody average, [11+] with somebody attractive. If somebody else is in bed with them, player decides if anything actually happened or if they just happen to be spooning when they wake up. |
 |7 ^Party Animal |**1-3: Amnesia.** Many carousers don't remember their night, but you //really// don't remember. You learn nothing from the experience and do not gain the usual XP. \\ **4-6: Do Not Serve.** You're banned from carousing again in the current location until you can cough up 5 Dosh for repairs/apologies. \\ **7-9: Unwanted Popularity.** You've gotten a reputation as the life of the party. The next time you want to carouse here it will cost 7 Dosh instead of 5 due to being surrounded by barflies, thrill-seekers, fuckboys and other parasites. \\ **10+: You're All Right.** You left a very good impression. The next time you want to carouse in this location, it's free. | |7 ^Party Animal |**1-3: Amnesia.** Many carousers don't remember their night, but you //really// don't remember. You learn nothing from the experience and do not gain the usual XP. \\ **4-6: Do Not Serve.** You're banned from carousing again in the current location until you can cough up 5 Dosh for repairs/apologies. \\ **7-9: Unwanted Popularity.** You've gotten a reputation as the life of the party. The next time you want to carouse here it will cost 7 Dosh instead of 5 due to being surrounded by barflies, thrill-seekers, fuckboys and other parasites. \\ **10+: You're All Right.** You left a very good impression. The next time you want to carouse in this location, it's free. |
 |8 ^Obligation |**1-3: Debts.** Your own or someone else's that you promised to cover for some reason (player decides). You're the one on the hook either way. [1-4] 10 Dosh, [5-8] 5 Dosh, [9+] 1 Dosh. \\ **4-6: Duel.** You've agreed to fight somebody for some reason. Player describes circumstances. [1-4] powerful opponent, [5-8] even match, [9+] total chump. \\ **7-9: Engaged.** Wait, what? Player describes circumstances and if it's mutual or not. \\ **10+: Fetch Quest.** You've agreed to go get a thing for somebody- player and referee collaborate on details. You can always break your promise, though. [1-4] epic journey, [5-8] dungeon delve, [9+] just across town. | |8 ^Obligation |**1-3: Debts.** Your own or someone else's that you promised to cover for some reason (player decides). You're the one on the hook either way. [1-4] 10 Dosh, [5-8] 5 Dosh, [9+] 1 Dosh. \\ **4-6: Duel.** You've agreed to fight somebody for some reason. Player describes circumstances. [1-4] powerful opponent, [5-8] even match, [9+] total chump. \\ **7-9: Engaged.** Wait, what? Player describes circumstances and if it's mutual or not. \\ **10+: Fetch Quest.** You've agreed to go get a thing for somebody- player and referee collaborate on details. You can always break your promise, though. [1-4] epic journey, [5-8] dungeon delve, [9+] just across town. |
 |9 ^Reputation |**1-8: Laughingstock.** You did something stupid/awful/gross (player decides what). All reaction checks in this location have -1 attitude for the rest of the session and everybody has a hard time taking you seriously. \\ **9+: Crazy Fuck.** You did something badass (player decides what). All reaction checks in this location have +1 attitude for the rest of the session and everybody treats you with a mild amount of respect/fear. | |9 ^Reputation |**1-8: Laughingstock.** You did something stupid/awful/gross (player decides what). All reaction checks in this location have -1 attitude for the rest of the session and everybody has a hard time taking you seriously. \\ **9+: Crazy Fuck.** You did something badass (player decides what). All reaction checks in this location have +1 attitude for the rest of the session and everybody treats you with a mild amount of respect/fear. |
-|10 ^Relations |**1-4: Local Organization.** [1-4] you're on their shit list now, [5-8] you're now a member, [9+] they owe you a favor. Referee and player determine organization collaboratively based on adventurer personality. \\ **5-8: Named/Important Local NPC.** Referee picks NPC. [1-6] they now have a grudge, [7-9] you now have a relationship level of Friend, [10+] they're in love (relationship level of Bond if you decide to return their feelings). \\ **9+: Fellow Adventurer.** If another adventurer caroused at the same time you did, it's them. Otherwise pick randomly. [1-6] they roll on the Loss consequence but you're directly responsible for their loss and they know it, [7+] you each gain a keystone corresponding to one of the other adventurer'classes. |+|10 ^Relations |**1-4: Local Organization.** [1-4] you're on their shit list now, [5-8] you're now a member, [9+] they owe you a favor. Referee and player determine organization collaboratively based on adventurer personality. \\ **5-8: Named/Important Local NPC.** Referee picks NPC. [1-6] they now have a grudge, [7-9] you now have a relationship level of Friend, [10+] they're in love (relationship level of Bond if you decide to return their feelings). \\ **9+: Fellow Adventurer.** If another adventurer caroused at the same time you did, it's them. Otherwise pick randomly. [1-6] they roll on the Loss consequence but you're directly responsible for their loss and they know it, [7+] you each gain a keystone corresponding to one of the other adventurer'archetypes. |
 |11 ^Knowledge |**1-2: Well, That's Not Good.** You've learned something that's only going to cause trouble for you. Referee decides details, can choose to wait until a later point to reveal. [1-4] something grim (archbishop is a vampire, best friend has been replaced with a robot, soylent green is people), [5-8] something weird/conspiratorial (secret subliminal messages on the airwaves, something was looking back out from the sewer, dozens of unmarked government trucks full of baby teeth), [9+] something scarring but mostly harmless (walked in on your parents having sex, saw through the veil dividing worlds, it's not a toomah) \\ **3-10: Dirt.** You know something about somebody else (referee decides exactly who and what) that they'd rather not be made public. [1-3] somebody powerful, [4-6] regular schmuck, [7-9] somebody friendly, [10+] it's actually you, you learned something about yourself (you decide what) \\ **11+: Jackpot.** You accidentally found out something extremely useful indeed, like the location of a long-lost macguffin or that your employer is planning to double-cross you on down the line. Referee decides what the secret is. Nobody knows you know unless you tell them. | |11 ^Knowledge |**1-2: Well, That's Not Good.** You've learned something that's only going to cause trouble for you. Referee decides details, can choose to wait until a later point to reveal. [1-4] something grim (archbishop is a vampire, best friend has been replaced with a robot, soylent green is people), [5-8] something weird/conspiratorial (secret subliminal messages on the airwaves, something was looking back out from the sewer, dozens of unmarked government trucks full of baby teeth), [9+] something scarring but mostly harmless (walked in on your parents having sex, saw through the veil dividing worlds, it's not a toomah) \\ **3-10: Dirt.** You know something about somebody else (referee decides exactly who and what) that they'd rather not be made public. [1-3] somebody powerful, [4-6] regular schmuck, [7-9] somebody friendly, [10+] it's actually you, you learned something about yourself (you decide what) \\ **11+: Jackpot.** You accidentally found out something extremely useful indeed, like the location of a long-lost macguffin or that your employer is planning to double-cross you on down the line. Referee decides what the secret is. Nobody knows you know unless you tell them. |
-|12 ^Souvenir |**1-3: New Tattoo.** [1-4] it sucks (terrible subject matter and/or quality), [5-8] it's bizarre and confusing, [9+] it's actually pretty badass. Player describes what/where it is. \\ **4-6: Random Object.** Clutched in your hands when you wake up. Roll on the random junk table under the Packrat ability in the [[Outfitter]] class to find out exactly what it is. \\ **7-9: Anonymous Note.** [1-6] a warning, [7+] expressing thanks. \\ **10+: Valuables.** [1-6] 1 Dosh, [7+] 1 random treasure item. |+|12 ^Souvenir |**1-3: New Tattoo.** [1-4] it sucks (terrible subject matter and/or quality), [5-8] it's bizarre and confusing, [9+] it's actually pretty badass. Player describes what/where it is. \\ **4-6: Random Object.** Clutched in your hands when you wake up. Roll on the random junk table under the Packrat ability in the [[Outfitter]] archetype to find out exactly what it is. \\ **7-9: Anonymous Note.** [1-6] a warning, [7+] expressing thanks. \\ **10+: Valuables.** [1-6] 1 Dosh, [7+] 1 random treasure item. |
  
 ====== Casino ====== ====== Casino ======
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 |12 |Scuzzy |Velvet |Shepardoodle |Abed | |12 |Scuzzy |Velvet |Shepardoodle |Abed |
  
-====== Fortuneteller ======+====== Drill Yard ======
  
 ^ ^^^ ^ ^^^
-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Cryptic Destiny:** Adventurers can get randomly-generated fortune (see the [[Fortunes]] page for details and examples). Either the adventurer or the referee can choose to invoke a fortune at any time to cause it to come true in a way they specify if circumstances seem to match iteven if only abstractly (fortunes can be highly metaphorical). \\ \\ {{fa>plus-circle?24&align=left}}**Prone to Interpretation:** Whoever invokes the fortune gets to interpret its meaning (within reason; interpretations have to sort of make sense to be valid). \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** Getting your fortune told is freebut you cannot get a new fortune until your old one has come true somehow. You can only get a new fortune a maximum of once per session. \\ \\ {{fa>plus-circle?24&align=left}}**Screw Destiny:** If an adventurer doesn't like their fortune for whatever reasonthey can get a new one to replace itThis can happen a maximum number of times per session equal to the base's Influence rating. Once a fortune has been replacedyou cannot get it back again if you change your mind later. Uses of this feature are shared among all adventurers. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Sweat More, Bleed Less:** Entertainment and indulgence are all well and good, but for some there's no better stress relief than punching bag or firing off rounds at targets. A variety of combat training installments and obstacle courses are available here, allowing adventurers to temporarily raise one combat statistic of their choice (Melee, RemoteWhelmby +1 point until the end of the session. \\ \\ {{fa>minus-circle?24&align=left}}**Price:** It costs 1 Dosh to make use of a Drill Yardand due to the sheer exertion involved nobody can effectively use it more than once per session. \\ \\ {{fa>plus-circle?24&align=left}}**Increased Endurance:** For every three points the base has in its Vitality ratingthe Drill Yard can be used an additional +1 time per session if desired (i.e. if Vitality is 3-5, it can be used a maximum of twice per adventurer per session, if 6-8 three times per adventurer, if 9-11 four times, etc). |
 ^ ^^^ ^ ^^^
  
-====== Trainer ======+====== Fortuneteller ======
  
 ^ ^^^ ^ ^^^
-^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Sweat More, Bleed Less:** Entertainment and indulgence are all well and good, but for some there's no better stress relief than punching bag or firing off rounds at targets. A variety of combat training installments and obstacle courses are available here, allowing adventurers to temporarily raise one combat statistic of their choice (Melee, RemoteWhelmby +1 point until the end of the session. \\ \\ {{fa>minus-circle?24&align=left}}**Price:** It costs 1 Dosh to make use of a Trainerand due to the sheer exertion involved nobody can effectively use it more than once per session. \\ \\ {{fa>plus-circle?24&align=left}}**Expanded Facilities:** For every three points the base has in its Economy ratingthe Trainer can be used an additional +1 time per session if desired (i.e. if Economy is 3-5, it can be used a maximum of twice per adventurer per session, if 6-8 three times per adventurer, if 9-11 four times, etc). |+^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Cryptic Destiny:** Adventurers can get randomly-generated fortune (see the [[Fortunes]] page for details and examples). Either the adventurer or the referee can choose to invoke a fortune at any time to cause it to come true in a way they specify if circumstances seem to match iteven if only abstractly (fortunes can be highly metaphorical). \\ \\ {{fa>plus-circle?24&align=left}}**Prone to Interpretation:** Whoever invokes the fortune gets to interpret its meaning (within reason; interpretations have to sort of make sense to be valid). \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** Getting your fortune told is freebut you cannot get a new fortune until your old one has come true somehow. You can only get a new fortune a maximum of once per session. \\ \\ {{fa>plus-circle?24&align=left}}**Screw Destiny:** If an adventurer doesn't like their fortune for whatever reasonthey can get a new one to replace itThis can happen a maximum number of times per session equal to the base's Influence rating. Once a fortune has been replacedyou cannot get it back again if you change your mind later. Uses of this feature are shared among all adventurers. |
 ^ ^^^ ^ ^^^
  
amuseum.1602646700.txt.gz · Last modified: 2020/10/13 21:38 by kyle