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amuseum

Once you've risked life and sanity to get your hands on treasure, don't forget to spend it on frivolous bullshit afterwards. That's my favorite part of this whole business.

A basic Amuseum is useful for mid-session Stress reduction on demand, but its advanced facilities offer a wide variety of weirder services. The Carousing, Casino, and Fortuneteller facilities in particular all involve lots of randomness and dice-rolling, which may be more appealing to some players than others.

Amuseum Recreational activities. Vitality
caret-right Arena No consequence fights. Economy
caret-right Carousing Party to get XP. Vitality
caret-right Casino Wager Dosh. Economy
caret-right Drill Yard Raise combat ratings. Vitality
caret-right Fortuneteller Learn your future. Influence

Amuseum

Vitality plus-circleEntertainment: Adventurers can do and see entertaining (or at least novel) things here. By spending 1 Dosh, an adventurer can reduce their current Stress total by 1 point.

plus-circleFree Uses: An Amuseum can be used for free a number of times per session equal to the base's Vitality rating. Uses of this feature are shared among all adventurers.

Arena

Economy plus-circlePlotless Violence: A space is set aside for mock combat. Anybody can choose to fight in the Arena against whoever else is willing and available.

plus-circleZero Consequences: Anybody reduced to 0 Flesh while fighting in the Arena is not actually killed or injured by the experience, and is restored to whatever condition they were in before the fight after it's over. Any resources (Provisions, Supplies, Mojo) consumed during the fight are also refunded, Stress incurred is removed, and whatever other negative consequences of engaging in combat are reversed as if they had never happened.

plus-circleVariable Terrain: The exact dimensions and topography of Arena battlefields are up to the whims of the participants and can be pretty much whatever, changing freely from fight to fight. The referee can obviously veto anything that doesn't make sense within the context of your campaign world.

minus-circleZero Spoils: Since combat in the Arena doesn't actually hurt anybody, you also gain no loot or other concrete benefits from doing it.

minus-circleArena Fee: Having a combat in the Arena costs 1 Dosh per fight. The actual amount of combatants or layout of the battlefield are irrelevant; it's still just 1 Dosh per go.
caret-right Alternative plus-circleHall of Memory: Through holograms, virtual reality, spirit binding or simple reminiscence you can also choose to re-face old foes in the Arena, even ones that no longer exist. If the referee has its stats, you can fight it and see how you'd do. This can be very useful for gauging your battle-readiness against a certain foe type in a safe way before trying it for real.

minus-circleTrophy Seed: To be able to face a specific creature/type of creature in the Arena, you must bring back a trophy of that creature that represents their essence (a king's crown, a shark's tooth, a dragon's horn, a vampire's cape, etc). The exact nature of such trophies is up to the referee, but they always occupy one inventory slot while you're carrying them. Once you've delivered your trophy back to the Arena, the creature it represents is permanently added to the roster of foes that can be faced there.

minus-circleClean Slates: Opponents faced in the Arena are simulations, not really real. They know how to fight and can maybe be talked to, but don't know anything that the original creature did and are not actually self-aware.

minus-circleLimited Roster: An Arena can store up to 2 foes per point of Economy the base has. Adding more foes to its roster beyond this limit cannot be done without removing other foes from it first.

Carousing

Vitality plus-circleParty Hard: Adventurers can choose to indulge in various forms of luxury and/or excess such as dancing, drinking, gambling, drugs, food, sex, fighting, shooting guns in the air, stealing the declaration of independence, or whatever else. They may or may not remember it all the next morning, but such wild escapades grant them +1 XP.

minus-circleHigh Rolling: Carousing costs 5 Dosh. All that stuff doesn't come cheap, you know.

minus-circleMishap: Roll a trigger die whenever you carouse. If the result is 7+, you have a good time and maybe a bit of a hangover but otherwise are fine. If 1-6, something happened and you must roll on the Carousing Consequences table below. You'll probably have to roll multiple times to get all the details of a given consequence.

plus-circleParty Responsibly: Adventurers can choose to negate having to suffer a consequence for carousing. They must choose to do this after getting a consequence, but before actually rolling to see what it is. This can be done a maximum number of times per session equal to the base's Vitality rating. Uses of this feature are shared among all adventurers.
caret-right Alternative plus-circleRAGER: You can choose to gain +2 XP from carousing instead of the normal +1.

minus-circleWhat Did I Do Last Night: When gaining +2 XP, roll the trigger die for carousing as normal. On a 1-4, you have three consequences. On a 5-8, two consequences. On a 9+, just one consequence. It is impossible to not have any consequences when you party that hard.
Result Consequence Explanation
1 Destruction 1-6: Establishments. You dumbass. A random establishment is damaged and requires repairs before it can be used again. [1-4] completely destroyed, [5-8] half progress (round down), [9+] need just 1 more progress. Referee picks the establishment, player describes what happened.
7+: Relationships. Adventurer degrades relationships (Bond → Friendship → Acquaintance → Enemy) of their choice. [1-4] three relationships, [5-8] two relationships, [9+] one relationship.
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.
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 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.
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.
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's 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.
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

None plus-circleSlot Machine: A game of pure chance with occasional huge payouts such as slots or a lottery is played here. Every time you choose to play, roll four dice as such:
- All Dice Different: No payout. You win nothing, but can try again if you'd like.
- Doubles: Win 1 Dosh.
- Two Pair: Win 5 Dosh.
- Three of a Kind: Win 10 Dosh.
- Four of a Kind: Win 100 Dosh. You might need to spend some of it hiring a follower to help you carry it all home.

minus-circlePure Chance: Dice rolled for gambling purposes are not trigger dice and cannot have their values altered or replaced by any ability that changes trigger dice.

minus-circlePay to Play: Each gamble costs 1 Dosh.
None plus-circleRacetrack: Regular races of some kind are hosted here, and you can go watch one (simulating its outcome at the table) any time you like. You can bet Dosh on the outcomes if you want.

plus-circleRace Simulation: Races are turn-based, just like battles. The racetrack is 12 spaces long, and every racer takes a turn moving a random 1-4 spaces along it. Racers can roll a four-sided die to determine progress, or if you don't have one roll a regular 12-sided die (1-3 is 1, 4-6 is 2, 7-9 is 3, 10-12 is 4). The first racer to enter or pass the #12 space wins. Racers begin a new race off the racetrack (in a #0 space).

plus-circleRacers: Every race has three noteworthy contestants: the favorite (moves first), the underdog (moves second), and the longshot (moves third). They all move 1-4 spaces a turn, but turn order means that the favorite is most likely to win and the longshot is least likely to win. This affects the payout of any bets placed: the favorite pays out 1:1, the underdog 2:1, and the longshot 4:1 if you bet on a winning racer. Bets are placed before the race begins. If your racer wins, you keep your stake and collect your payout. If your racer doesn't win, you lose your stake.
Economy plus-circleComplimentary Chips: Adventurers gain a number of gambling tokens each session equal to the base's Economy rating that they can pool or divide among themselves as they see fit. These tokens can be treated as Dosh, but only for the purpose of gambling here (either in the slots or at the races). If these tokens are not used to gamble, they cannot be retained into the next session or used elsewhere (but any winnings that come from them are normal Dosh that can be kept).
Sidebar: Racer Names (for funsies)
1-3 4-6 7-9 10-12
1 Bubbles Waifu Pickles Hop-Frog
2 Wonderboy Ball Gag Dash Magnum Missy
3 Papa Squat Rosebud Megaton Jaws
4 Hummer Knobhead Jinkies Poggers
5 Tiny Nuggets Count Dracula Bing Bong Prince Guiseppe
6 Vanderdecken Crumpets Suzanne Grundle
7 Snoo-Snoo Lady Macbeth Hubba Hubba Shabadoo
8 Sir Robin Hungry Joe Big Mood Calzone
9 Odor in the Court Boogaloo Nakatomi Roast Beef
10 Magellan The Bombfather Fiver Candygram
11 Big Doug Dirty Sanchez No-No Flavortown
12 Scuzzy Velvet Shepardoodle Abed

Drill Yard

Vitality plus-circleSweat More, Bleed Less: Entertainment and indulgence are all well and good, but for some there's no better stress relief than punching a 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, Remote, Whelm) by +1 point until the end of the session.

minus-circlePrice: It costs 1 Dosh to make use of a Drill Yard, and due to the sheer exertion involved nobody can effectively use it more than once per session.

plus-circleIncreased Endurance: For every three points the base has in its Vitality rating, the 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).

Fortuneteller

Influence plus-circleCryptic Destiny: Adventurers can get a 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 it, even if only abstractly (fortunes can be highly metaphorical).

plus-circleProne to Interpretation: Whoever invokes the fortune gets to interpret its meaning (within reason; interpretations have to sort of make sense to be valid).

minus-circleLimits: Getting your fortune told is free, but 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.

plus-circleScrew Destiny: If an adventurer doesn't like their fortune for whatever reason, they can get a new one to replace it. This can happen a maximum number of times per session equal to the base's Influence rating. Once a fortune has been replaced, you cannot get it back again if you change your mind later. Uses of this feature are shared among all adventurers.
amuseum.txt · Last modified: 2020/11/19 12:14 by kyle