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Amuseum | Recreational activities. | |
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caret-right | Carousing | Party to get XP. |
caret-right | Casino | Wager Dosh. |
caret-right | Fortuneteller | Learn your future. |
caret-right | Trainer | Raise combat ratings. |
Protection | 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 3 points. | |
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Utility | 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. |
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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 |
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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] 5/10 progress, [9+] 9/10 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 class. |
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. |
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 classes. |
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. |
Utility | 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. |
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Utility | 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. |
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Utility | plus-circleComplimentary Chips: Every adventurer in attendance during a session gets 1 free Dosh that can only be used to gamble here (either in the slots or at the races). If this Dosh is not used to gamble, it cannot be retained or used elsewhere (but any winnings that come from it are normal Dosh that can be kept). | |
Sidebar: Racer Names (for funsies) | ||||
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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 |
3 emotions: tranquility, thrill of the fight, anticipation of finding out what you caught. Got 3, want to add 2, 1 is not in reach i think.
Utility | plus-circleChill Times on the Water: Fishing is a more languid, relaxing method of stress relief. There's a great spot here, and adventurers can feel free to spend a while trying their luck. plus-circleStocking the Pool: The referee rolls five dice in full view of the players to create a “catch pool”. The values on these dice represent the catches that are currently available/possible. Once rolled, the catch pool is static for the remainder of the session (but is re-rolled fresh at the beginning of each new session). plus-circleCatch 'Em Good: In order to actually try and catch anything, adventurers must spend a procedure of time casting. This allows them to roll a fishing die which represents their current catching ability (a combination of appropriate gear, skill, and sheer stupid luck.) |
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Utility | 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. |
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Utility | 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 Trainer, and due to the sheer exertion involved nobody can effectively use it more than once per session. |
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