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Scum: Clued Up
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=Overview= This scenario covers a twelve hour time period from 6pm to 6am. It starts in a nameless multistorey car park with the murderous Scum (aka the Players) stood around Darryl's dead body. A few minutes earlier, Darryl was bragging that he had been dealing scag (heroin) and had made ''"loadsa moolah, like ten grand"'' (Β£10,000). He was boasting that with the money he'd be ''"leaving this dump and going to Ibiza to large it up"'' (translation: he was going to go to the famous holiday resorts in Ibiza in order to spend his fortune on drink, drugs and women.) Unsurprisingly, his "friends" decided that they'd kill him and take the money for themselves. This is where the game begins. As may be fairly obvious, the inspiration for this scenario is the board game '''Cluedo''' (or just ''"Clue"'', to you Americans), though the up-front twist is that everybody knows how the murder took place - the goal is actually finding the money! This subtly ties us back to the piratical themes of the Scum game as well: * This is a treasure hunt in the classic sense, complete with buried loot in a hidden location. * The "Hall" represents safe port - the tower block where Scum can go home, lock their doors, and hide from the world. * The "Black Spot" is the same as the loot - once you're carrying the loot, there's no safe haven, there's no place to hide! Are you scared yet? * The story naturally starts with a "mutiny". The deceased Darryl is as close as we'll get to a pirate captain, and his death leaves a power struggle in the ranks! You can play up or down the piratical aspects as much as you like, but as we're already dealing with depicting the world of ''Scum'' and ripping off ''Cluedo'', its probably keeping it mostly as a subtle theme. <br><br> ==Scenario Structure== The game starts at 6pm, and runs up to 6am the next day. As with all ''Scum'' games, it moves forward in half hour increments. When the game begins, they players are at a nameless multi-storey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll probably have no reason to return here. After initial roleplaying, each player can decide which location his Scum is headed to next. When they arrive, the game proper begins - it is six in the evening, and the search for the loot can begin. The game ends at 6am - that is the last half hour of the game begins at 5:30 am. <br><br> ==Scenario Goal== The goal of the Scenario is to find the ten thousand pounds, and then successfully leave the estate. At 6am the Scenario ends - its presumed that with dawn light the police swoop into the estate in force, and round up all the usual suspects (who are the player characters, obviously). If no-one makes it out with the loot by 6am, then no-one wins! In fact, if anyone is carrying the loot at 6am, they'll likely be in more trouble than anyone else as the police will be asking some hard questions about where it is from. <br><br> ==Finding The Dosh== To find the money, a player character must first accumulate five different '''CLUES'''. He can do this in several ways: * '''"Interviewing" an NPC.''' Each NPC can potentially give up a clue on a successful attribute test against them, as detailed in the NPC section below. Interviewing an NPC is a standard half-hour action, and can be roleplayed out in part with the GM. * '''Searching a Location.''' Some of the locations can potentially give up a clue if searched, as detailed in the location sections below. Searching is a half-hour action that requires a successful ''Sneaky Bastard'' attribute test. * '''Taking clues off other Scum.''' With a successful and appropriate attribute test a player character can force another player character to give up a clue to them. Generally, the targeted Scum doesn't lose the Clue, but instead a copy of that clue is gained. The GM can rule on what sort of actions might or might not work, but might include such things as seducing the target, getting them drunk, beating information out of them or bribing them for information. Note that we don't worry about false clues and cunning deceptions - let's assume that Scum are too straightforward for intrigues of this level! As soon as a Scum has five different ''clues'', they are assumed to know exactly where the cash is stashed. The GM can pass them a secret note (a specific exception to the normal rule that there are no secrets in ''Scum''), and they can then head to that location. When they get there, they automatically retrieve the Β£10,000. If two or more Scum reach five clues at the same time, then they both arrive at the same location at the same time. A series of quick attribute tests (improvised by the GM, based on the player characters' actions) can then be used to determine who gets to take the money! More ambitious GMs might want to have the clues be actual clues, rather than a conceptual score to track. In this case, they will need to prep a mass of information which can then be secretly handed to players in pieces when they achieve various clues. In this circumstance, there is no absolute number of clues to discover the stash - instead players have to work from their own deductive reasoning skills! This approach, however, is not the default, as it changes the nature of the game and is probably too cerebral for a game of ''Scum'', as well as raising issues about dealing with player character death and the like. GMs are encouraged to have the money hidden in a special location above and beyond the ones below, so that player characters who haven't acquired all the clues they need can't conveniently "turn up" fortuitiously at the right location. <br><br> ==Staying Alive with Ten Grand== As soon as a player character acquires the cash, it becomes common knowledge that they have it. Several special rules now apply to them: * First, everyone immediately has a justifiable reason to murder them. No attribute tests are needed to self-justify murder of the money carrier! * Second, the money-carrying Scum immediately loses 3 points of ''Sneaky Bastard''. Everyone is talking about them and looking for them, and there's no way they can move through the estate without everyone knowing where they are. * Third, the money-carrying Scum must cannot use his or her ''"Not Bovvered"'' attribute. Its suddenly much harder for them to convince people to ignore them, given that they have all that cash on them! They still can, and should, use the other avoidance strategies as normal though. * Fourth, he can't use the ''Safe House'' feature of the Hall. Quite simply, if he gets home with all that money, his mum will take it off him! On the other hand, there are a few of benefits too: * The Scum's ''Shrapnel'' rating becomes 10, and is set to 10 for as long as he is carrying the money. It can't be reduced in any way. * The Scum can potentially win the game. * The Scum can only lose the stash if he is killed - no Scum would ever surrender that much cash for any reason while alive. <br><br> ==Escaping the Estate== To escape the estate with the cash (and thus win the game), the Scum can board a bus, drive out in a car or call a taxi. ===Escaping by Bus=== The Scum must be at a location that is listed as having a bus stop. Then he has to get on the bus! This is easy enough, unless anyone else is present. Any other Scum present can take a quick action make either a ''Nutter'' check to physically stop him from boarding the bus or a ''"I'll Cut Ya!"'' check to scare off the bus driver. If the Scum successfully boards the bus he exits the area and wins the game. ===Driving out in a car=== Unless the Scum has the ''racer'' trait he doesn't start the game with a car. Stealing a car is a ''slow'' action, needing two consecutive half hour actions. First, the Scum must pass a ''Sneaky Bastard'' check to locate a car that he can break into unseen by camera and passers-by - this must be done at a location with a ''Car Park''. Second, he must hot wire the car - another ''Sneaky Bastard'' check. Note that any other Scum can take his car off him with the usual standard actions - beating him up, seducing him, intimidating him, etc. Also, of course, Scum can render a car undriveable with a quick action that requires no roll - for example by slashing the tyres. If the Scum has a car at the time he has the money, he drives out of the estate and wins the game. ===Calling a Taxi=== To call a taxi, the scum must secretly tell the GM a location. The taxi will arrive at that location in half an hour's time. If the scum is at that location in half an hour's time, then he can get aboard the taxi and be driven out of the estate. Any other Scum present can take a quick action make either a ''Nutter'' check to physically stop him from boarding the taxi or a ''"I'll Cut Ya!"'' check to scare off the taxi driver. <br><br><br>
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