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Scum: Clued Up
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==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>
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