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Scum: Clued Up
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==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>
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