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==Scenario Goal==
 
==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.
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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 cash by 6am, then no-one wins!
 
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To find the money, a player character must first accumulate five different '''CLUES'''. He can do this in several ways:
 
To find the money, a player character must first accumulate five different '''CLUES'''. He can do this in several ways:
  
 
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* "Interviewing" an NPC.
* '''"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.
 
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.'''
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* 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.
 
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.'''
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* 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!
 
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 £10,000.
 
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 £10,000.
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* 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!
 
* 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:
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On the other hand, there are a couple 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.  
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* 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 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.
 
 
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===Driving out in a car===
 
===Driving out in a car===
  
Unless the Scum has the ''racer'' trait he doesn't start the game with a car.
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Unless the Scum has the ''racer'' trait he doesn't star 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.
 
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.
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==The Library==
 
==The Library==
  
*'''Services:''' A shop, where cigarettes, rislas, porn, DVDs, make up, maps, PS2 games, alcohol and just about any other tat or crap you might want can be bought.
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*'''Services:''' A shop, where cigarettes, rislas, porn, DVDs, make up, maps, PS2 games, alcohol and just about any other tat you might want can be bought.
 
*'''Opening Hours:''' Always open.
 
*'''Opening Hours:''' Always open.
 
*'''Other traits:''' Public.
 
*'''Other traits:''' Public.

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