Editing Scum: Clued Up
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Unsurprisingly, his "friends" decided that they'd kill him and take the money for themselves. This is where the game begins. | 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''' | + | As may be fairly obvious, the inspiration for this scenario is the board game '''Cluedo''', though the up-front twist is that everybody knows how the murder took place - the goal is actually finding the money! |
− | This | + | This ties us back to the piratical themes of the Scum game as well: |
− | * This is a treasure hunt in the classic sense, | + | * This is a treasure hunt in the classic sense, with an X-marks the spot map, and 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 "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 | + | * 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! | * 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! | ||
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<br><br> | <br><br> | ||
==Scenario Structure== | ==Scenario Structure== | ||
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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. | 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 | + | When the game begins, they players are at a nameless mult-istorey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll 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. | 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. | ||
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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 | + | 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! |
<br><br> | <br><br> | ||
==Finding The Dosh== | ==Finding The Dosh== | ||
− | To find the money, a player character must first accumulate | + | To find the money, a player character must first accumulate six different '''CLUES'''. He can do this in several ways: |
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− | * | + | * "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. |
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. |
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 six 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. | ||
− | + | If two or more Scum reach six 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! | |
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− | If two or more Scum reach | ||
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. | 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. | ||
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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. | 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> | <br><br> | ||
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==Staying Alive with Ten Grand== | ==Staying Alive with Ten Grand== | ||
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* First, everyone immediately has a justifiable reason to murder them. No attribute tests are needed to self-justify murder of the money carrier! | * 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 | + | * Second, the money-carrying Scum is at +3 to all dice rolls for sneaking. 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 | + | * Third, the money-carrying Scum is at +3 to all dice rolls for avoidance strategies. Its suddenly much harder for them to convince people not to kill them, given that they have all that cash on them! |
− | * Fourth, | + | * Fourth, all ''Nutter'' checks to murder the money-carrying Scum have -3 to the dice roll. Its easier to find the guts to killing someone when you know there's a ten grand prize! |
− | On the other hand, there are a | + | 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. | + | * 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. | ||
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===Driving out in a car=== | ===Driving out in a car=== | ||
− | Unless the Scum has the ''racer'' trait he doesn't | + | 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 | + | 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. | 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. | ||
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===Calling a Taxi=== | ===Calling a Taxi=== | ||
− | To call a taxi, the scum must | + | To call a taxi, the scum must specify 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. | 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. | 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><br> |
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==Location Traits== | ==Location Traits== | ||
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'''NPCs:''' The significant NPCs listed hang around these locations. Note that the GM can describe other NPCs present. | '''NPCs:''' The significant NPCs listed hang around these locations. Note that the GM can describe other NPCs present. | ||
+ | '''Clue''' - This location can be searched once for a Clue. Once that clue is found, it loses its clue status. | ||
− | + | '''Bus Stop''' - This location has a bus stop at it. This is relevant only for escaping the area. | |
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− | + | '''Car Park''' - This area has parked cars in it. | |
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− | + | '''Public''' - If any Scum or NPC is hospitalised at this location, then the police are called in. That location becomes out of bounds for the rest of the night. | |
<br><br> | <br><br> | ||
− | + | =Locations= | |
==The Hall== | ==The Hall== | ||
*'''Services:''' Safe House (see below) | *'''Services:''' Safe House (see below) | ||
*'''Opening Hours:''' Always open. | *'''Opening Hours:''' Always open. | ||
− | + | ('''Other traits:''' None | |
The "Hall" is a forty-storey concrete tower block built in the 1970s... a true blot on the landscape that stinks of urine and vomit, and is decorated with the illegible graffiti of thirty plus years of Scum scrawlings. | The "Hall" is a forty-storey concrete tower block built in the 1970s... a true blot on the landscape that stinks of urine and vomit, and is decorated with the illegible graffiti of thirty plus years of Scum scrawlings. | ||
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==The Study== | ==The Study== | ||
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==The Library== | ==The Library== | ||
− | *'''Services:''' A shop, where cigarettes, rislas, porn, DVDs | + | *'''Services:''' A shop, where cigarettes, rislas, porn, DVDs, PS2 games and alcohol can be bought. |
*'''Opening Hours:''' Always open. | *'''Opening Hours:''' Always open. | ||
*'''Other traits:''' Public. | *'''Other traits:''' Public. | ||
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Mr. Patel's corner shop is open twenty-four hours a day, and he'll sell anything to anyone. Though he feels that the Scum are "bad children" he'll never turn away anyone with money in their pocket. | Mr. Patel's corner shop is open twenty-four hours a day, and he'll sell anything to anyone. Though he feels that the Scum are "bad children" he'll never turn away anyone with money in their pocket. | ||
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==The Lounge== | ==The Lounge== | ||
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==The Conservatory== | ==The Conservatory== | ||
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==The Billiard Room== | ==The Billiard Room== | ||
− | *'''Services:''' A bar which sells alcohol. Pool and snooker tables | + | *'''Services:''' A bar which sells alcohol. Pool and snooker tables. |
*'''Opening Hours:''' 7pm - 2am. | *'''Opening Hours:''' 7pm - 2am. | ||
− | *'''Other traits:''' Public | + | *'''Other traits:''' Public. |
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There are a couple of billiards tables, but they've been shoved into the corner of this run down club, and the place is normally full of chavs playing on the pool and snooker tables. Though ostensibly "members only", the aging proprieter will let anyone in as long as they don't make a fuss. | There are a couple of billiards tables, but they've been shoved into the corner of this run down club, and the place is normally full of chavs playing on the pool and snooker tables. Though ostensibly "members only", the aging proprieter will let anyone in as long as they don't make a fuss. | ||
− | + | ==The Ball Room== | |
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− | ==The | ||
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==The Kitchen== | ==The Kitchen== | ||
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==The Dining Room== | ==The Dining Room== | ||
− | + | =Things to Find= | |
− | + | ==The Candlestick== | |
− | + | ==The Dagger== | |
− | + | ==The Rope== | |
− | + | ==The Revolver== | |
− | + | ==The Lead Piping== | |
+ | ==The Spanner== | ||
− | + | =NPCs= | |
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==Professor Plum== | ==Professor Plum== | ||
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==Reverend Green== | ==Reverend Green== | ||
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==Miss Scarlett== | ==Miss Scarlett== | ||
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==Mrs. Peacock== | ==Mrs. Peacock== | ||
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==Colonel Mustard== | ==Colonel Mustard== | ||
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==Mrs. White== | ==Mrs. White== | ||
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<br><br> | <br><br> | ||
− | [[Category:Scum| | + | [[Category:Scum|Fings to Do]] |