Editing Scum: Clued Up

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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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