Amity Actions: Town

One of the unique game aspects that sets Entwined apart from other types of table top role playing games is the focus on life back in town. In between major quests and events, game masters are encouraged to do town events -- where the party "lives" in town for a certain number of days.

Procedure

When "in town", players construct a list of events that they would like their characters to attempt to accomplish while in town. Each event has a value expressed in "length in days". The sum of the days of all the events should not exceed the total amount of time the game master tells you your character will spend in town.

The event list you submit should be in chronological order -- with the most important actions nearest the top of the list. This is because some events, if they fail, may screw up your schedule -- pushing later events off the end of the list. For instance, if you go out as a cat burglar but get caught and go to jail for 5 days, that screws up your schedule for five days. When this happens, it's the events at the end of the list that get canceled first.

Thus your list is a wish list, not an order form.

Also, the order matters for continuity reasons. For instance, your character cannot marry his or her significant other if your character hasn't yet proposed to (or even met) the significant other.

For some of these town events, participation may also grant an increase to your reputation which can unlock different missions or send you on a different path altogether. Other events may have a reputation prerequisite and aren't available until you are better known by the local townsfolk. In this way, your character can aspire to become a beacon of the community.

How Long in Town?

The amount of time that you are in town will depend on your game master. However, a good "standard" length of time could be thirty (30) days.

Player Actions on Their Turn

When not in combat and at your game master's discretion, you can try a wide range of actions. Based on what the game master has told you is going on right now, you can explore the area, examine objects, interact with NPCs, and much more. Here are some more specific examples:

  1. Activate armor or weapon magic
  2. Attack an enemy (begin combat)
  3. Attempt skill checks such as intimidation, vision, magic, etc. (requires a 1d30 roll)
  4. Conversations
  5. Dig for treasure
  6. Diplomacy
  7. Pick locks
  8. Pick-up, equip, drop, or sell items
  9. Purchase items from shopkeeper
  10. Read books to discover lore

Town Actions: Business

Becoming a businessperson allows you to invest in yourself and generate gold pieces as you go along. Keep track of how many "run a business" events you invest in; the length of time you run your business determines how much you can sell it for. Selling a business is never easy; it will require a successful dice roll and some smarts on your character's part.

  • Start a Business (6 days)
  • Run a Business (1 day)
  • Sell a Business (3 days, 1d30 + Knowledge, 20 or higher)

Town Actions: Crafting

In order to do ANY crafting, you must own a forge -- which you can procure via the property menu above.

  • Blend Two Weapons (3 days)
  • Blend Two Armors (3 days)
  • Blend Two Potions (3 days)
  • Blend Two Wands (3 days)
  • Forge a New Weapon (3 days 1d30 + Crafting = -50% cost gp)

Town Actions: Entertainment

Everyone needs to take some time off every now and then.

  • Watch a Show (1 day)
  • Sleep with a Prostitute (1d30, 5 or higher if married)

Town Actions: Property

Certain types of property are required to conduct certain types of action. For instance, you cannot blend wands unless you have a forge.

  • Buy a Forge (1 day)
  • Buy a House (1 day)
  • Sell Property (3 days, 1d30 + Knowledge, 20 or higher)

Town Actions: Relationships

A significant other can earn you money in your businesses while you're away adventuring.

  • Bragging for an Exemplar Title (1 day)
  • Meet Someone (1 day)
  • Go on a Date (1 day)
  • Propose (1 day, 1d30, 30 - dates - persuasion or higher)
  • Get Married (1 day)
  • Get Divorced (3 days)

Town Actions: Training

Participating in extensive five-day training sessions grant a chance to earn a +1 to the corresponding statistic with a d30 roll of 27 or higher (or a 6d6-6 roll of 25 or higher).

  • (Amity, Agility) Parkour
  • (Amity, Craft) Build 100 Benches
  • (Amity, Engage) Drinks at Tavern
  • (Amity, Examine)
  • (Amity, Knowledge) Visit a Library
  • (Amity, Magic) Study an Ancient Grimoire
  • (Amity, Navigate) Go Camping
  • (Amity, Resiliency) Baths in Ice Water
  • (Amity, Stealth) Night Walking
  • (Amity, Threaten) Intimidate Random Townspeople
  • (Combat, Armor) Full Pack Jogging
  • (Combat, Magic) Aid a Local Army in Battle
  • (Combat, Melee) Smashing Combat Dummies
  • (Combat, Power) Barehanded Work Out
  • (Combat, Ranged) Shoot Arrows
  • (Combat, Aggro) Pick Fights in Bars
  • (Combat, Clarity) Engage in a Debate
  • (Combat, Disarm) Play Slap Game
  • (Combat, Dodge) Knock Down Bee Hives
  • (Combat, Unnerve) Tell Scary Stories

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