This overview is probably not complete, and may still have some errors. Check with GMs (and please correct any errors you find).
Before adventuring
What | Who | Roll | Modifiers | Effect |
---|---|---|---|---|
Allowed to enter the city? | Social stigma savage | Fail on 6 or less | - | Fail: Must forage |
Pay for upkeep | Everybody | - | - | Cost: $150 in city. If foraging, you may pay $42 for food to get +4 on survial roll, and/or $5 to avoid negative modifier on carousing for rumours. Some advantages and disadvantages can change this amount |
Roll for foraging | Those who forage | Survival | +4 if enough food, probably other modifiers for equipment and skills? | Fail: Lose 1d hit points, only healed with 2 days food&shelter per HP |
Scoring extra cash | Everybody | —> | —> | See details below |
Buy stuff | Everybody | —> | —> | See Buying and Selling in Portstown. Remember to refill consumables you spent last time! |
Scrounging | Everybody | Scrounging | -? | Can give $10 of free stuff: Refilling amunition, oil, torches, rations, rope and on a crit you get a good item worth more |
After adventuring
What | Who | Roll | Modifiers | Effect |
---|---|---|---|---|
Sell loot | Everybody | —> | —> | See the rules for details, ask the GM, or sell via Survivor's Guild |
Selling the tale1 | Everybody | Cartography or Writing | See Exploits p.17 | Succeed: $200, fail: $100, crit fail: 0 and maybe get beaten up |
Selling the tale2 | Everybody | Musical Composition, Poetry | Cartography, Musical composition, Poetry | See Exploits p.17 |
Selling monster bits | Everybody | —> | —> | See Exploits p.24 |
Listen for rumours | Everybody | Carousing | -X if no money spent on carousing, see "pay for upkeep" | Get a rumour from the GM |
Scoring extra cash
Described in Exploits p.14. Scoring extra cash has different levels of reward (or risk) based on what you do.
Dredging and Mud-Larking: Looking for coins in the gutter is Urban Survival. You get 1 copper per degree of success. Crit fail means disease. Also ew.
Bumming, Busking, and Haranguing: Begging (Panhandling), performing (Dancing, Musical Instrument, Performance, Poetry, or Singing, complementary skill rolls possible), or holding street sermons (Public Speaking, or Theology) gives 2 copper per degree, and a crit fail gets you a beating (1d HP lost).
Gambling: Gambling is an opposed roll and requires some stakes. Up to $25 means rolling against skill 12. Each dobling of the stakes ($50, $100, etc) increases the opposed skill by 1. Winning doubles your money. Loosing looses you the money. Crit fail is just a loss. A successful Sleight of Hand roll gives +3 to Gambling, but failing at either roll then means you loose and get a beating (1d HP).
Working the Crowd: Pickpocket gives you 5 copper per degree of success. Crit success gives $50 per degree of success! Failiure gives a beating (1d HP), crit fail means you get a broken hand (takes 1 month to heal).
Debasing Coin: You can also debase the King's coin (shave off metal), but you really don't want to. Trust me.
You can technically roll once for each of the above categories per week.