At the gates Edit
These tasks will be performed at the end of the session or whenever the party returns to town.
Spend remaining checks Edit
Any unspent checks may be used when entering town in order to perform camp actions such as a recovery test for a condition. Checks which are not spent at this point are lost.
Town Events Edit
The GM rolls to determine which town event happens when the party enters. These events can range from disasters to lucky breaks for the party.
Level up Edit
Anyone who has spent enough fate and persona points to achieve the next level should choose their next level benefit at this point.
Divvy up the loot Edit
Decide who gets what from the treasure gained in this adventure.
Town phase Edit
These tasks should be performed at the beginning of the session and whenever the party returns to town. Total lifestyle cost should be tracked and must be tested against using Resources when leaving town.
Each party member may individually decide to haggle over prices with the merchants and shopkeepers of the town. If you decide to do this, take +1 lifestyle cost and roll the Haggle skill vs Ob 3. This roll represents how successful you are overall at haggling with the townspeople. If successful, you may choose to keep the result you roll on the haggling events table or the next higher result. If failed, subtract your margin of failure from the result.
|3||You again: The goldsmiths are closed to you on this trip to town. Your party may not cash in gems, jewelry, objet d’art and similar items.|
|4||None of your bullshit: Market is closed to you and all your friends for this trip into town.|
|5||We know you: Increase all prices for gear by one.|
|6||Big spender: Increase all prices for accommodations by one.|
|7||Fury: The shopkeepers toy with you. Take the angry condition.|
|8||Blowing off steam: Feels good just to argue over something. Remove the angry condition at any point during this town phase.|
|9||Hard bargain: When buying something at the market, take an extra item for the same price.|
|10||Thriftiness: Add +1D to Resources for your lifestyle test.|
|11||Interesting item: Take +1D extra cash for one piece of loot other than coins or gems.|
|12||Honest face: Take +1D extra cash for one piece of kit traded in (even if rated Ob 1-3).|
|13||Regular customer: Reduce the price of accommodations by one (minimum of 1).|
|14||Good find: Take double the value of one piece of kit or salvage traded in.|
|15||Good customer: Reduce your lifestyle cost obstacle by one.|
|16||Rare specimen: Double the value of one piece of loot (aside from coins) traded in.|
|17-18||Welcome home: Reduce lifestyle cost obstacle by two.|
Upon entering town you should decide what sort of accommodations you would like to live in.
|Living on the streets||You may not make recovery tests while in town. Roll on the street events table; bad things are likely to happen.||0|
|Stables||Make one free recovery test for any condition except injured or sick. You may hide out here if someone is looking for you. Roll 1d6, characters of level 1-5 are discovered on a result of 1-2, while characters of level 6-10 are discovered on a result of 1-3.||+1|
|Flophouse||Make one free recovery test. You may make one extra test to recover from any condition other than exhausted or sick for +1 extra lifestyle cost.||+1 (+1 for an extra recovery test)|
|Inn||Free recovery from hungry and thirsty. Two recovery tests may be made for free and a third at your expense. Take +1D to recovery tests from angry, afraid, and exhausted.||+2 (+1 for an extra recovery test)|
|Hotel||Free recovery from hungry/thirsty and exhausted. You may make two free recovery tests and up to two extra tests at your expense. Take +1D bonus to recovery tests from sick and injured.||+3 (+1 per extra recovery test)|
|Home||If your friend, mentor, parent (or in some cases, enemy) resides in town you may stay there for free if you convince them to take you in. Alternatively, you may actually own a house. The GM determines the equivalent level of accommodation.||0|
Town activities and services Edit
|Drink||Alleviate hunger/thirst if you have it, otherwise make a recovery test for angry or afraid.||+1 per drink|
|Listen to rumors||Hear about potential new adventuring leads... or just juicy gossip.||+1|
|Hire porters||Test Circles at Ob 1. If successful, you hire porters until you next return to town. Porters may help with Laborer tests (+1D) and as a group have two free inventory slots. They may be made to carry up to four slots of inventory in their hands, but will drop it and run at the first sign of danger. You must be at least level 2 to hire porters.||
|Hire guards||Test Circles at Ob 2. If successful, you hire guards until you next return to town. Guards have the Fighter skill and will help to protect your camp or baggage (+1D). You must be at least level 2 to hire guards.||+2|
|Hire guides||Test Circles at Ob 3. If successful, you hire guides until you next return to town. Guides may help in Pathfinder rolls (+1D) when navigating the wilderness. They will not explore ancient ruins or plunge into dark places. You must be at least level 2 to hire guides.||+3|
|Tell tales||Tell tales of your adventures to the townspeople.||0|
Temples and Shrines Edit
|Religious services||Donations may be made for first or second Circles prayers to be performed over a character. Test Resources at Ob 3 for first circle or Ob 5 for second circle.||0|
|Pray at the Shrine||Roll 2d6 on the shrine events table. You may leave a substantial offering to gain +1 on your roll. You may also test Theologian to offer the correct prayer and gain another +1.||+1|
None of the activities in the market contribute to your lifestyle cost.
|Purchase goods||Test Resources to buy whatever items you're looking for.|
|Sell salvage or kit||If the object you are selling is worth less an Ob 3 Resources test, it has no sale value. If it is worth an Ob 4-7, you gain 1D coins. If it is worth Ob 8+, you gain 2D coins.|
|Cash in treasure||Determine the value of treasure and trade it in for cash.|
Guild Hall Edit
|Using facilities||Allows characters to make trade or craft skill tests such as Armorer or Weaver while in town. This can be used to create equipment for later use.||+1 per test|
|Hire apprentice||Perform a Circles test to hire an apprentice to provide +1D to a trade or craft skill.||+1|
|Find work||Test Circles to find someone who is hiring adventuring types for jobs unbecoming of the guild. Simple tasks usually pay in silver (1D). More complicated jobs may pay more...||+1|
Other Business Edit
|Search for someone||Hunt for information or look for someone you might know. Indicate the type of person you're looking for and test Circles.||+1|
|Go visiting||Visit with any of your contacts or relations who reside in this town.||0|
|Dig up leads||Test Circles to gain extra information from your contacts about a rumor, or to dig up new rumors. +1D if you already have a lead on it.||+1|
|Do research||If you have access to printed material, test Scholar to find more information about a rumor or dig up new tales of lost treasure.||+1|
|Scribe scrolls||Make scrolls, which can be expended at any time to cast a free spell.||+1|
|Miscellaneous||Any other business you might have in town.||+1|
Leaving town Edit
Be sure to memorize spells or prayers before you leave. No test is needed to memorize prayers in town.
When you are ready to leave town, total up your lifestyle cost and test Resources against it. If you pass the test, heal a condition or restore a point of taxed nature. If you have no conditions or taxed nature, then take the fresh condition.
If you fail the lifestyle test, you are subject to a twist, condition, or resource tax at the GM's discretion. Do not start fresh, do not recover nature.