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Revision as of 22:46, 24 January 2024
Activities on your Schedule dictate how your character spends their time, and what they've learned to do.
You can choose one activity per day, either during the day-time or night-time. You can do one day-time and one night-time activity in the same day, but the exertion of such an active week will reduce the number of wounds you can endure by one. You can never do two activities at the same time, since that's impossible. (This means by default, characters will take part in five activities per week.)
Each week you can add one activity or drop one activity, then any days you don't have an activity, you may add one. Any more changing than that would make it too difficult to adapt and catch up.
If you want a quick reference for what activities are available, see the Simplified Schedule. If you want to see what the Schedule looked like at the start of the system, see the Original Schedule.
(The heads of the families agreed when the Schedule was created that, if an activity was advertised, it had to be open to everyone, regardless of family or other affiliation. This remains true to this day.)
Monday | Tuesday | Wednesday | Thursday | Friday | Saturday | Sunday | |
---|---|---|---|---|---|---|---|
Daytime | Evan Jones’ Poison-Care Workshop
- Doctor Gideon Griffiths’ Medical Seminars - Professor Griswold Scott’s Sermons on Blood |
Delia Jones nee Scott’s Comportment Lessons
- Patrick Jones’ Gardening Club - Wax Griffiths’ Pigment-Mixing Workshops |
Mayhem Griffiths’ Meditation Sessions
- Gaffer Griffiths’ Arboriculture Classes - Oliver Jones’ Genealogy Workshops |
Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law
- Robb Scott’s Mist-Gathering Sessions - Coletta Jones’ Practical Séances - Gadgetry 101 presented by Pestle Griffiths |
Village Meeting | Expedition / Rest Day | Hug Griffiths’ Workshop on Simple Living
- Open Hours at Cecily Scott’s Special Greenhouse - Working Hours at the Murex Paper-Mill
|
Nighttime | Ranger Iggy's Totally Legit Feral Poison-Wrangling
- Hildegard Scott’s Baking Club - Solomon Scott's Mist-Calling Experiments |
Tim and Thomas Jones’ Nebulism Routines
- Hildegard Scott’s Knitting Circle |
Thomas Jones’ Theoretical Lectures on Fog
- Roxander “Rocky” Scott’s Fight Club |
The Great-Grand-Scott’s Personal Knitwear
- Tim Jones’ Fog-Hardening Club - Singalong Night with the Sirens |
Village Meeting | Expedition / Rest Day | Brush Griffiths’ Class on Rampaging
- Babysitting for Coppice Griffiths - Oliver Jones’ Amateur Dramatics Night - Dennis Scott's Legitimate Businesspeople's Social Club |
Activity Descriptions
Monday
Daytime
Evan Jones’ Poison-Care Workshop: Through careful practice, you’ve learned how to help a Poison close their mouth - without getting your fingers caught. When you use a Poison to make a call, they get tired rather than dying; they recover at the end of the event, or sooner if fed something they like.
Doctor Gideon Griffiths’ Medical Seminars: You’ve spent some time studying first aid. When not under pressure, you may perform 10 seconds of appropriate role-play to call HEAL, restoring 4 hits or a ruined limb (patient’s choice).
Professor Griswold Scott’s Sermons on Blood: You’ve learned how to use your own blood to staunch the wounds of others. You may call HEAL freely, but each time reduces your own maximum hits by two until the end of the encounter.
Night-time
Ranger Iggy's Totally Legit Feral Poison-Wrangling: Iggy has struck a deal with Happy Fields Creche to round up the feral Poisons appearing in the village. You spend your Monday nights helping him achieve this surprisingly bruise-inducing task; he's only too happy to let you walk away with the violent buggers. Talk to a ref at the start of an Interactive to receive your Poisons.
Hildegard Scott’s Baking Club: Hildegard bakes a variety of treats, with a variety of unusual ingredients. She’ll usually let you take a batch if you help her out. Talk to a ref at the start of an Interactive to receive your treats. Feel free to bring your own edible physreps, so long as nobody’s allergic.
Solomon Scott's Mist-Calling Experiments: Solomon has spent months experimenting with the mist, in ways Tim and Thomas Jones consider the recklessness of youth and Robb Scott considers far too safe. His results are simple, but extraordinary: it's easier to manipulate the fog if you bring some with you. Once per event, you can call up a field of mist in a 5-metre radius around yourself; within that field, other nebulism abilities can be re-used once every 10 seconds. If you leave the field, it dissipates; you can create another by opening a jar of mist.
Tuesday
Daytime
Delia Jones nee Scott’s Comportment Lessons: Mrs. Delia, as she insists on being called, has taught you a thing or two about manners, which you’ve learned to care about. You may call Would You Kindly to enforce a point of manners or etiquette once per encounter.
Patrick Jones’ Gardening Club: With the emphasis on club. Working with his unique collection of alleged pruning tools has taught you a lot that you’re pretty sure he’s not meant to be teaching you. You can use large weapons and full-sized shields.
Wax Griffiths’ Pigment-Mixing Workshops: Wax is insistent that he’s as good at Rites as any Scott, thank you very much, and will often hand out freebies to help convince his helpers of that fact. Talk to a ref at the start of an Interactive to receive your pigment(s).
Night-time
Tim and Thomas Jones’ Nebulism Routines: The two Joneses share a love for manipulating the village’s fog, but disagree on its best usage. Once per encounter, you may call WEAKNESS or SPIRIT TRIPLE at range.
Hildegard Scott’s Knitting Circle: Occasionally, between baking delicious treats, Hildegard has been known to teach strange and often hazardous knitting patterns. Seeing her handle the needles has taught you a valuable lesson about sharp objects in groups; once per encounter, when landing a hit with a dagger, you can call SUPPRESS.
Wednesday
Daytime
Mayhem Griffiths’ Meditation Sessions: A youth spent running into the mist until his Ghost could go no further has led Mayhem to a unique understanding of the self. Whenever you take a wound, take two cards and pick one to keep.
Gaffer Griffiths’ Arboriculture Classes: These mostly seem to consist of whacking trees with sticks until fruit falls out. Still, Gaffer insists he knows which ones are ripe enough to whack. Once per encounter, you can call TRIPLE, REPEL, or SHATTER with any weapon.
Oliver Jones’ Genealogy Workshops: You’d be amazed who you can find on your family tree with a little digging. They often seem amazed themselves. Still, Oliver can put you in touch with new relatives pretty reliably. Talk to a ref at the start of an Interactive to receive your relative’s entry for your family tree.
Night-time
Thomas Jones’ Theoretical Lectures on Fog: Thomas believes the village’s mists are best placed healing, defending and insulating the spirits of the villagers. In this class, he illustrates a deeper application: using the fog to hide yourself entirely. Once per encounter, you can call "Would You Kindly ignore me".
Roxander “Rocky” Scott’s Fight Club: Roxander has unusual theories about building resilience, and unsettlingly accurate training mannequins to practice on. Still, can’t argue with results. You have 2 additional maximum hits.
Thursday
Daytime
Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law: the Office of Bequests accepts no helpers, interns, assistants or purchasers. It does grudgingly respond to litigation, though. Talk to a ref at the start of an Interactive to receive a small Bequest, with unpredictable contents.
Robb Scott’s Mist-Gathering Sessions: Unlike the Joneses, Robb believes the best way to learn to manipulate the village’s mist is by putting it in jars. They can become oddly volatile. Talk to a ref at the start of an Interactive to receive a jar of mist. They can be opened to call an omnidirectional MASS SPIRIT DOUBLE. This does hit the one who opens the jar.
Coletta Jones’ Practical Séances: Rites can be dangerous. Coletta’s rites, she demonstrates, tend not to be. When performing Rites and receiving Consequences, you are dealt two sets of Consequences and can pick one.
Gadgetry 101 presented by Pestle Griffiths: Or, to give it its full name, A Comprehensive Practical Class Dedicated to the Construction of Gadgets Designed to Circumvent the Limitations of Penwick's Magic and Resources, presented by Pestle Griffiths. You can build gadgets.
Night-time
The Great-Grand-Scott’s Personal Knitwear: The third cupboard from the end in the utility room nearest the South Wing is normally held shut by the Great-Grand-Scott’s will, or so the rumours have it. On Thursday Nights, with a little effort, it can be opened, and their particularly resilient jumpers extracted - though their uncanny durability seems to fade after each week. You may wear a jumper or cardigan as armour. If you do, it grants an additional maximum hit point on top of the one for wearing armour.
Tim Jones’ Fog-Hardening Club: By working ice crystals into fog banks, Tim Jones has managed to coax the mists away from their tendency towards gentleness. His technique seems to have wider applications. You can call SPIRIT SHATTER instead of any other single target SPIRIT call, or MASS SPIRIT SHATTER instead of any other MASS SPIRIT call.
Singalong Night with the Sirens: They make sure cushions are put down for first-timers to fall over safely. Still, after a while, the music just sounds like - music, and you can usually fix it when someone else zones out. You may call Would You Kindly snap out of it on any ally, which will cause all Would You Kindly effects on them to expire. Once per encounter, you can also call Would You Kindly believe what I'm about to tell you.
Friday
No activities today - the villagers are focused on preparing for (and attending, and recovering from) the weekly meeting.
Saturday
No activities today - the villagers are taking the day off.
Sunday
Daytime
Hug Griffiths’ Workshop on Simple Living: Sometimes, you just want to get away from it all. Hug knows the feeling. Once per encounter, you can call SUPPRESS on any willing target (including yourself).
Open Hours at Cecily Scott’s Special Greenhouse: Cecily appreciates all sorts of undervalued plants, even if they tend to be uprooted because of things like “general danger to health”. She can often be enticed into sharing a cutting. Talk to a ref at the start of an Interactive to receive some unusual plant material.
Working Hours at the Murex Paper-Mill: The Family Murex secrete a helpful slime that breaks down driftwood into paper, and with a little work, allows that paper to become Rite-Paper. Sadly, their many talents don't extend to having arms, which are rather necessary for some of the machinery; that's where you come in. Of course, you'll walk away with some of the fruits of your labours. Talk to a ref at the start of an Interactive to receive some Rite-Paper.
Night-time
Brush Griffiths’ Class on Rampaging: Their approach to violence is surprisingly academic, discussing the limits of the body in detail. You may choose to deal a DOUBLE, instead of a SINGLE, with every hit for the duration of an encounter. If you do, talk to a ref afterwards to receive a wound. You don't receive an additional Wound if you go down in this encounter.
Babysitting for Coppice Griffiths: Coppice is lovely, but even he can’t watch the kids all week without a break. Still, seeing them run face-first into walls and walk away laughing teaches you a lot about resilience; you can have one additional wound without dying.
Oliver Jones’ Amateur Dramatics Night: Oliver’s strong grasp of genealogy doesn’t translate well into realism, but he still knows how to hold the crowd’s attention. Once per encounter, you may call "Would You Kindly fight me dramatically"; this will lead even the most hardened of monsters into a slower, more theatrical conflict.
Dennis Scott's Legitimate Businesspeople's Social Club: Or, to give him his full name, Despair-Not-As-The-Mists-Close-In Scott. The social club runs at three separate locations, meaning members get a "delightful sense of variety" - and an excellent alibi. Each Interactive, someone will be given The Goods. The more people who are after The Goods, the more valuable they become. Once per encounter, you may sneak off to the ref area to collect one Consequence, which you can then hand out covertly in pursuit of The Goods.