Boors: an outing in Violence.
If it has a setting, it is set half a century preceding the Great War of Uyrupe, after the events of The Country and Swine.
It is curbed from Violence, broken into shape.
Who are you?
You are from Ortland, one of the greatest powers off the main continent, whose maritime puissance sowed colonies across the globe and reaped stolen wealth back to the motherland. The Great War devoured many selfless Ortish soldiers under the guidance of King Ort IX, a valor proudly worn by their children and non-combatant peers.
As of now, your national pride swells in sport. As such, you travel to the mainland to partake in the viewing of matches and if possible, spend no money doing so. More often than not you come home laden with valuables, souvenirs and liquid cash throughout the continental Federation of Uyrupe (the FU).
You’re just here for a bit of cheekiness, a dip into doing something naughty. Though when it goes off, you feel nothing. The giddiness turns into something driven and brutish, one-minded in crushing the nearest unfamiliar face and snatching purse or wallet from tables. It is not anger you are feeling, it is freedom. A superstitious mass of grey, carb and beer sweaty flesh tattooed with the motifs of your team’s insignias, iconography, heroes and hallowed dates, you are a Boor of Ortland.
Roll 3d20 for your age. Results below 16 count as 16.
There is a 3in6 chance of starting with a camera with 6d6 exposures remaining and a 2in6 chance of possessing a Knife.
Roll d36 to determine what city in Ortland you come from and your background.
The city you’re from, roll d36.
11 - Dgerselbury
12 - Charlreechester
13 - West Whittpen
14 - East Brightbided
15 - South Bex
16 - Royal Raundsvy
21 - Hexwentbourne
22 - St. Wick
23 - Bolbans
24 - North Wewelltyne
25 - Crookmeed
26 - Thaxtedmoo
31 - Kernechway
32 - Thillbeanorth
33 - Lynntagestead
34 - Wathship
35 - Aneswich
36 - Killnerd
Your Background, roll d36.
11 - You need d6666 cash to kick up to Big Duke if you value your thumbs.
12 - The court-mandated sobriety bracelet was removed before the jib and now everyone wants to buy you a drink.
13 - You went on jib 3 days before your 20th anniversary, promising to bring back a gift.
14 - You broke your foot kicking the face of a man in Graetzburg. You add an additional 5 minutes to moving unless wheeled. You begin to play with a wheelchair.
15 - You came straight from your white-collar day job, your suit covering up your lewd tattoos. People think you’re smarter than you actually are. +1 Vs Arrest while wearing the suit unsullied.
16 - Believing the FU is clearly fated to dissolve in the coming years, you're adamant about the value of the Ortland Sterling, eager to browbeat and slander the continental economy. You are currently looking for work.
21 - Your spouse left you. Time to let loose!
22 - You have had some training in first aid. You can patch up a single Injury for each Boor, supplemented with spirits.
23 - You’ve tucked a bag of 3d6 meat pies from your home city under your jacket.
24 - You’re a law enforcement officer in your home city, you can empathize with the Police. +1 Vs Arrest.
25 - You got in trouble at the Train Station. Roll Vs. Arrest. If you succeed, continue on, otherwise roll a new Boor.
26 - You have reservations made for you on the way to the Train Station at a café d3x10 blocks aways from the stadium.
31 - You’re a poor polyglot, able to scrap by with sparse conversation or words with the locals of cities.
32 - Your trade job has you in possession of ratchets and wrenches which fit snugly in your sleeve or pocket. As Blunt weapon.
33 - You have a knack for fast talking your way out of trouble with the fuzz. +1 Vs Arrest.
34 - The death of a close friend has you on jib in their memory, honoring them with every theft and pint.
35 - It’s your birthday! You’re especially smashed, +4 bonus Vs. Arrest.
36 - You’re on a sanctioned holiday with an extra d66+100 cash stipend to spend.
Starting The Jib
You start in a city not in Ortland. Give this city a name and some identifiers if it helps. You begin play after the Match, with a 2in6 chance of the Ortland team having won (not a very good team). If they won, you have Advantage to all rolls for the next hour.
After the Match you have d6x10 cash to spend on drinks or food as below before the return trip home. Canned beverages hit as Glass.
2 liter Liquor bottles - 20 cash
2 liter wine bottles - 15 cash
1 pint beer cans - 4 cash
Bit of Scram - 3 cash
Marching from the stadium to the Train Station, the streets are where you make your profit. On the jib, you steal what you can before leaving the city. From pedestrian pockets, cafes, newsstands, stalls, markets, tables, whatever. What you bring back you keep, all while looking to spend as little cash as possible. It doesn't matter what you steal, the action is the juice.
C Type items = d66: notes of cash, fake jewelry, fancy hats.
B Type items = d66+50: cash clips, wallets, purses, cheap jewelry.
A Type items = d20x100: cash wads, heirloom jewelry, fine furs.
Throwing
To throw a handheld object at a target, roll 16+ on a d20.
If they are not in cover or not moving, roll with Advantage.
If throwing multiple objects, add +1 per additional shot. If successful, roll for how many projectiles find their mark, resolving each projectile individually.
When someone is hit, roll a d20.
-Add +2 for each injury they have.
-Glass objects add +2 to this roll.
-Stone objects add +4 to this roll.
If the result is 10 or more, they go down. Otherwise, they are Injured.
Melee
Both combatants roll d12 and add relevant modifiers.
-If the difference between them is 1 or less, both are Injured and Down.
-If the difference is 2-3, the high-scorer is injured. The low-scorer is injured and goes down.
-If the difference is 4+, the low-scorer is injured and goes down.
-In a melee with a target that does not fight back, roll d12 as the attacker with relevant modifiers. If the score is 6+, they are Injured. If the score is 9+, they are Injured and Down. Each previous Injury adds +2 to this roll.
Anything used as a Knife would add +3. Blunt instruments would add +2.
Down & Out
For the purposes of this game, being Down refers to those beaten so badly they are helpless to defend themselves. Most match attendees won’t seek to outright kill. But sometimes things happen, so, if needed, treat it as dying per the Violence rules.
After violence is concluded, roll a d20 for each person Down. Add +2 for each Injury. On a 10+ they are Out, beaten to the point where they go unconscious and require medical attention. Otherwise, they are Critically Injured and could die when next Downed. These critical condition Boors are usually directed to the nearest medical center, hands stuffed with some cash and a bottle of booze to accompany them.
While Down & Out, you are helpless to be Arrested.
Arrested
Worse than being dead, you are arrested by the city’s police and carted off to a cell. A foreigner in their country, you won’t be kept here for long but you will miss out on the fun. That lad is out of commission, the player may roll a new character to bump into on the street. The game might be over if all Boors are arrested.
You have one save in this game: Vs Arrest. When hassled or roughhoused by the police, roll Vs Arrest. A 9+ is successful. Circumstances to avoid arrest should be taken into consideration for Advantage or Disadvantage. The effects of Alcohol grant a +2 bonus to avoid being Arrested.
Crowds
Citizens gather in droves down the street to confront you. They arrive in gatherings of 4d6.
Crowds will throw objects back at you. There is a 2in6 chance they will provoke you.
If Police are present, both sides are hesitant to engage with your group. Best take this for granted.
Police
They arrive in groups of 2d6, with a 1in6 chance of arriving with a squad car with a wagon that can hold 10 detainees. This Squad car is old and bulky, squeezing through the narrow streets at breakneck turns.
If the Boors actively avoid police, crossing the street, disperses and regroups, etc, roll with Advantage Vs. Arrest.
Police will pursue the Boors 2in6 times, 4in6 if they are rowdy. This pursuit lasts d6x10 minutes. Every 10 minutes the Boors may attempt to evade arrest by rolling to save again.
When in the same encounter alongside a Crowd, there is a 2in6 chance the Police will escort the Boors safely for 10 minutes, stony-faced while walking past the jeering Crowd. Otherwise, they stand by and do nothing.
Police never Throw objects.
When attacked, they engage on sight swinging truncheons and banging shields or street poles before their sticks find faces to crush. Their truncheon swings as Blunt (+2), and their training gives them +1.
After beating you, they will attempt to Arrest you.
Chanting
The Chant is your magic. It is your will made loud, your love made audible. Love is the only thing that is real and the love of Ortland shines glorious in your heart. Fellow lads about you, tears in your eyes; it's all so lovely. Chanting provides the bonus of Advantage to all rolls for as long as you Chant.
Chants such as:
~Ortland bravest upon the waaaaves!~
~ORTland! ORTland! ORTland! ORTland! FIGHT FIGHT FIGHT FIGHT FIGHT FIGHT FIGHT!~
Chanting attracts attention. Every 10 minutes you spend while Chanting has a 3in6 chance of attracting a Crowd and a 1in6 chance of attracting the Police.
Streets
Don't worry about street names or shortcuts, the streets of Continental cities are old, narrow, winding and often nameless. As GM, simply state how many blocks away they are from the train station and let the group lead from there.
Time and Distance Reference
10 blocks = .5 miles or .8 km
Each turn is 10 minutes, you can walk 10 blocks unbothered in that time.
Every 20 minutes (2 turns), roll on the Encounter Table.
2d6x10 = # of blocks to Train Station from the stadium.
Doing anything worth doing takes 10 minutes with keen inebriated concentration.
Doing anything nefarious during those 10 minutes has a 2in6 chance of attracting Police.
As you move from block to block, you have a chance of attracting a Crowd.
The chance of attracting a Crowd is Xin6, where X being the number of blocks moved divided by 20 and rounded down.
E.G. Moving 80 blocks has a 4in6 chance of attracting a Crowd in between turns. Being especially rambunctious or conspicuous may bump the chance up according to GM discretion.
To avoid Police or Crowds, the Boors can backtrack, finding a new avenue of advancement at the cost of an additional 10 minutes.
Street features, roll d36.
11 - A seedy bar with a rough looking Crowd of 4d6 ruffians. 4in6 chance to provoke.
12 - Cafe, with 2d6 patrons with (d3: 1=C Type 2=B Type 3=A Type) Items.
13 - Discount costumes & masks on store racks outside.
14 - Street vendor, souvenirs as C Type items.
15 - A couple walking towards your direction.
16 - 2d6 leering teenagers.
21 - Fruit Stand, ripening in the sunlight.
22 - Cafe, with 3d6 patrons with (d3: 1=C Type 2=B Type 3=A Type) Items.
23 - Loose stones in the road or bricks in walls.
24 - Street vendor, watches as d3: 1=C Type 2=B Type 3=A Type) Items.
25 - A geezer with glasses and deep pockets.
26 - Ice cream cart.
31 - Refuse bins with 1d6 empty glass bottles.
32 - Cafe, with 4d6 patrons with (d3: 1=C Type 2=B Type 3=A Type) Items.
33 - Some sod looking at you funny.
34 - Street vendor, fake bags as C Type Items.
35 - Sausage cart.
36 - A lost lotto ticket, winning d6x20 cash to be redeemed at the nearest mart.
Train Station
You have 90 minutes until your train leaves. Though you haven't even bought a ticket for this departure - and could therefore take a later departure - it’s best for you to arrive home at a sensible hour to return to your job tomorrow.
At the station there is a 2in6 chance of Police being present and searching for unruly foreigners. They are the final tyrants before returning to the bosom of Ortland. Oftentimes this obstacle requires a pyrrhic push to the train gate.
Onboard, count the money you made. This is what you have to spend on your next jib. You could buy new clothes, liquor, or jewelry to wear. Your save Vs Arrest improves, lowering by 1. Your Save can never go below 5+.
The following is a list of beverages to drink and/or throw as objects. Canned beverages hit as Glass.
2 liter Liquor bottles - 20 cash
2 liter wine bottles - 15 cash
1 pint beer cans - 4 cash
Bit of Scram - 3 cash
Encounter Table, roll d20.
1 - A squad car swerves around the corner, roll a d20. On 10+ you avoid the car, otherwise you are struck by the vehicle. Roll as being Hit by Stone. If someone is hit and goes Down. 2d6 Police from inside will storm out the car to Arrest them and beat any other Boors.
2 - 2d6 Local dirtbags, ambivalent about the city's sports matches, either (Roll d6, 1-3) likes the Boors attitude or (4-6) starts to pester you for being foreign.
3 - d3 Police on horseback. On horseback Police have a better vantage, Boors lose their save Advantage vs Arrest when trying to avoid arrest by means of dispersal or slinking by. Police on horseback do not tire from pursuit, and will follow the Boors until they are evaded.
4 - A row of 2d6 scooters are parked alongside each other, their owners drinking wine at a nearby cafe.
5 - Locals have a party, could be a birthday or something. Walking around it takes 10 minutes. Moving through it with disregard negates that delay. Causing havoc while passing through has a 3in6 chance of causing a Crowd to follow in your wake for d3x10 minutes.
6 - A street vendor sells the merchandise of the city's team, your own team's opponent for the Match earlier that day.
7 - A lotto machine at the nearest mart is being restocked with scratch offs. Sneakily, you can swipe d66 scratch offs, each with a 1in20 chance of being redeemed for d6 cash.
8 - A canvasser hands out political flyers for (Roll d6) 1= The Continental Church 2= Republican Sympathizers 3= The Communist Party 4= The Fascist Front 5-6= Work in a nearby cafe.
9 - A bright blue metal bin with just a slot stands at the corner of a street. The sign on its side implores citizens to surrender unwanted knives safely into the bin. the slit is wide enough for fingers to slide through but not a whole, sweaty fist. d6 knives do sit at the bottom of the bin, disposed of years ago without removal.
10 - A bus stop, it will take you d6 blocks closer to the station. None of you have fare. There is a 1in6 chance your bus will actually take you d6 blocks further from your station, but you would be too drunk to notice.
11 - A jewelry store is having a flash sale, upon cases for quicker access. Glass is thin too though. Roll d3 for quality of the items:1=C Type 2=B Type 3=A Type.
12 - A tucked away dope shop sells "water pipes" and paraphernalia. The store owner has hash for sale behind the counter to sell to those who are "super cool".
13 - A black cat sits in the street ahead staring your direction.
14 - d3 painters work on ladders 4 meters high painting windows. Their ladders block your way. You may either pass around them in the street or walk underneath them. While walking underneath there is a 2in6 chance of paint dripping on you.
15 - An old water fountain in the square depicting some lout hero of the Federation of Uyrupe. Fat FU coins sit in the shallow water scattered across its floor like some beautiful mermaid’s lair. There are d666 coins of cash in the fountain pool. To most, it is a faux-pas to walk inside a public fountain.
16 - A cabby beckons you to ride with him, but is annoyed when all Boors try to squeeze in at once to save on fare. The cabby will drive towards the Train Station, but every 10 blocks there is a 2in6 chance he will became so incensed at the antics and burping of the Boors squeezed together in the backseat that he will kick them out. He will still demand payment (Blocks traveled x 5 = cash owed to driver).
17 - An outside market clutters the street, taking an additional 10 minutes to pass through. However, it is a smorgasbord for C Type items to pilfer and pocket.
18 - A red faced Boor is thrown out of a pub, he shouts obscenities back inside while hiking up his trousers, of which he lost the belt to. His name is Rudd and he wishes to fight the small 2d6 Crowd inside, but could be easily led away with a pint or smoke. Rudd joins with the group, holding up his trousers while striding alongside. Rudd doing anything has a 2in6 chance of his trousers slipping down.
19 - A fortune teller hocks spells and divinations for cash. If paid a bit of cash, they will spout some fake good fortune. If promised something valuable, they will teach an old Chant that Ortish Raiders used to sing hundreds of years ago while on conquest for plunder. This Old Chant grants double Advantage and makes dogs of all breeds howl and thrash about on their leashes, lunging to nip at their masters.
20 - Someone left the back of a beer truck open. There are 2 pallets of beer. Each pallet contains 12 boxes. Each box contains 24 bottles of beer. Foreign made swill but acceptable to the Ortish palate.