CAROUSING
The scavenger lifestyle is
one of contrasts, danger and deprivation can lead to a sudden influx of
luxurious amounts of cash, and a corresponding amount of fear, and bad
memories. Most scavengers don’t think of
the future if they can help it, given that their future most likely involves a
horrible terrifying death somewhere down a decaying gangway. The most common way to avoid thinking about
the inevitable during downtime between expeditions is to carouse with the
abandon of the doomed. As wounds heal,
memories fade and wealth dwindles Scavengers may spend up to their Level x
100GP on carousing from one of the three tables below between sessions.
Carousing can provide
additional experience, either directly or by providing time for reflection on
the events of recent expeditions. More
often than not any sage advice, or personal revelation is lost to the haze of
drugs, violence, lust and the ever present drinking of the Rust Gate’s bars and
food stands. Before carousing the player
chooses which type of vices their character will seek: debauchery, lust, or
violence, and spending their stake, a scavenger must roll a save vs. poison and
a D20. On a successful save the scavenger
gains an addition XP equal to the GP spent on carousing, while on failure the
carouser gains no XP. Regardless of the
result of the first roll the carouser then rolls on the appropriate table.




