Weekly Activities

Players may attempt any of the following activities during the week.


Visit Club

Code: VC# [Carouse|Gamble] with [Guest|Mistress]

Prerequisites: Must be a Member of club (in good standing).

Activities: Characters may visit their club to Carouse and/or Gamble. They may take their Mistress along (if so, this counts as fulfilling their requirements for female companionship during this month). They may invite up to three Guests to join them.

Postrequisites: None.


Visit Club as Guest

Code: VG# [Carouse|Gamble] with Host

Prerequisites: Must be invited by a Member of the Club.

Activities: Characters may be invited to visit a Club in order to Carouse with their Host. While at the Club they may also Gamble.

Postrequisites: None.


Visit Bawdyhouse

Code: VBH [Carouse|Female|Gamble]

Prerequisites: Character must specify how much money he is taking to the Bawdyhouse.

Activities: Characters may visit a Bawdyhouse to Carouse, Seek Female Companionship, and/or Gamble.

Postrequisites: At the end of his visit to the red light district the player must roll 1d6. On a roll of 6 the character is set upon by footpads, relieved of his money, and reduced to half of his current Endurance.


Visit Mistress

Code: VMS [Mistress]

Prerequisites: Character must have a Mistress.

Activities: The player is considered to have satisfied the requirement for female companionship this month.

Postrequisites: If the player is present when another player attempts to Court his Mistress then the other player is automatically caught in the act. This is obvious grounds for a duel.


Court Mistress

Code: CMS [Mistress]

Prerequisites: None. This activity may be attempted even if the character already has a Mistress.

Activities: The character spends the entire week Courting a Mistress. This costs money. Each week of courtship costs 3 times her SL in Crowns. The base chance of successfully courting a Mistress is shown on the Courting Table. This is modified by the following factors:

However a roll of 1 always fails.

If two (or more) characters discover each other at the doorstep of the same young lady in the same week there may be difficulties. Either character may withdraw in favour of the other, although a character who withdraws in favour of a lower SL will lose SP equal to the difference in their SL. Otherwise a duel will be required to settle the issue. Regardless of what happens the monies are spent.

Postrequisites: If the player was unsuccessful in his attempt to court a Mistress roll 1d6. On a roll of 1 to 5 the character was sufficiently discrete and nobody finds out. On a 6 the character has committed an indiscretion and his activity becomes public knowledge. If such a character already has a Mistress then he will be thrown out on his ear. If the character is courting another man's Mistress, then there is an an obvious cause for a duel.


Practice

Code: PWW Weapon

Prerequisites: None.

Activities: The character spends the week practicing with the chosen weapon. Four weeks of practice (which need not be consecutive) allows a character to increase his Expertise by 1. At any time the character may subtract -5 from his Expertise in order to increase his Strength by 1.

A member of a Regiment may practice with the regimental weapon for free. Otherwise it costs a number of Crowns equal to the character's Expertise.

Postrequisites: None.


Perform Military Duties

Code: PMD

Prerequisites: Character is a Private or Subaltern in a Regiment.

Activities: Characters with the rank of Private must spend two weeks of each month on duty with their Regiment: cleaning stables, mounting guard, polishing equipment, and so on. While on duty no other action may be undertaken.

Characters with the rank of Subaltern are required to spend one week of each month on duty supervising the Privates.

Characters may be excused from one week of duty with the permission of their battalion commanders (this requires a roll of 5 or more on 1d6 and may be modified for influence).

Postrequisites: None.


Attempt to Join a Regiment

Code: JRG Regiment as Rank

Prerequisites: None.

Activities: The character visits the Regiment and attempts to enlist as the desired Rank. Any Rank up to Major may be bought immediately upon entering the Regiment, provided the character meets all other requirements. However each rank must be bought in order.

The Regimental Enlistment Table gives the roll required on 1d6 to enlist in the Regiment. This roll may be modified by influence with the Regimental Commander.

Postrequisites: Members of Cavalry Regiments and Captains of any Regiment must buy a horse and equipment. Majors and above in any Regiment must buy three horses and equipment. Anyone that buys a horse must hire a Groom and pay monthly support. A horse costs 100 Crowns and requires support of 3 Crowns per month. A Groom must be paid 2 Crowns a month, but may look after any number of horses.