Teeth Night of The Hogmen For Players

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The text describes possible characters that can be chosen to inhabit in a carriage journey to Gatlock, and provides brief descriptions of each character.

Lady Catherina de Grope, Sir Shartle Pudget, Dr Nabeel Uddin, Mr Trode Wickle, Madam Blanche Wosenbury, Reverend Matthew Eel, Mr Laconicus Strong, Ms Dandridge Sloopville-Jones

Attributes like Brawn, Wit, Sleight and Will define a character's approach and can be applied to actions. Rolling dice determines success and consequences. Spending Guts can modify rolls or resist negative outcomes.

PART II: FOR ALL PLAYERS

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The Characters
These are the possible passengers aboard the carriage. You should
choose which one you want to inhabit, or devise your own—with the
permission of the GM.

More details about these characters can be found in the Playbooks,


such as the weighting of their various attributes, and what kind of
items they might have in their possession. Once you’ve selected your
character, you must also choose their Special Abilities.

Lady Catherina de Grope


Haughty dowager
A physically and socially powerful woman, de Grope travels to Gatlock
to secure her late-husband’s business interests, which her useless family
are unable to do. Did she kill her husband? (He certainly deserved it.)

Sir Shartle Pudget


Gouty industrialist
Pudget hungers for many things. In fact, his appetites are the reason he
is travelling to Gatlock in the first place. He has heard rumours about
what can be procured there. When did Pudget last feel satisfied?

Dr Nabeel Uddin
Academic and memoirist
The well-travelled Dr Uddin is fascinated by many subjects, but few
more keenly than the country which now voraciously feeds upon his
own. He’s here to see it for himself. Will it impress? (Unlikely.)

Mr Trode Wickle
Royal Disease Collector
The outbreak of the purple sickness in Gatlock has attracted a number
of academics, but Wickle is the first to be charged by the king to extract
hard evidence. Has he contracted some exotic ailment?

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Madam Blanche Wosenbury
Idealistic governess
Wosenbury left the Carribean to start a new life in the employ of a
noble family in Gatlock. What an adventure! Will she inspire all she
meets with the radical notions of an enlightened age?

Mr Theodore Orlingstet
Anxious tax collector
“Just because the region is cordoned off by King George’s men does not
mean the people within can’t pay tax.” How far will he take his belief in
revenue collection?

Ms Dandridge Sloopville-Jones
Disinherited daughter
Gatlock sounds like a place to start again: a place beyond the suffocating
rules and etiquette of the rest of England. Is that a small animal living
in her waistcoat?

Reverend Matthew Eel


Unctuous parson
“You are all such wonderful and interesting people! Perhaps you would
be interested in my limited edition gospel of St Lorkus? Yes, of course
Lorkus is a real saint.” (But is he, though?)

Mr Laconicus Strong
Muscular poet on his own path
A poet who has (probably) been to Tibet and Egypt, and whose muscles
ripple beneath a loose linen shirt. Will he ever be published?

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Rules For Play
Attributes And Their Actions

Attributes define the sort of approach you are going to take in any given
action. Only roll if the action merits a challenge.

BRAWN (Fighting, Forcing, Heaving)


WIT (Perceiving, Comprehending, Deducting)
SLEIGHT (Sneaking, Tricking, Manipulating)
WILL (Commanding, Persuading, Enduring)

When you perform an action, decide which of your attributes is being


applied and roll an applicable number of dice. If you have no dice in
that attribute roll two and take the lowest number.

Roll the dice pool and take the result:

Multiple 6: You are successful and achieve some other advantage.


6: Full success. You achieve what you wanted to do.
4-5: You do it, but there’s a consequence, like injury or a worse situation.
1-3: You fail and there are bad consequences. Sorry.

For example: Peter wishes to climb a tree to escape being gored by feral
hogs. He uses his Brawn to heave himself into the tree. He has two points
in Brawn. He rolls a 3 and a 5. This means he makes it up the tree,
but there are consequences: he kicks away a rotten branch so that his
companion, Emily, cannot climb the tree! Emily’s Position is worsened.

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For any given dice roll the GM must set Position and Effect.

Position

Your Position describes the pressure or difficulty of your situation.

A Controlled situation means you are not under


pressure or in great peril. You will not take harm if this
action fails.

A Risky situation is the default, and means if you fail the


consequence could include minor harm.

A Desperate situation means if you fail there will be


major harm and further situational disadvantage to boot.

Any direct attack on a creature should be Desperate by default, unless


orchestrated with deliberation.

Effect

Effect determines how well you perform an action.

The range is: Poor—Limited—Reasonable—Superb. In a combat


situation this could do one, two, three, or four segments of damage on a
Clock (see page 22). We suggest a four segment clock for one hogman.

If you use an item to perform an action then the GM must decide how
that boosts that action. A knife might increase the effect of an attack
(+1E), for example.

Players can bargain with the GM to enhance Position at the expense


of Effect, or vice versa. For example: a player who wants to deliver
more damage to a foe might suggest to the GM that they will make
a wild swing—making it a Desperate action, but one which will be
more deadly if it lands.

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Guts

Guts are the narrative currency of the game. It takes Guts to:

• Push yourself to enhance your actions


• activate your Special Ability (unless otherwise specified)
• Resist the consequences of bad dice rolls

To Resist injurious consequences: roll against an applicable attribute


(e.g. Brawn to resist physical harm) and then subtract the highest result
from 6. The result is your Guts cost: fill in the appropriate number of
segments in the Guts section of your playbook.

For example: Emily has attacked a ravening Hogman with


a pickaxe. She rolls a 4, and so while her blow connects, she
suffers a complication: her swinging arm scrapes against the
Hogman’s tusk. Emily doesn’t want to take an injury and
rolls Brawn to resist. She rolls a 3 on a single dice, and so
spends 3 Guts on resisting the consequences. This means
she does not have to move up the injury track.

To Push yourself: spend 2 Guts to give yourself either an extra dice


(+1D) for that dice pool or increase the Effect (+1E) of the result.

If you run out of Guts then you descend into Hysteria.

Team Actions
• You can be a hero and choose to take someone else’s
consequences for them (if it makes sense to the narrative).
• You can lead a group action, where everyone rolls for the
same action. As long as one of your succeeds, the group
succeeds, but the leader of the action takes the cost,
spending 1 Guts for each failed roll.
• You can also spend 1 Guts to assist another player, giving
them increased effect (+1E).

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Injury
Consequences of a failed roll might include physical injury. Fill these
in, going up a tier if both boxes for a tier of injury are already filled.

Level one: Minor injury, e.g. bloodied and bruised. (-1E)

Level two: Major injury, e.g. a bleeding gash or fracture,


leaving the player limping. (-1D)

Level three: Ugh! Mortal injury, e.g. impaled. Cannot


act without spending Guts or being assisted by another.

Death: Play out a melodramatic death scene.

If you are dead, your ghost may (and should) still whisper to the other
characters, urgently warning of the horrors of being dead.

Hysteria

If you have used up all your Guts, then you fall to hysteria (choose
one). This is an ongoing condition which changes behaviour, and it
might be manic laughter, wild panic, awful savagery, absurd
recklessness, or abject terror.

The condition lasts until the end of the adventure, and the player it
afflicts must act accordingly. You can still use Guts after this point,
but for every subsequent expenditure, you will gain an additional
Hysteria. If, somehow, you survive to gain all the above conditions,
then you can no longer use Guts to resist or push yourself.

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Clocks

Simply draw a circle and divide it into four, six or eight segments.
This is a Clock! These ingenious devices can be used to track overall
tension and progress, but also to describe individual challenges, such as
defeating a tough enemy.

The greater the challenge, the more segments. Add more clocks for peril
or complexity. If the clock represents something the players are trying
to achieve, fill more or fewer segments depending on the Effect of the
players’ actions. Or, if the clock is a bad thing—e.g. alerting a slumbering
monster as you try to sneak into its lair—fill it based on the severity of
failure as determined by the players’ Position.

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Farewell
And Godspeed To You!
Thanks for playing—or at least reading!

This work is based on Blades in the Dark—found at


https://BladesInTheDark.com
—product of One Seven Design, developed and authored
by John Harper, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license:
http://creativecommons.org/licenses/by/3.0/

It’s also a cut-down scenario based on our full-sized game


setting, Teeth—forthcoming 2021, probably. If you’d like
to keep track of its development, or find other games by
us, head here:

TeethRPG.com
You can also find us on Twitter:

Jim Rossignol Marsh Davies


@jimrossignol @marshdavies

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