City Actions

Standard City Actions

See pages 156-159 of the core rules for additional details on these actions.

Banking: Store gear and coin in a safe for 2% return on investment.

Beg and Busk: Gain gold equal to a random card + Wands.

Build: Build a piece of civil infrastructure for 50g per syllable of its description.

Camp Action: Though smaller in scope, you may use a Camp action if you want.

Carouse: Spend 50% of your gold for 1XP. Spend 100% for 2XP. Draw on the Hangover table either way.

Commission Craft: Speak to an artisan to commission a bespoke, customized item.

Hold a Funeral: Celebrate a fallen comrade's life to allow their player to reclaim 1XP per 100g spent.

Prepare Components: Gather the components needed to cast spells. Each component takes a pack slot.

Research: Spend 50g to test Cups and ask a question about a subject.

Support: Spend gold to make incremental progress toward a long-term goal.

Train: Spend 50g per 1XP to to learn an out-of-Path talent.

Special City Actions

As above so below: You may obtain an astrological reading from Samhill Stack at the Sidereal House. Draw the top three cards from the minor arcana deck and place them back in any order.

Contract assassination: If you travel to the Court of Coins and state the name of your target, a nondescript man will quote you a price. This price is probably patently ridiculous, but can range from 5,000g to a dragon’s egg. If you pay it, the man will consent to your request. Within the month, this named person will be dead.
The Court of Coins will only target someone in the Wide World. They do not enter the Underworld.

Copy texts: The Old Queen’s Library has texts on almost every subject. Ask the GM if you can find a text on a particular topic. If one exists, you may pay for a scribe to copy a book from the library for you. Copied texts cost between 100–1400g (randomly determined by the GM).

Dispose of bodies: The pig keepers of Licehouse will take body-shaped bundles of meat, no questions asked. If you have a body that you need disappeared, take it to Licehouse.

Commission dwarven mastercraft: The cost of dwarven craft is 50g per syllable of the commission. The commissioned item is in some way better than a standard item, as determined by the GM. As an example, a dwarven weapon or piece of armor might be Notched one additional time. A dwarven lamp might flicker one additional time.

Fence goods: If you come into a possession that would be unwise to sell through traditional channels, you may fence the goods at the Curio Curia. If you do so, the GM will set a “fair” price using the procedure described by the “Prices” sidebar on page 158.

Keep an ear to the ground: If you spend time in the Bellringer’s District, you’ll hear rumors of all sorts. The GM tells you one of the rumors on their City Events table.

Research a new spell: If you want to introduce a new spell into the game, pitch your idea to the GM. Your GM will suggest amendments or consult with the rest of the table to nail down the wording of the mechanics. In general, new spells should feel similar to those established in Appendix A: Sorcery.
• The GM will name the new spell. This name should be similar to the other spell names (e.g., Animate Object, Flare, Circle of Protection).
• Once the spell’s name has been established, you may pursue creation of this spell by taking this action. Spend 25g to draw 1 tile from a Scrabble bag. Your research is complete once you’ve spelled out the name of the spell you are researching.
• You may draw as many tiles per City Action as you can afford. Any tiles you pull for research are kept between City Phases until the research is complete.

Sell reagents: Alchemists will pay good coin for monster parts preserved in hermetic bottles. The GM will tell you how much the reagent is worth.

Spread rumors: You can tell all sorts of tall tales in the Bellringer’s District and find them repeated to you a month later as Mythrys’s own truth. Test fate to spread a rumor. Instead of adding an attribute, spend gold. You get +1 to this test of fate for each 20g you spend, max +5. On a success, you start a rumor that is counted as credible among less discerning citizens.

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