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Impulse Nightclub

Environments Designed by M.I.A.monk

At a glance

Tier
2
Type
Social
Difficulty
14
Impulses
Embrace hedonism exchange contraband help guests forget their woes

Environment overview

An isolated and deeply exclusive crystalline nightclub for those that prefer their revelry tinged with danger.

Potential adversaries

Assassins (Apprentice, Poisoner, Master) Courtesan Spy

Features

Passives

passive
  • The Chaos of Revelry

    Impulse is a riot of writhing dancers, throbbing music, and shouting voices. It is impossible to communicate verbally in the common areas without shouting, and Action rolls to perceive with sight, hearing, or smell are at disadvantage.

    Questions
    • How do the PCs react to this chaotic environment?
    • What does the club look like that marks it as 'especially exclusive?'
  • Here for a Good Time

    Most Impulse guests are here for a good time and good company. Once per scene, a PC may spend a handful of gold to gain advantage on a Presence Action Roll.

    Questions
    • What sort of people can you find in a place like this?
    • What information do they have?
    • How trustworthy is their information?

Actions

action
  • Distractions Everywhere

    Spend a Fear to separate a PC from the group with one of the club's numerous diversions (an aggressive bouncer, a hawker of contraband, a group of overly friendly clubgoers trying to pull them into their circle). The PC must make a Presence Reaction Roll. On a success, they find the distraction pleasant. They gain a Hope and can extract themselves at their leisure. On a failure, they mark a Stress and lose 1 handful of gold after being swept up in an unpleasant situation.

    Questions
    • What other features of the nightclub could cause distraction in the PCs?
    • What sticky situations could they get them into as a result?
  • Summon the DJs

    (Countdown 6). When the PCs enter the environment, activate the countdown. When it triggers, Impulse summons its signature attraction, sending out a signal to summon 1d4 Echo Beasts outside the building and causing them to hammer it with dangerous, mesmerizing sound waves. The environment's difficulty increases by 2, and PCs must make a Strength or Instinct reaction roll. On a failure, they must mark a Stress and mark a HP as the pulsing sound overwhelms them. On a Critical Success, they gain a Hope and become Thrilled. While Thrilled, they add 1d4 to all Action rolls until they roll a failure.

    Questions
    • What does experiencing the Echo Beast attraction feel like, physically and mentally?
    • How does the atmosphere in the club shift once the attraction begins?

Reactions

reaction
  • Invitation Revoked

    If the PCs cause enough trouble or disruption, Spend a Fear to summon a Minotaur Wrecker and 1d4 Bladed Guards within Close range of the problem PCs to show them the door.

    Questions
    • How do the other clubgoers react to the attempted expulsion?
    • What elements of their surroundings could the combatants make use of in a fight?

About this environment

Suitable for mysteries, political stories, or even a short downtime diversion for the PCs.

Impulse Nightclub

Tier 2 Social

An isolated and deeply exclusive crystalline nightclub for those that prefer their revelry tinged with danger.

Impulses: Embrace hedonism, exchange contraband, help guests forget their woes

Difficulty: 14

Potential Adversaries: Assassins (Apprentice, Poisoner, Master), Courtesan, Spy

Features

The Chaos of Revelry - Passive: Impulse is a riot of writhing dancers, throbbing music, and shouting voices. It is impossible to communicate verbally in the common areas without shouting, and Action rolls to perceive with sight, hearing, or smell are at disadvantage.

  1. How do the PCs react to this chaotic environment?
  2. What does the club look like that marks it as 'especially exclusive?'

Here for a Good Time - Passive: Most Impulse guests are here for a good time and good company. Once per scene, a PC may spend a handful of gold to gain advantage on a Presence Action Roll.

  1. What sort of people can you find in a place like this?
  2. What information do they have?
  3. How trustworthy is their information?

Distractions Everywhere - Action: Spend a Fear to separate a PC from the group with one of the club's numerous diversions (an aggressive bouncer, a hawker of contraband, a group of overly friendly clubgoers trying to pull them into their circle). The PC must make a Presence Reaction Roll. On a success, they find the distraction pleasant. They gain a Hope and can extract themselves at their leisure. On a failure, they mark a Stress and lose 1 handful of gold after being swept up in an unpleasant situation.

  1. What other features of the nightclub could cause distraction in the PCs?
  2. What sticky situations could they get them into as a result?

Summon the DJs - Action: (Countdown 6). When the PCs enter the environment, activate the countdown. When it triggers, Impulse summons its signature attraction, sending out a signal to summon 1d4 Echo Beasts outside the building and causing them to hammer it with dangerous, mesmerizing sound waves. The environment's difficulty increases by 2, and PCs must make a Strength or Instinct reaction roll. On a failure, they must mark a Stress and mark a HP as the pulsing sound overwhelms them. On a Critical Success, they gain a Hope and become Thrilled. While Thrilled, they add 1d4 to all Action rolls until they roll a failure.

  1. What does experiencing the Echo Beast attraction feel like, physically and mentally?
  2. How does the atmosphere in the club shift once the attraction begins?

Invitation Revoked - Reaction: If the PCs cause enough trouble or disruption, Spend a Fear to summon a Minotaur Wrecker and 1d4 Bladed Guards within Close range of the problem PCs to show them the door.

  1. How do the other clubgoers react to the attempted expulsion?
  2. What elements of their surroundings could the combatants make use of in a fight?

Discussion

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