The Underbelly
General consensus
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.
Scum are a higher PQ requirement role because they're held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they're just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.
Faction Relations:
Town - Neutral
Keep - Uncertain, shaky
Church - Uncertain
Bandits - Hostile
Wretches - Hostile towards Zizoids, otherwise neutral
Adventurers - Neutral
Other Antagonists - Hostile
Scum cannot be Zizoids.
Common Misconceptions
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their hideout. This creates ROLEPLAY.
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.
Scum are Neutral - but this doesn't mean they will just bend over for anyone to harass them. The common complaint of them being 'another antagonist faction' is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don't let you win for free?
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.
The Hand Cannon's explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot.
Scum live in town - they are not foreigners.
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.
Lore
The Vale's rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside[1], it's inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum's existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale's resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn't afford to lyve Flipside, and instead turn to this lyfe.
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.
One thing is for certain: The Underbelly is so deep, barely anyone will hear them scream in suffering.
The Roles
| ROLE | PQ REQUIREMENT | Description | Expectations | Difficulty |
|---|---|---|---|---|
| GUTTER KING | 100 | You built something down here. Not a Kingdom - nobody'd call it that. But it runs, it pays, and when you say 'do it', people do it. The Keep above think they own this town. You own what's underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don't get careless. | Manage The Scum. Keep relations stable. Don't piss the Keep off. Don't leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn't get the maximum reward tier. | DUKE |
| CONSIGLIERE | 85 | A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King's right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be | You are basically the Hand, but in the Underbelly | HAND |
| SCUM | 35 | Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn't pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don't require explaining. | Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically. | HARD |
| FLINGER | 40 | Coin is the only God worth worshipping, and you've devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable. | Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin. | THE STEWARD BUT HE'S ACTUALLY USEFUL FOR ONCE |
| RIPPER | 50 | Medicine for coin. Surgery for more coin. You'll do what the clinic won't - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn't be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine. | Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that's totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux. | MORE MOUSE BITES!!! |
| PROLETARIUS | 10 | An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra's sweet embrace. | Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise. | SUFFER |
I am X, what do I do if I see Scum?
This table should help you decide what your character should do.
THE LAWS OF THE SCUM
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)
- Scum aren't murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.
- Scum will not dealmake with Bandits, period. It's already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.
- Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.
- Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.
- Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.
- Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.
- Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep's COIN--legally, of course.
THE DEBT
Scum are stricken with a fat debt they have to pay off if they wish to 'greentext'. The more Scum present, the harder the debt becomes, but the higher the rewards will be.
N = Scum Count
| Tier | Scum Count | Formula | Total Owed | Triumphs | PQ |
|---|---|---|---|---|---|
| 1 (easy) | 1-3 | 250xN + 250 | 500 to 1000 mammon | +10 | +0.5 |
| 2 (medium) | 4-6 | 650xN | ~2600 to 3900 mammon | +15 | +1 |
| 3 (hard) | 7-10 | 700xN | ~4900 to 7000 mammon | +20 | +2 |
| 4 (expert) | 11+ | 1000xN | over 11000 mammon | +30 | +3.5 |
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.
Spoiler Area
New Items
Scum get access to exclusive items.
| Role Exclusive? | Cost (mammon) | Stock | Name | Description | Note |
|---|---|---|---|---|---|
| No | 20 | 5 | marked coin | A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most. | Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It's one-time use per coin, however. |
| No | 100 | 1 | etched coin | An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known. | Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes. |
| Yes - Scum | 85 | 1 | Defacer | Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster. | A variant of Steel Knuckles. Less durability but a bit more damage. |
| Yes - Scum | 120 | 2 | Reinforced Firing Pin | Hits harder. Fits any underbelly firearm. Apply it to the gun. | Makes any underbelly have +5 force. |
| Yes - Scum | 130 | 2 | Filed Sights | Tighter Spread. Easier to put the ball where you want it. Apply it to the gun. | Reduces aim time for any underbelly gun. |
| Yes - Scum | 150 | 2 | Baffled Powder Sleeve | No more smoke cloud after you fire. Apply it to the gun. | Removes the smoke cloud upon firing a weapon. |
| Yes - Scum | 180 | 2 | Extended Cylinder Plate | One more round in the chamber. Apply it to the gun. | Adds +1 bullet capacity. |
| Yes - Scum | 450 | 1 | The Abomination | The work saiga of every Scum! Only you lot know how to use this...thing. | A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. |
| Yes - Scum | 750 | 1 | The Ironshot Repeater Mark 1 | A fancy weapon of one of them Kingsfield Nobles. Quite a treat. | A repeater arquebus-pistol reskin with a capacity of 3 lead spheres. |
| Yes - Scum | 300 | 1 | The Ironshot Mark 1 | Ser Ironshot's single-shot pistol. Load it, point it, make it count. | A reskinned arquebus pistol, but made cooler. |
| Yes - Scum | 1150 | 1 | Hand Cannon | Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one. | STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)
It deals about 48 brute damage spread across the body to players (weaker than a fireball) It one shots any mob (gibs them) |
| Yes - Scum | 600 | 3 | Cannonball | An iron sphere the size of a fist. Fits the hand cannon | Ammo for the hand cannon. |
| Yes - Scum | 1500 | 1 | The Devastator | What the hell are you planning on taking down with this? Zizo? BAHAHA! | The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn't require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.
It has a 1 in 100k chance of appearing, since it's a joke weapon. |
| No | 60 | 1 | capocollo | Etruscan, freshly off the caravan. We beat up like 5 wise guys for this. | The wise guys will call this gabagool. Very good food, for the price. Even better if it's from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes. |
| Yes - Flinger | 120 | 1 | Tipped Hat | Nobody's seeing that face. Nobody's knowing that name. | Completely masks name, gender, race, descriptors, everything - except what you're wearing, of course. |
| Yes - Ripper | 200 | 1 | Suffocator | Load it with Zizo's bane, then press it onto an unguarded face. A moment's hesitation is all it needs. | A zapists favorite item in the entire game. Attack with this item on someone's head - while it's completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise. |
| Yes - Ripper | 80 | 2 | Voss Serum | A pale little bottle. Slips into a drink without a trace. The body does the rest. | Inspired by a loving Kingsfield Potion maker - it's a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment. |
| Yes - Ripper | 80-280 | 1 | Mysterious Organ | Varied | Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing. |
| Yes - Ripper | 150 | 1 | Blood Red | Whatever's in this, it isn't wine. Don't let anyone drink it unless you want to watch them fold. | It's literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal. |
| No | 280 | 1 | Golden Cockroach | Drop it on the floor of a vault and walk away. Don't ask how it works. | Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward's, or nightmaster's).
A special interaction happens if it triggers the alert in the Steward's vault. |
- ↑ Topside, The regular inhabitants of The Vale.
