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Justice Hobos
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== The System == The group needs a collection of drinks, either bottles or cans. When players finish a drink, they keep the cap or pull-tab and add it to their "cap pool." They start the game with one cap from their first drink, and get another for every drink they finish during the game session. Whenever a hobo faces a challenge and could fail, that player will throw their caps against something. Every cap that lands face up is a success. Most tasks need only one success, but harder challenges may need more, as decided by the session's BM. When hobos oppose each other, both players throw their caps and the one with more successes wins. If there's a stalemate, they both lose. Hobos can invoke their Quirks to give them an extra success, if they narrate how their disgusting personal qualities can be used to aid their efforts. <blockquote><i> Swampy Pete almost gets stuck in the ventilation shaft, but since he Shits His Pants he has just enough lubrication to squeeze through. </i></blockquote> Hobos and the BM have another resort to gain extra successes: take a shot. Anyone can automatically succeed at any challenge by drinking 1 fl.oz. of alcoholic drink (or a reasonable amount of their preferred form of booze). If the other side (hobo or BM) takes takes a shot, then it's back to a stalemate where both sides lose. The only way to break this tie is for someone to take another shot, but the other side can respond by taking a shot, and so on, ad vomitium. If both sides are willing to push it, the drinking contest continues until one side backs down, pukes, or dies from liver poisoning.
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