Free-Roam Sessions

= Free-Roam Sessions = Hunters make their living by taking on and completing requests.

However, that doesn't mean they're busy handling requests nonstop.

Between requests, they live their own daily lives.

While on one hand Kamimachi Street churns out trouble and requests, it's also a place where player characters spend their ordinary days.

Sessions about such times are called 「Free-Roam Sessions」 to distinguish them from ordinary, request-based sessions.

Free-roam sessions don't need a script.

When you don't have the time or ideas for a scenario, or are worried about your character feeling flat, a free-roam session could be a great choice.

Playing a free-roam session may also be good as a breather between ordinary sessions.

There have been many times where minor meetings and events during a free-roam session have unexpectedly turned into full-fledged scenarios. GMs may find much inspiration, and players may deepen their understanding of their character and the world.

Session Flow
Free-roam sessions differ significantly from regular sessions.

First of all, the phases of 「Confirming the Request」 all the way to 「Advancement」 don't happen.

With no request, there is no deadline and no reward. With no objective, there's no 「Preparation」 and no 「Climax」 as well.

「Combat」 and 「ERP」 work as they usually do during a session.

You don't 「Advance」 your character at the end of the session, but you also don't pay 「maintenance」 and 「interest」.

You can 「repay」 debt, however, if you earn any unexpected income.

Free-roam sessions have an 「arbitrary」 length.

They can continue as long as you, the player and the GM, want to keep playing. If you hit a time limit, you can end the session then and there.

You can finish after an hour of in-game time, or even spend several days wandering the streets all you like.

However, a PC with debt is limited to 10 days (240 hours) maximum. You have your debtholders pressuring you to worry about.

During free-roam sessions, you spend your time visiting various places and doing various things around 「Kamimachi Street」.

The time you spend depends on each area and service.

If a particular activity doesn't have anything noted about it, it doesn't take any time.

Or, if the GM considers something particularly time-consuming, they can have a suitable amount of time pass.

Karma Checks (Romance)
This new type of Karma Check is used throughout this book.

It is not negotiation, but an attempt to captivate someone through sex appeal and your attractiveness as a person.

With a critical, you can have the other character become a 「Lover」 contact then and there. However, it's up to the GM to decide if such a lover will be available whenever the player character needs. (Particularly if there's more than one character involved.)

Map Movement
On the back cover of this book is a map of Kamimachi Street and its surroundings. Each square represents a different location.

Movement during a free-roam session is handled with this map.

First of all, choose a specific area as a starting point.

At first, it's recommended to use 「42: Kamimachi Street (A)」.

Once you're more familiar with everything, you could choose the 「13: Back Streets」, 「41: Guillotine Street」, an area where one of your contacts lives, and more.

A player character can move from the area they're currently in to any orthogonally adjacent area. Doing so doesn't take any time. Moving diagonally or to an area one more square away takes 10 minutes.

When it would be inconvenient to refer to the map, or if a player doesn't have a copy of this book, the GM should list some areas to go to as options.

In any case, note that the player characters may not be familiar with every area. As the GM, it's good to give a general idea of where a character is headed, but you don't need to give out specifics. Players too should keep in mind that even if they themselves are familiar with the contents of this book, that doesn't mean their characters are.

When a player character heads into an area, they can enjoy some sort of service, or they could deal with an event that the GM initiates.

If somewhere isn't to your tastes, you can pass on through no problem.

Each area has various 「Special Rules」 and 「Events」. These take precedence over the usual rules for free-roam sessions.

However, the GM's decision-making always comes first.

Events and rules that don't fit your consensus, time, circumstances, or similar can be ignored or changed. If a player just wants to “pass through,” it's okay not to have an event happen.

Bad Statuses
During free-roam sessions, bad statuses (core p.126) do not clear up on their own when finishing a battle. Instead, they last until you do one of the following:


 * You spend time 「Relaxing (core p.117)」.
 * You perform ERP (regardless of the duration).
 * You take appropriate measures to get rid of a bad status.

Have a talk between player and GM as for what may count as 「appropriate measures」 to you, based on the specifics and circumstances around individual bad statuses. You could even decide that certain bad statuses can only be cleared up through certain actions.

In addition, if you suffer a bad status marked as 「persistent」, it lasts throughout the session, no matter what you do.

Companions
It's not at all unusual for people to walk the streets together with their friends and lovers.

If you wish, you can begin a free-roam session with an NPC contact, another player's character, or similar in your company.

NPCs you meet in the middle of a session could join you too.

Such characters are called 「companions」.

When you're together with a companion, the following benefits and drawbacks apply.


 * You can ERP together at any time.
 * You can gain the effects of a personal connection through 「dating」 (see below).
 * Some events and the attitudes of NPCs you come across may change.

A companion will usually stick with a PC, but any of the following may cause them to leave (unless the GM decides otherwise).


 * The PC wishes for them to leave.
 * The PC's Pride drops to 0.
 * If the PC won't be able to accompany them for a while.
 * If the PC acts particularly troublesome around them.
 * If the PC has another companion join (depending on their relationships).

Depending on the circumstances, the GM could ask for a Karma Check (Romance) to see if a companion stays around.

You could also bring along multiple companions, such as a group of friends or followers or similar. However, since this increases the burden on the GM, it's recommended to keep to around one (NPC) companion at a time.

Dates
Browsing through stores, watching a movie, chatting together... spending time with a companion like this is considered a 「date」.

If you spend at least 3 hours within a span of 6 hours on a date with one of your companions, you can gain their 「Personal Connection effects (core p.68」 once.

If you are not already connected with that NPC, you become so. You don't gain their personal connection effects at that time, but any future dates will let you.

Of note, if you date a 「Lover」 companion, you can gain their connection effects in only one hour. Going on a date with a lover is special!

Happenings
Whenever you 「ERP」 within a public place, you may draw unwanted attention.

If you ERP outside of a brothel, hotel, or other specially noted place, your PC should make a Karma Check (Subterfuge).

If you fail, roll 2d6 on the 『Happenings Table』 below, and follow what results you get.

For every hour of ERP past the first, roll an additional Karma Check (Subterfuge).

However, any services or events marked as 「Private」 don't require you to roll. They're considered to either be safely out of the way or otherwise have protection.

Also, very light ERP such as light kissing and physical contact won't cause any Happenings to occur, regardless of where it takes place.