<strong>HAMLET</strong><br/>While at the Hamlet, you can only visit up to 2 places a day (not counting the barracks where you'll be staying in or visiting the Heir). While you may stay at the Hamlet for as long as you like, be wary that just because it is your base of operations doesn't mean it's always safe...<br/><br/>Guild: Here you can buy upgrades to your attributes or ask to replace a special move with a new one (a list of special moves will be updated as the Guild upgrades). (3,000g for +2 to an attribute that isn’t your highest, or 4,000g for replacing a special move. Attributes cannot go above 20 (+5 modifier).)<br/><br/>Blacksmith: Here you can buy upgrades to your ‘highest attribute’ (4,000g for +1 to attribute, 10 upgrades max. Attributes cannot go above 20 (+5 modifier). 6,000 for increasing damage input by 1, or 6,000 for increasing buffer of -1 to damage taken by 1, upgrades available are maxed at how many upgrades received +1 to start. This means you can have a max of 6 upgrades to attack/defense in total, not 6 in each.). If highest attribute is maxed before upgrades are maxed, the remaining upgrades turn into vouchers for 10% discounts at the Guild.<br/><br/>Abbey: 2,000g for -1d10 Stress. Starts with one room in the Cloister, Transept, Penance Chamber. (May take on a positive/negative quirk as a result. Can only do one de-stressing activity per day.)<br/><br/>Tavern: 2,000g for -1d10 Stress. Starts with one room in the Bar, Gambling Hall, Brothel. (May take on a positive/negative quirk as a result. Can only do one de-stressing activity per day.)<br/><br/>Sanitorium: Heals HP of anyone for free. Costs 2,000 to get rid of a negative quirk and/or lock in a positive quirk. Costs 1,000 to get rid of an illness. Both paid treatments require staying at the Sanitorium for at least a day, depending on how well treatment is going. Up to 3 positive quirks can be locked.<br/><br/>Nomad Wagon: Can buy trinkets with varying rarity/effects. Is not always available at the Hamlet.<br/><br/>Survivalist: For 1,000g, can offer up a positive quirk that helps you use supply items more effectively. (Eg, Torch Expert allows for the light decrease roll to be 1d6-3 if the one with the quirk is the one carrying the torch.)<br/><br/>The Heir: Giving the Heir 1000g will help them upgrade a single building in the Hamlet. The upgrades will increase by 500g every time.<br/><br/><span class="bbc_u"><em>--Upgrades--</em></span><br/>Guild: For every upgrade (5 max), -500g to all prices. New special moves will also be available.<br/><br/>Blacksmith:For every upgrade (5 max), -500g to all prices. Upgrades to damage dealt/damage protection will become available.<br/><br/>Tavern/Abbey: For every upgrade (5 max), -200g to all prices.<br/><br/>Sanitorium: For every upgrade (5 max), -100g to all prices.<br/><br/>Nomad Wagon: For every upgrade (5 max), -300g to all prices. More and rarer trinkets will slowly become available.<br/><br/>Survivalist: Survivalist:For every upgrade (5 max), -100g to all prices. More teachable positive quirks will also become available.