Professional Documents
Culture Documents
Circus Rules Plus
Circus Rules Plus
Terminology
Acts Payout
Every circus show is broken up into four acts, each of After putting on a show, the PCs earn an amount of
which consists of one or more tricks: the opener (one money that depends on how their performance went.
trick), the build-up (two-tricks), the big number (one They can use this money, called Payout, to purchase
trick), and the finale (three tricks) advertisements, circus upgrades, hire performers, or
improve tricks.
Advertisements
The PCs can pay for criers, newspaper listings, and
Prestige
signage either mundane or magical to build up Prestige is a value that represents the circus company’s
Anticipation for their next show renown and fame. The default Prestige of the PCs’
circus starts at 1. The PCs can increase their Prestige
Anticipation by performing shows or purchasing certain upgrades
Anticipation is a value that represents the crowd’s for the circus.
overall enthusiasm and expectations for the PCs’
show. The higher the Anticipation, the bigger the PCs’ Promotion
Payout. However, if the PCs generate more The PCs can Promote the Circus during the week
Anticipation than the show can satisfy, the show is a before they put on a show to generate Anticipation.
failure.
Random Events
Costar Before each circus performance, the GM rolls a
A costar allows an act's participant to aid the active random event, which may make it more or less
performer as a reaction. The costar must be at least difficult to perform certain tricks, increase Excitement
trained in the check required for the DC and succeed or Anticipation, or have some other effect on the
an Aid check for the performance. The only exception upcoming performance
to this is the Ringmaster who can use Diplomacy,
Intimidation or Deception for their Aid check if Ringmaster
desired. This is a role within the big show that can weave the
story of the big show and impact the way the show
Excitement generates excitement from each act.
Excitement is a value that represents the crowd’s
satisfaction with the PCs’ show. The PCs generate Tricks
Excitement by successfully completing tricks, and Each circus act consists of one or more tricks, which is
must generate more Excitement than Anticipation in circus parlance for a stunt or spectacle. Each
order to earn their full Payout performer employed by the circus has one trick, and
every trick requires the NPC or PC performing it to
Injured attempt at least one trick check (for NPCs, the GM
A performer can become injured in an act when they can roll or delegate a player to do so; tricks performed
critically fail a performance with the Injury trait. An by PCs are also called signature tricks). Succeeding at
injury prevents the act from participating in the a trick check generates Excitement, while critically
performance. On the day of the show you can attempt succeeding generates additional Anticipation as well.
a medicine check of the performers level to patch them Critically failing a trick check decreases the show’s
up good enough for the show. On success they can Excitement value. Each trick also has at least one trick
perform normally, on critical success they get a +2 trait associated with it, which can modify how the
circumstance bonus. Either way the injury is removed trick is performed depending on other circumstances
after the show. such as random events or circus upgrades.
Upgrades
The PCs can purchase circus upgrades to improve
aspects of their circus or affect the performance of
certain tricks
Circus Rules Plus+
PRACTICE ROUTINE
This downtime activity can only be performed once in
CIRCUS DOWNTIME PRACTICE TEAM
each location.
Spend the 2 days leading up to the show putting in
Critical Success Generate Anticipation equal to level extra practice with a costar for your performance. The
Success Generate Anticipation of half your level additional work you put into practicing the routine
Failure You lose 1 Anticipation. with your costar provides a bonus to the costar's
check during the big show.
PROMOTE THE CIRCUS (SOCIETY)
CIRCUS DOWNTIME This can only be performed once per show per PC.
You spend 2 consecutive days in town generating
Anticipation for your next circus show. Attempt a Critical Success You get a +2 circumstance bonus to
Society check. The DC of this check is equal to the DC the check for the big show
appropriate for the group’s party level; see Table 10–5 Success You get a +1 circumstance bonus to the check
on page 503 of the Pathfinder Core Rulebook. One for the big show.
other PC can spend 2 downtime days to Aid you, Failure No effect
providing a +2 circumstance bonus to your Society Critical Failure The costar is unavailable for the show
check if they succeed at a DC 20 Society check. GROUP REHERSAL
CIRCUS DOWNTIME PRACTICE TEAM
Critical Success You generate Anticipation equal to
twice the sum of your level plus your Charisma Spend the 2 days leading up to the show putting in
modifier (minimum 2). extra practice with one of the performers in the troupe
Success You generate Anticipation equal to your level on their act.
plus your Charisma modifier (minimum 1).
This can only be performed once per show per PC.
Failure You generate 1 Anticipation.
Critical Failure You generate no Anticipation. Critical Success You get a +2 circumstance bonus to
the check for the show
Success You get a +1 circumstance bonus to the check
for the show.
Failure No effect
Critical Failure The trick is unavailable for the show
Circus Rules Plus+
CRAFT UPGRADE
CIRCUS DOWNTIME PRACTICE TEAM
Spend time working on a crafting project to create a upgrade for the circus that your circus prestige supports.
You must supply raw materials of at least a quarter of the item value being crafted (or the cost of the materials
as appropriate).
You must spend 7 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft
the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the
remaining portion of the item's price in materials to complete the item immediately, or you can spend additional
downtime days working on it. For each additional day you spend, reduce the value of the materials you need to
expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your
proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days,
you can complete the item by spending the remaining portion of its Price in materials.
Critical Success Your attempt is successful. You expend the raw materials that are supplied. Each additional day
spent crafting the reduces the materials needed to complete the item by an amount based on your level x 2
and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete
the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you
want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin the raw materials you supplied. If you want to try again,
you must start over.
IMPROVE TRICK
CIRCUS DOWNTIME PRACTICE TEAM
Spend time working with an NPC performer to improve the overall level of their trick.
You must spend 14 days working with the performer on the show. At the end of the two weeks roll a check based
on the type of action you did to improve the performance of the show, the player must provide how they are
working on the show with the NPC. For example, you could use your performance to help a show with their
stagemenship to help them perform better, or use your crafting to build more elaborate props to improve the
execution of the performance. The GM will decide how closely the skill applies to the trick and how likely it is to
be successful or if it applies to the trick at all.
The check will typically be a standard DC for the level of the check, but depending on how well the skill applies
to the check it could alter the difficulty by Easy, Hard or Very Hard (-2, +2, +5). The maximum level of an NPC
trick is PC Level +1 (so a level 5 party could have tricks up to 6th level)
Critical Success Your attempt is successful. The trick greatly benefits from your guidance and work. Improve the
level of the trick by +2.
Success Your attempt is successful. The trick benefits from your guidance and work. Improve the level of the
trick by +1
Failure Your attempt is unsuccessful. The trick is unaffected.
Critical Failure Your attempt is unsuccessful. The performers are demoralized or confused by your attempts to
improve the show. Level of the trick is changed by -1.
Circus Rules Plus+
CIRCUS TOUR
CIRCUS DOWNTIME PRACTICE TEAM
You spend additional time working at the show and performing tricks on a tour of nearby towns and settlements
to generate interest and promote your trick for various audiences. The level of the task is equal to the prestige of
the circus. When you take the tour the circus takes a cut of the performance earnings, but the performer
receives income based on how well the show did on the tour.
When you take the tour, the GM will set the DC based on the prestige of the circus as the DC level for the check
using table 4-2 on Income Earned. After your first day of work, you roll to determine your earnings. You gain an
amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income
Earned).
You can continue on the tour on subsequent days without needing to roll again. For each day you spend after the
first, you earn the same amount as the first day, up until the tour’s completion. The GM will work with you on
Critical Success You do outstanding work. Gain the amount of currency listed for the task level and your
proficiency rank. The circus also gains the same amount of currency. The Prestige for the circus is increased by
1.
Success You do competent work. Gain half of the amount of currency listed for the task level and your
proficiency rank. The circus gains the full amount of currency listed for the task level and your proficiency
rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in
the failure column for the task level. The circus gains half of the amount of currency listed for the task level
and your proficiency rank.
Critical Failure You earn nothing for your work, and the Circus gains nothing. The Prestige for the circus is
reduced by 1.
Circus Rules Plus+
Putting on a Show
All of the circus company’s hard work and time is put Acts
to the test during the night of the big show. The PCs
Each circus performance consists of four acts
can put on up to one show per week. You as the GM
composed of a total of seven tricks. At the beginning
should make clear to the PCs at what points during
of each act the PCs decide which performers to appear
the campaign they’ll have the opportunity to put on a
in the act (performers can only appear once in a
show, so they can plan their downtime accordingly
show). Each performer in the act takes up to three
and promote or advertise the show as needed.
actions in the perfromrance using trick actions or
Generally, the PCs should be allowed to plan and put
other show actions described in the pages below.
on performances whenever they are in a settlement or
peaceful communal area suitable for gatherings (such Opener
as a region of interconnected farms), and they should
The first act is called the opener, and it consists of only
have 6 days before the show to generate Anticipation
one trick to capture the crowd’s attention. Once the
and pre-show Excitement.
circus has put on a successful opener, the DC for every
Some parts of the Extinction Curse Adventure Path trick check during the remaining three Acts is reduced
preclude circus performances for a significant amount by 1.
of time; these sections are noted in the adventures’ text
as they occur, and should be made clear to the PCs as Build-Up
well. To build up to the grand finale, the Build-Up involves
two tricks to impress the crowd. Choose either of the
A circus show is divided into four acts: the opener, the
two tricks performed. Additional Anticipation equal
build-up, the big number, and the finale. Each act
to the chosen trick level is added to the circus’s total
consists of one or more tricks. Each trick involves
Anticipation for the show on a successful
rolling a trick check. The results of these checks
performance.
determine how much Excitement is generated. The
PCs’ goal is to generate more Excitement than the The Big Number
crowd’s Anticipation, resulting in a successful show. The Big Number only has one trick, but it is often the
The steps for putting on a show, in order, are as focus of the entire evening. If the act is successful you
follows. generate additional excitement equal to the highest
1. Purchase Temporary Upgrades: The PCs level trick successfully performed in the show.
purchase temporary upgrades (if any) for the
show.
The Grand Finale
2. Choose Non-Performer Roles: The PCs choose The climax of the evening, the finale has three tricks to
which non-performer roles, if any, they will present a dazzling spectacle of all the circus offers. If
each take during the show. A PC who selects a all three performers succeed on their check add
non-performer role can’t perform any tricks additional excitement based on the highest excitement
during the show. generated from the performers.
3. Roll for Random Events: The GM rolls to
determine which random event affects the Act Success
show. Running a successful act means succeeding at enough
4. Tally Starting Anticipation: The GM marks the tricks as expected for the act to succeed. The crowd is
starting Anticipation for the show expecting to see 1.5 tricks per act per performer in the
(Anticipation may change throughout the act (rounded up). To suceed at the Opener you need at
show). least two successful performances in the act, to succeed
5. Perform Acts and Tricks (below): The PCs at the build-up requires 3 and the grand finale requires 5
choose which tricks to perform during each sucessful performances for the act to be considered
act, then follow the rules for performing tricks successful and generate the bonus for the act.
until all four acts are over. The Ringmaster's Highlight Performance counts as a
6. Calculate Payout: The GM calculates the PCs’ part of the act that proceeded it. So if you missed the
Payout, which depends on the success of the success in the previous act you can use the highlight
show performance trick to add an additional success (or two
on critical) to the act.
Circus Rules Plus+
Deception Religion
Deception is all about distracting the audience from Religion can be used if your trick has a divine element
what you are doing, this could be to create a diversion to its story and can be used to convice the crowd that
or a feint by keeping the audience focused on what is what is happening in the act is only happening as a
going on in your left hand while your right hand is up result of or as punishment from a divine force.
to something. This is most commonly used as a part of
a skill based magic trick. Society
Society can be used as a secondary check to tie your
Diplomacy trick's story to a particular society or culture. You can
Diplomacy is often used by the ringmaster to help get use this to tie the story of the trick to the local culture
the crowd to respond as you want in the crowd, but or maybe to tie to those people of great city of
could also be used as a part of storytelling in your act Absalom.
or to simply make an impression in leading up to your
big trick. Stealth
Stealth is used for slight of hand or hiding an object
Lore from the audience view to surprise them with it later
To use lore in a skill check likely requires the in the trick.
professional trait on the check. This is about using
your deep knowledge of a topic to perform your trick Survival
better. Survival can be used if your trick incorporates snares
and traps in the arena triggering special effects to
Medicine impress the crowd.
Medicine is probably not something you would use
directly in a performance, but can be used by the Thievery
medic non-performance role in case of an injury Thievery can be used in much the same way as stealth
for concealing an object but can also be used to get
Nature out of constraints or to get something out of
Nature is how you tame the "wild beast" in an animal constraints. Great for a houdini-esque escape from
handler performance. Your skill check here shows underwater from complicated bindings.
how well you get the animal to to perform at your
suggestions. Attack Roll
An attack roll makes sense if your trick involves
Occultism attacking with a weapon in your act. The attack roll
Occultism makes a great secondary check for a skill to could be to use throwing knives to hit a target, or
provide an aura of ritual or of the occult to your perhaps a target with a lovely damsel attached to it.
performance. Turn your alchmical fire bomb technical Using your attack roll allows you to show your
display into a dark cult of Cthulho summoning a fire accuracy with your weapon in hitting the target.
imp or turn your damzel in distress you are trying to
rescue into an evil hag to be vanquished by your Saving Throws
ferocious beasts you have tamed. Each of the saving throws can also be used as the
checks for your tricks, mechanically this can allow you
Performance to use traits that might be better trained or have
While every performance is entertaining the crowd this special bonuses with. Thematically, this allows you to
check is directly trying to sell the quality of your act. show how you can survive falling from a great height,
Can be used in nearly any trick you can imagine but or holding your breath under water with the
makes the most sense for something like singing or appropriate saving throw. Using a saving throw as
telling a dramatic story to the crowd. your check adds the Injury trait to your performance.
Circus Rules Plus+
special traits associated with it. Starting at 1st level, The trick utilizes trained animals. Before you make
each PC can add one trick trait to their signature trick. your first action in an act, you must make a Command
This trait must be chosen when the trick is first an Animal check, at your trick's DC. On a success,
designed or when the PC changes their signature trick you gain a +1 circumstance bonus to your trick checks
after gaining a level, retraining, or redesigning the for the rest of the show. On a failure, you take a -1
trick. A PC must have access to a trait to add it to circumstance penalty to your trick checks for the rest
their signature trick; to gain access to a trait, the circus of the show, on critical failure you take a -2.
must have hired an NPC performer whose trick
includes that trait. For example, a PC can’t add the Audience
alchemical trait to their signature trick until an NPC
(Diplomacy)
example, a performer whose trick has the aerial trick The trick relies on intelligent beasts. If the
trait gains a +1 circumstance bonus to Acrobatics trick performance succeeds, it generates an amount of
checks. Excitement equal to one quarter of the creature's level
Some traits are compulsory, meaning that if a (rounded up).
signature trick meets certain criteria then that trick
Dance
must have the indicated trait. For example, any
signature trick that uses a saving throw for one of its The trick involves dancing or choreographed
trick checks must have the injury trait. These movements. Circumstance bonuses to trick checks
compulsory trick traits do not count toward a gained from performers using the Costar reaction
signature trick’s maximum number of traits. stack. For example, if two other PCs successfully
Costar with their ally and have the master proficiency
Aerial rank in that trick check, the total circumstance bonus
(Acrobatics)
granted from the Costar reaction is +6 (rather than
The trick involves flight by either magical or mundane +3).
means. You may increase the DC of your tricks by 2
and give this trick the Injury tag. If you do so and
Drag
critically succeed, you double the Excitement earned. (Society)
performer gains a +1 circumstance bonus to their trick The trick involves the use of mud, earth, or stone
check. This destroys the item.
Elemental
Agile The trick involves the manipulation of an elemental or
The penalty for performing an agile trick a second or natural property. You may expend one spell slot to
third time in the same act is –4 or –8, respectively, cast a spell with the Air/Electricity (Acrobatics), Earth
instead of –5 or –10. (Occultism) Fire (Intimidation), Plant (Survival),
Shadow (Stealth) or Water (Arcana) traits. If the
performance succeeds it generates Excitement equal to
half the level of the spell slot expended (rounded
down minimum 1).
Circus Rules Plus+
Emotion Magical
The trick uses alchemical or magical effects to induce a The trick involves the use of magic. Before performing
powerful emotional response from the audience. A the trick, the performer can cast one spellof any level
trick must have either the alchemical or magical trait as a part of the performance. If the performance
in order to have the emotion trait. Whenever a succeeds, the trick generates an additional amount of
performer succeeds at a trick check with the emotion Excitement equal to the spell's level x 2.
trait, they can reduce the amount of Anticipation the
trick generates however they wish, down to a Miraculus
minimum of 0 Anticipation. You can also increase the (Religion)
Anicipation by up to half the trick level. This trick raises the idea that the only way such a trick
could succeed is through the divine intervention of a
Explosive higher power. On a success, you may choose to
Tricks with the explosive trait call attention away generate Anticipation equal to half of the Trick's
from other acts distracting them from slight mistakes. Level, rounded up, or equal to the Trick's full level on
Other tricks in the same act have a -1 to their DC. a critical success.
Fire Musical
(Intimidation)
(Performance)
This trick involves fire, smoke, or pyrotechnics. The trick involves musical cues or is somehow
augmented by sound effects or music. When you
Illusionary succeed on a musical trick, you grant one other
(Performance)
performer in your act +1 circumstance bonus to their
The trick involves some sort of illusionary magic or trick checks. You can only provide this bonus to a
tricks designed to confuse and distract the audience specific performer once.
from what is happening in the scene. May cast an
illusion magic spell to generate Excitement equal
Plant
spell's level prior to performing the trick. The trick (Nature)
DC decreases by half the spell slot level (rounded The trick uses plants such as trees, flowers, or fungi,
down). or uses magic that affects such plants.
Injury Professional
(Compulory)
(Lore)
Anytime a trick uses a saving throw it will A Professional trick is one that has been studied and
automatically add this trait. If an NPC or PC perfected. A professional trick can use a Lore skill in
performing a trick with the injury trait critically fails lieu of one of the check's in the trait. This one check
any trick check, they have a chance of becoming does not use or increase the MAP for the performance.
injured. To determine if the performer is injured, roll a
flat DC 15 check. On a failure, the performer becomes Prop
injured. An injured performer (whether PC or NPC) (Crafting)
cannot perform tricks for the rest of the show. In The trick requires the use of some mundane prop or
addition the performer now gains the injured stage setup. Before you make your first action in an
condition (see terminology). act, you must make a Craft check as a free action, at
your trick's DC. On a success, you gain a +1
Juggling circumstance bonus to your trick check for the rest of
(Performance)
the act. On a failure, you take a -1 circumstance
This act involves some form of keeping multiple penalty to your trick checks for the rest of the act, on
objects in the air at the same time. critical failure you take a -2 for the rest of the act.
Circus Rules Plus+
Slapstick Target
The trick is so silly that it's difficult to tell if it's gone (Attack)
wrong or not. This trick doesn't lose excitement for This trick involves some sort of using a creature,
failures and only loses half the trick's level for critical performer or even audience member as a target for
failures. However, you can't send in the clowns for your act. Act generates or loses 50% more Excitement
this performance. if it also has the Audience trait.
A trick with this trait directs audience eyes away from This trick requires more than one person. Anytime a
quick fingers, aces up sleeves and other sneaky yet PC performing a signature trick accepts the Costar
mundane tricks. Performances like this often require a reaction from a performer, the trick has this trait.
volunteer from the audience. If the performance When using this trait, you can use the higher
succeeds, it generates an amount of Excitement equal proficiency of anyone on the team for your trick (both
to one quarter of the level of the volunteer, using the expert, both master, etc.).
NPC's reputation as a springboard to amaze the
crowd with your skills. Time
The trick involves distorting or altering time in some
Strength way. A performer whose trick has the time trait can
(Athletics)
perform the trick one additional time per act, taking a
This trick involves feats of strength and power- lifting, penalty to the fourth trick check equal to the penalty
jumping, wrestling, you name it. You may increase the to the third trick check.
DC of your tricks by 2. If you do so, you gain
additional Excitement as if though your trick were 1 Water
level higher. (Athletics)
to the trick level. A ringmaster can costar in any act of the show (once
per show using their reaction), when costaring in a
Success Generate Excitement equal to the trick level. performance the Ringmaster may always use
Failure Lose Excitement equal to half the trick level Diplomacy, Intimidation or Deception instead of the
(rounded down) check for the trick if desired. At level 12 the
Critical Failure Lose excitement equal to the trick Ringmaster doubles the excitement generated by a
level. trick they costar in.
Circus Rules Plus+
(1 + Presitige) * Anticipation = Payout (in GP) Table 4: Example Payout Levels
Prestige Ancticipation Fail Success Critical
If the show was a critical success, the Payout is
0 15 3 15 23
increased by 50%. This doubling stacks with the
2 15 11 45 67.5
increase granted by the bad weather event. If the PCs
4 20 25 100 150
fail to generate more Excitement than Anticipation,
their show is a failure. The payout is instead 25% of 4 40 50 200 300
the potential payout for the anticipation. 5 40 60 240 360
5 50 75 300 450
PC Wages 9 80 200 800 1200
PCs also earn a bonus based on the success of the 9 100 250 1000 1500
show, in the event of a successful show the players 11 120 360 1440 2160
earn income for 1 week at an expert level where the 15 150 640 2560 3840
level is the prestige of the circus when the show 19 200 1000 4000 6000
started. If the show is critically successful they earn a
week of income at Prestige +2 at the expert level of
payout. This amount has no impact on the payout for
the circus as that is part of the cost for running the
show.
If the show is unsuccessful it will be lean times for the
Circus, wages are not paid to any of the performers
(including the PCs).
Circus Rules Plus+
Circus Upgrades
The PCs can upgrade their circus anytime between Performer Training
shows. Each upgrade has a price; the PCs can pay for
the upgrade using either Payout or their own personal You can level up performers as if though they were
funds. Permanent upgrades, once purchased, affect PCs with enough skilled teaching. To do so, you must
every show thereafter. Temporary upgrades can be spend a number of GP equal to each level you want to
purchased on a per-show basis; a temporary upgrade give them multiplied by 4. For example, increasing a
affects only the next show, and each temporary performance from 4 to 5 will cost 20gp, increasing a
upgrade can be purchased only once per show. Some performance from 9 to 10 will cost 40gp.
upgrades grant access to certain non-performer roles.
Seating
TABLE 3: PERMENANT CIRCUS UPGRADES Seating options generate additional Excitement for the
Upgrade Price Prestige Req circus’s shows but reduce the circus’s maximum
Misc Anticipation by 10. At the start of each show, a circus
Acoustics 30gp 4 with bleachers generates 5 Excitement, assigned seats
Spotlight 30gp 4 generates 10 Excitement and upholstered seats
Performer Training Varies Varies generate 20 Excitement.
Seating
Bleachers 30gp 6 Amusement Rides
Assigned Seats 100gp 10 Amusement rides allow thrill seekers to frequent the
Upholstered Seats 500gp 14 circus even outside of regular show times. The
Tent Upgrades amusement rides increases your prestige during
Big Tent 30gp 4 payouts increasing the overall payments by the
Huge Tent 300gp 10 participants. The Helter Skelter by 1, Carousel by 1,
Massive Tent 500gp 14 and Roller Coaster by 2 (these effects are cumulative
so having all three upgrades provides 4 prestige at
Amusement Rides
payout time). This does not increase the prestige for
Helter Skelter 60gp 4
the circus for requirements for upgrades or other
Carousel 180gp 8
purposes, just at time of payout for calculating
Roller Coaster 500gp 12
earnings.
Sideshow
Small 30gp 2 Sideshow
Medium 100gp 6
The sideshow allows you to run acts during the day to
Large 300gp 10 generate excitement before the main event. The
Perfect 500gp 14 players may assign a certain number of NPC acts to
the sideshow which automatically generate Excitement
Acoustics
equal to half their level. The basic side show can hold
Trick checks with the musical or audience traits gain a a single act and each upgrade adds another act to the
+1 circumstance bonus. After purchasing this upgrade, sideshow.
the bandleader role becomes available to characters.
Tent Expansions
Spotlight
Bigger tents increase the circus’s maximum
Gives access to the lighting role for the show. Anticipation limit. A big tent increases the circus’s
maximum Anticipation to 50, a huge tent increases the
Anticipation limit to 100, and a massive tent increases
the Anticipation limit to 200.
Circus Rules Plus+
Infrastructure Upgrades
Infrastructure upgrades make running the circus easier Prop Workshop
and provides bonuses to certain types of activities in
the circus. These upgrades also come with some The circus prop department is a workshop for crafting
additional advantages that could be useful while for specialized items for shows. While the prop
the adventuring party. department is primarily used for creating items for the
show, the players can use the tools in the workshop to
TABLE 4: INFRASTRUCTURE UPGRADES help with crafting their own projects as well. When
Upgrade Price Prestige Req using the workshop to craft items the workshop can
Prop Workshop provide a circumstance bonus to the craft check to
Simple 30gp 2 create the item. Higher levels of the workshop will
Standard 300gp 6 also reduce the minimum raw materials required for
Advanced 2500gp 10 crafting.
High Tech 24000gp 14
TABLE 4: PROP WORKSHOP
Med Tent
Level Crafting Boost Min Materials
Basic 30gp 2
Simple +2 50%
Standard 300gp 6
Standard +2 40%
Advanced 2500gp 10
Advanced +3 40%
High Tech 24000gp 14
High Tech +3 30%
Acquisitions Department
Simple 30gp 2 Med Tent
Standard 1500gp 8 The Medical Tent helps performers recover from
Advanced 24000gp 14 injuries and typical maladies more quickly. The med
Arcane Nexus tent provides a circumstance bonus to all checks with
Simple 30gp 2 the Injury or Explosive trait as performers feel more
Standard 300gp 6 confident in performing their act. The med tent also
Advanced 2500gp 10 provides advantages to medicine checks performed in
High Tech 24000gp 14 the medical tent and increases healing provided.
Managerie Care In addition, the staff at the tent have the ability to cure
Simple 30gp 2 certain conditions based on each level. For resurection
Standard 300gp 6 the players must provide the Diamond cost for the
Advanced 2500gp 10 ritual, one of the PCs must perform the religion check,
High Tech 24000gp 14 but the High Tech tent automatically upgrades the
ritual success by one step.
Credits
Original Rules: Paizo Inc.
Other Resources
Circus Performers Level Guide (DM Guide)