Founded in 2628 by famed gambler Felix Linda — the same “luckiest man away from Earth” who launched Fire Bill — the Firetown Darts Club quickly became the go-to spot for spirited matches of steel-tip darts, light wagers, and spirited banter. Though never as large as its billiard-hall neighbor, its single floor and tight layout fostered an intimacy that kept regulars coming back for both the challenge and the camaraderie.
After the Great War and the advent of Communardism, Supreme Councilor Aisha Patel’s regime sought to close the entire Entertainment District. Former Mayor James Mc Antie successfully lobbied for a special exemption—securing continued operation for Firetown Darts Club alongside Saloon Gloria and Fire Bill under Federal Confederation ownership and special permits. These venues maintained their informal, walk-in style but now adhere to Gamma Age regulations, including strict drink and game-entry limits. Felix Linda himself was reassigned as a lumberjack in Morningstar, lamenting the “end of luck” as he left his establishments behind.
Interior and Atmosphere
Exterior
Inside, the clack of darts hitting cork boards mixes with laughter and friendly taunts. Warm air carries the scent of resin-worn wood, spilled Space Beer, and chewing tobacco. The benches fill quickly with miners, traders, and adventurers testing their aim — and their luck. Here, victories are toasted, losses forgotten, and everyone leaves talking about the next match.
Under Communardism, the Darts Club feels muted but defiant. Only Water and official Allotment Cards show at the bar — yet the most daring patrons whisper code phrases (“three bulls, no misses”) to receive a hidden shot of spiked liquor. In the corner, discreet exchanges of small vials signal the Jane Mendoza Gang’s drug trade. Shadows lengthen around the lanes as players keep their eyes — and their secrets — focused on the board.
| # | Game | Description | Stakes (Beta Age) | Fee |
| - | —————- | ————————————————————– | ———————– | ———– |
| 1 | Standard 501 | Classic darts score to exactly 501 points, double-out required | Up to 5 K credit chips | 500 credits |
| 2 | Cricket | Region-favored variant with alternating target numbers | Up to 3 K credit chips | 300 credits |
| 3 | Around the Clock | Rapid-fire elimination round hitting numbers 1–20 sequentially | No stakes (social play) | Free |
| # | Label | Style & Flavour Note ( ABV ) | Quick-Play Table Quirk | Price |
| 1 | Space Beer | Light, foamy lager; faint citrus (5 %) | First pint grants +1 temp HP; drinker emits a joyous shout audible 30 m | 4 K |
| 2 | Red Dwarf Firewater | Cinnamon-hot liqueur that self-warms (45 %) | Resist cold damage 1 h; must pass Con DC 12 or take 1 fire dmg | 2 K |
| 3 | Gravity Grog | Heavy amber ale (8 %) | Move speed –1 m for 30 min; Advantage on Intimidation checks | 6 K |
| 4 | Starshine Schnapps | Virel Spice-infused schnapps (30 %) | Breath fog glitters; Stealth checks –2 for 1 h | 4 K |
| 5 | Water | Glass of Water from a Mistspring Water Inc. jerrycan | Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP | 1 K |
| # | Label | Style & Flavour Note ( ABV ) | Quick-Play Table Quirk | Price |
| 1 | Water | Glass of Water | Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP | Max. 2 with Allotment Card |
| 2 | Spiced Water (illicit) | Glass of Water with Shika | Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP | 10 Kourou (black market) |
Gamma Age
The Firetown Darts Club provides a balance of light-hearted recreation and subtle intrigue. Use the club to incorporate dart games as dexterity-based challenges, with potential rewards for success.
Venues within the Firetown Entertainment District (Beta Age):
Venues within the Firetown Entertainment District (Gamma Age):