TEXT: Spoons 
  a roleplaying game
  Mat Oh (order #22371693)
  
  Caveat!
  Spoons  is  meant  to  be  a  novel  and  challenging
  approach to freestyle roleplaying, not a teaching tool
  or  authoritative  guide.  Its  inspired  by  Christine
  '
  Miserandinos Spoon Theory, and my own experiences
  '
  with chronic illness, but its not serious business.
  '
  For mechanical purposes it was necessary to create a
  simplified spoon-action exchange rate, but for real-life
  spoonies the spoon supply and spoon-to-action ratio are
  very  complex  and  individual.  The  Spoons  gameplay
  engine is not intended to be an accurate depiction of
  any given individuals spoon situation, and it couldnt
  '
  '
  possibly be anyway, theres just too many variables in
  '
  a life. 
  So non-spoonies please remember that playing Spoons
  may give you some insight into the spoonie experience,
  but it will not make you an authority. When a real-
  life spoonie describes an experience different from the
  game, they know what theyre talking about, take
  '
  their word over the game.
  Thanks <3
  Mat Oh (order #22371693)
  
  Spoons 
  a roleplaying game
  Presented by The Falling Dream
   copyright Kali Addams 2017
  ©
  This work is licensed under the Creative Commons
  Attribution-ShareAlike 4.0 International License. To
  view a copy of this license, visit
   http://creativecommons.org/licenses/by-sa/4.0/ 
  or send a letter to Creative Commons, PO Box 1866,
  Mountain View, CA 94042, USA.
  Mat Oh (order #22371693)
  
  If youve never played an RPG before, Im going to
  '
  '
  give you some credit and treat you like you know
  what one is, I mean its right there in the name, its a
  '
  '
  GAME where you PLAY the ROLE of someone else,
  theres not much to explain.
  '
  If you have played RPGs before, it will not save you.
  The rules of Spoons are very simple, allowing you to
  focus on the story you create with your friends.
  Theres no special items or preparation required, and no
  '
  esoterica to navigate.
  What you need
  •
  At  least  one  other person  to  play with.  One
  person will be the Spoonboss (a storyteller), the
  other/s will be the Spoonie/s.
  •
  Pens or pencils
  •
  some paper (if youve printed the zine version
  '
  theres lots of space for your notes)
  '
  •
  Optional, never required: Two coins ~OR~ a four-
  sided dice. 
  What to read
  Spoonie Stuff
  pp 1-7 (everyone read this)
  Character Sheet 
  pp 8-9 (thats the middle!)
  '
  Spoonboss Stuff 
  pp10-18 (Spoonbosses only)
  Spoons is published on a Pay-What-You-Can basis. Your
  support is greatly appreciated, and helps me to make
  more things. Thank you!
  Mat Oh (order #22371693)
  
  Spoonie Stuff
  Lets just dive right in, ok?
  '
  Creating your character
  Chronic  illness  can  strike  anyone,  so  give  your
  Spoonie any qualities that you wish. Do you want to
  play a rich old tycoon? Or a hardworking young
  single parent? A professional jockey, a writer, or a
  cult leader? Go right ahead. What about a magical
  nonbinary  space  elf  with  backwards  knees  and
  burgers for fists? Go wild, seriously, anything. Your
  only limitations are:
  1.
  Any special or fantastical abilities are bound by
  the  same  rules  as  mundane  abilities,  and  all
  abilities have a spoon cost.
  2. You  cant  have  spoon-generating  or  spoon-
  '
  recovering abilities.
  3. Dont give your character a specific illness or
  '
  injury  to  account  for  their  limited  spoons.
  Thats not what the game is about.
  '
  The character sheet is on page 8-9. Take your time
  filling it out and put in as much detail as you want.
  Dress your character, describe their personality and
  lifestyle, what they have in their pockets or bag, and
  a few of their hobbies and interests.
  Let me draw your attention to the spoon icons on
  the  character  sheet.  Spoons  are  sort  of  like  a
  currency that you use to buy actions. Any time
  you spend spoons in the game, colour in or cross out
  the appropriate number of spoons on your sheet.
  Another  way  to  say  this  is:  Any  time  you  do
  anything in the game, colour in or cross out the
  appropriate number of spoons on your sheet.
  Mat Oh (order #22371693)
  
  There are no stats in Spoons.
  The only stat you have is your spoon supply. You can
  do anything that you can imagine, as long as you
  have enough spoons.  An average Spoonie starts the
  day with 24 spoons. Five of these are pre-filled, see
  page 5 for more on this.  If you and your friends all
  agree, you can create a Spoonie with more or fewer
  spoons, for a different challenge.
  There are no difficulty rolls in Spoons. 
  The only metric for the difficulty of an action is
  spoon cost.
  Do you want to make a standing jump to the moon?
  No. You dont have that many spoons, you cant get
  '
  '
  that many spoons, nobody has ever had that many
  spoons. Also youd suffocate.
  '
  Do you want to swim the English Channel? Maybe,
  but probably not. Its definitely possible to have that
  '
  many spoons, but the question is, do you have that
  many spoons?
  Do you want to punch a nightmare monster in the
  junk?  Sure.  A  spoon  will  get  you  three  strong
  punches if the monster is within arms length and
  '
  youre already crouching, or step-duck-punch if you
  '
  need to get into position. Of course, getting away from
  an enraged monster with sore junk is probably going
  to cost you a good few more spoons, and you still have
  to stop it from destroying the world, so a monster-
  junk-punch might not be the best use of a spoon. 
  There are no free actions in Spoons. 
  A spoon is a discreet, irreducible unit of capacity, a
  single thing you can do, and every action, no matter
  how innocuous, has a spoon cost. You have a limited
  number  of  spoons  every  day,  and  they  are  only
  regenerated by rest and sleep.
  Mat Oh (order #22371693)
  
  What is one spoon worth?
  •
  Two hours of light mental activity, such as
  light  reading,  phone  gaming,  or  watching  a
  movie
  •
  An hour of intense mental activity, such as
  research,  academic  reading,  or  PC/console
  gaming
  •
  An hour of light activity such as knitting,
  drawing, or chilling with friends
  •
  Half  an  hour  of  light  movement,  such  as
  walking  to  the  shops,  tidying  your  room,  or
  taking a shower
  •
  Ten  minutes  of  moderate  movement,  such  as
  scrubbing  the  toilet,  gentle  swimming,  or
  washing your hair
  •
  Ten  minutes  of  significant  mental  fortitude,
  such as making an important call, suppressing a
  fear, or dealing with someone annoying
  •
  One  minute  of  vigorous  movement,  such  as
  fighting, swimming in open water, or skating
  •
  One burst of motion, such as a short dash, a
  monster-junk-punch, or jumping a high fence
  •
  Any incomplete action
  Complex actions vs simple actions
  Complex actions are actions that can be broken down
  into a number of simpler actions. A complex action
  would be something like "go to work," which could be
  broken down to "drive to work" "find a parking space"
  "work for three hours" "coffee break" "work for 2
  hours" "lunch break" etc. Complex actions always cost
  multiple spoons.
  Mat Oh (order #22371693)
  
  Budgeting spoons
  Getting important things done will at some point mean
  making tradeoffs, like skipping a shower so you can
  clean the toilet, eating cold leftovers so you can do an
  extra hour of research, or spending the day in your
  pyjamas so you can make an important call. You cant'
  get more spoons, but there are ways to get a bit more
  out of the ones you have.
  Compromise
  Some actions can be reduced and folded together, for
  example instead of taking a shower and preparing a
  meal at a total cost of two spoons, you can wipe your
  crotch  and  armpits  with  a  wet  cloth  and  order
  delivery at a cost of one spoon. However, spoons cant'
  be  partially  spent,  so  these  compromises  must  be
  declared as a single action. You cant spend half a spoon
  '
  now to order a pizza, and then realise youre stinky
  '
  later and spend the other half spoon to wipe yourself
  down.
  Sharing spoons
  Some actions can be slightly expanded at no extra
  cost. Dropping an extra packet of ramen and an extra
  handful of frozen veg into the pot, for example, so
  that your companion doesnt have to spend a spoon on
  '
  preparing their meal, doesnt cost any extra. Complex
  '
  meal preparation, on the other hand, costs an extra
  spoon anyway, so two people could spend a spoon each
  to  share  the  cost  of  preparing  a  complex  meal
  together where one prepares the ingredients and the
  other cooks the meal.
  Borrowing spoons
  At any time, you can gain an extra spoon by dipping
  into tomorrows spoons. However, there is an additional
  '
  penalty of two of tomorrows spoons for using one of
  '
  tomorrows  spoons  today,  for  a  total  cost  of  three.
  '
  These spoons are marked spent at the start of the new
  Mat Oh (order #22371693)
  
  game day, and cant be rebudgeted.
  '
  Saving spoons
  At a cost of two spoons today, you can have an extra
  spoon tomorrow. You can save a maximum of two spoons
  this way. Saved spoons do not carry over to a second
  day, and cant be used to save another spoon.
  '
  Pre-filled spoons
  Each game day, five spoons are pre-filled. Those spoons
  cover the cost of getting out of bed, eating three
  meals, and going to bed. They do not include associated
  actions  such  as  getting  dressed,  preparing  meals,
  cleaning  your  teeth,  or  changing  into  pyjamas.
  Rebudgeting these spoons to other tasks comes at a
  very high penalty.
  •
  Skipping a meal costs two spoons the next day,
  and you cant compromise actions for that day.
  '
  •
  Not getting out of bed means spending the entire
  day in bed, with no bathroom breaks. 
  •
  Not going to bed will result in collapse, extended
  sleep hours, and doubled costs for all actions the
  next day.
  Great Feats
  A Great Feat is an adrenal-dump heroic action such
  as lifting a car off a baby. Great Feats have a multi-
  day spoon cost; 80% of your total spoon supply for the
  day of the feat, 40% of your total spoon supply for
  the next day, 20% of your total spoon supply for the
  day after that,  and 10% of your total spoon supply for
  the day after that. As spoons cant be partially spent,
  '
  round up when calculating; 80% of 24 is 19.2, 40% of
  24 is 9.6, 20% of 24 is 4.8 and 10% of 24 is 2.4,
  therefore for an average player the cost of a feat
  would be 20 spoons, then 10, then 5, then 3.
  Mat Oh (order #22371693)
  
  A feat can be accomplished if youve already spent
  '
  some spoons and have less than 80% of your days spoon
  '
  supply available, but the difference will need to be
  borrowed ahead, and must be paid off at the usual
  rate. Also you will collapse.
  Some Great Feats can be shared and the cost split,
  with the bonus of shortening the recovery time. For
  example four people could cooperate to lift a car off a
  baby, bringing the cost to 20% each for the feat
  itself and then 10% each for the subsequent day.
  Great Feats shouldnt come up often, in game as in
  '
  life, but when youre saving the world you never
  '
  know. They can also act as an ethical challenge, while
  most  people  wouldnt  hesitate  to  bear  the  cost  of
  '
  lifting a car off a baby, would you be as willing to
  lift a car off an annoying person whos already cost
  '
  you three spoons to put up with for half an hour?
  HALP!
  I spent all my spoons and its only lunchtime!
  '
  What do?
  The short answer is: Nothing.  You spent all your
  spoons, you cant do anything, you must rest or sleep.
  '
  Some of the ways you could spend the rest of the
  day might be:
  •
  Pass out where you fall
  •
  Lay on the floor and stare at the carpet
  •
  Flop on the couch and ignore infomercials
  •
  Go  to  bed  and  feel  frustrated  and  resentful
  until its time to sleep
  '
  •
  Take a nap and hope for the best
  Mat Oh (order #22371693)
  
  Recovering spoons
  Naps and rest
  If you run low on spoons, you can try to recover a
  few by taking a nap or having a lie down. Rock-paper-
  scissors the Spoonboss for each hour of rest to see if
  you recover a spoon or not.
  If you want to use dice or coins, or you just plain
  are terrible at rock-paper-scissors, roll a D4 or flip
  two  coins  for  every  hour  of  rest,  to  determine
  whether you regain a spoon. A spoon is regained on a
  roll of 1, or a toss of two heads. On any other result
  you do not recover or spend a spoon.
  You  could  take  a  four  hour  nap  and  wake  up
  having recovered no spoons at all, and spend the rest
  of the evening staring at the wall, so dont count on
  '
  being able to get extra spoons this way.
  Sleep
  One  full  night  of  restful,  healthy  sleep  will
  regenerate  your  daily  spoon  supply,  excluding  any
  spent ahead the previous day.
  Collapse
  If you dont go to bed, or if you exceed your spoon
  '
  supply,  you  will  collapse.  You  will  sleep  from  that
  moment until noon the next day, or fourteen hours,
  whichever is longer. The day after collapse, all actions
  cost double, and actions cant be compromised. 
  '
  I know what youre thinking and it wont work
  '
  '
  Sleep-  and  dream-based  abilities  require  intense
  mental activity  or significant mental fortitude, and
  because  theyre  an  action,  not  rest,  they  prevent
  '
  spoons from being regained while in use.
  Mat Oh (order #22371693)
  
  Mat Oh (order #22371693)
  
  Mat Oh (order #22371693)
  
  Secret Spoonboss Stuff
  Spoilers ahead! If you just want to play as a Spoonie,
  you can stop reading now. Spoonbosses read on.
  Mat Oh (order #22371693)
  
  Your most important job
  Engage the players in a fun story. Set the scene.
  Address the characters, instead of the players. Give
  them a dilemma or a puzzle to solve, instead of a plot
  point to collect.  Reveal details through play, dont'
  infodump.  Create  personal  stakes  to  drive  the
  characters onward.
  Make spoons precious
  Part of your role as Spoonboss is to set the spoon
  cost for actions your players want to take. Challenge
  your players to budget their spoons, make it difficult
  for them to do everything that needs to be done. Pace
  yourself  though,  if  your  Spoonies  spend  all  their
  spoons on a Great Feat on the first game-day, they
  may not recover in time to save the world.
  Keep in mind the number of Spoonies in a scene, and
  scale the spoon cost of the scene accordingly. That
  doesnt mean just reducing or increasing the spoon
  '
  cost of an action! Adapt the scene and its elements to
  fit. For example, a heavy wooden door might be a fair
  challenge for one or two Spoonies, but to six Spoonies
  working together it would be negligible. Huge stone
  doors might be an impossible challenge for one or two
  Spoonies, but a fair challenge for six. 
  Reward  cooperation, make sure your Spoonies are
  more likely to save the world if they work together.
  Its not stupid if it works
  '
  Reward lateral thinking. Players will always come up
  with  surprising  and  unexpected  solutions  to  the
  challenges you present, even moreso with their action
  restricted. Avoid fixating on a single "right" solution
  that they have to find, stay open to player creativity.
  Six days to save the world
  A scenario can be played out in a single game-day,
  but a multi-day adventure more fully utilises the
  Mat Oh (order #22371693)
  
  Spoon system. Give your Spoonies a specific time for
  the end of the world, and a clearly-defined world-
  ending  force  that  they  can  (hopefully)  overcome.
  Create obstacles, reveal clues, and provide character
  incentive, in about equal amounts each game-day.
  Hard Mode
  If you want to up the stakes, use variable spoon cost
  and/or variable spoon supply. They can be determined
  randomly, or decided by players.
  Random daily spoon supply can be flipped or rolled for
  in much the same manner as naps. For each hour of
  sleep, flip two coins or roll a D4. On head-and-tail or a
  roll of 2 or 3, recover two spoons. On two heads or a
  roll of 1, recover three spoons. On two tails or a roll of
  4, recover one spoon. 
  For random spoon cost, flip or roll for each basic
  action. On head-and-tail or a roll of 2 or 3, the cost
  is 2 spoons. On two heads or a roll of 1, the cost is 1
  spoon. On two tails or a roll of 4, the cost is 3 spoons.
  Actions  must  be  declared  fully  before  flipping  or
  rolling.
  Mat Oh (order #22371693)
  
  Sample scenario 1: Alien scouting party
  A small contingent of alien invaders has landed in
  your suburb. You must repel them or a much larger
  force will follow. 
  This one lends itself well to a quick one-shot game
  with  little preparation.  It  can  easily  be run  using
  locations from your own suburb or estate, if you
  dont have time or spoons to prepare a worldmap and
  '
  such. 
  Spoonies have no special weaponry. They can use any
  items  that  players  can  reasonably  justify  having
  around the house. A claw hammer would be fine, but
  a  sword  would  generally  not,  unless  a  player  has
  created a reenactor or martial artist. If a player has
  not specified during character creation that their
  character owns a firearm, they do not own or have
  access to a firearm.
  Create a number of aliens equal to the number of
  Spoonies. The aliens can perform unlimited great feats,
  but are vulnerable to a common household item of
  your choice (eg. coffee, cheese, spatula, toilet paper,
  foam darts).
  Avoid  suggesting  that  the  aliens  are  easily
  intimidated, but if the Spoonies attempt to frighten
  the  aliens  with  things  like  masks,  loud  noises,  or
  staking out the head of a defeated alien, they will
  find that they can and the aliens will retreat.
  Mat Oh (order #22371693)
  
  Sample scenario 2: A dread god rises
  The  stars  have  aligned  and  dark  magicians  are
  performing a terrible rite that will awaken an ancient
  deity from the realm of nightmares. If fully awakened
  and  brought  into  the  world,  this  entity  will  be
  unstoppable.
  Spoonies are fully equipped with magical tools but
  require  reagents  and  a  rare  book  to  conduct  a
  counter-ritual. You can write a description of the
  counter-ritual, encourage your players to create it
  themselves, or handwave it.
  The number of reagents needed should be equal to
  the number of Spoonies. Examples might be: a human
  skull, a cabbage, scintillating runes, cinnamon sticks, a
  key with no lock, magnets, candles, a reckless amount
  of black peppercorns, fish bones, a creepy doll. 
  Call the book anything that suits the mood you
  want  to  create,  whether  spooky  or  silly.  Examples
  might be: Salt Marsh Almanac, Discoverie Of Spirites,
  A  Modern  Mothers  Cookbook,  The  Black  Goat
  '
  Grimiore,  Golden  Leaves  Of  All  Names  And  Their
  Corresponding Numbers. 
  All  the  required  items  can  be  found  at  nearby
  locations of your choice. If you create an occult shop
  setting where all the items can be found together,
  give  it  a  confusing  layout  and  an  overwhelming
  variety of products. Otherwise, distribute the items
  around  several  mundane  locations  such  as  library,
  supermarket, newsagent, school.
  Avoid suggesting the possibility that the dark ritual
  can simply be interrupted, but if the Spoonies attempt
  it they will find that they can, and the day is saved.
  However, they will find themselves squarely on the
  bad side of a lot of very disappointed dark magicians
  with large knives. 
  Mat Oh (order #22371693)
  
  Sample Scenario 3: Barfly Machiavelli
  Your  Spoonies  are  barflies  at  a  popular
  tavern/inn/cantina/spaceport.  Heroes  pass  through
  regularly, looking for adventure. Villains pass through
  regularly  as  well,  looking  for  a  different  type  of
  adventure. All boast of their exploits, recruit  new
  party members, and go on their way after a night or
  two. They seldom pay much attention to the barflies,
  largely  disregarding  them as  hasbeens  and  failures.
  Little do they know, the barflies are the true heroes.
  The Nitty-Gritty
  The  whole  adventure  takes  place  in  the
  tavern/inn/cantina/spaceport.  The  characters  have
  modest  permanent  rooms  in  the  attached
  accommodation. As heroes and villains pass through,
  they bring the adventures with them.  A bonus of
  this scenario is that it can be easily used for multiple
  or ongoing games, simply by introducing new heroes
  and villains, with new objectives and plans.
  Every hour spent in the public bar costs 1 spoon for
  the constant mental and social stimulation, in addition
  to  any  tasks  undertaken.  However,  the  Spoonies'
  mission is revealed through the things they overhear
  in the bar, so they have to spend time there.
  Interacting  directly  with  Heroes  or  Villains  takes
  significant mental fortitude, and costs 1 spoon every
  ten minutes. Spoonies can  gather extra information
  this way, but cant influence Heroes or Villains at all,
  '
  since neither listens to anyone about anything ever.
  Spoonboss Characters
  Differentiate  your  characters  with  posture,
  gestures, accents, voices, and speech quirks. This doesnt'
  have to be a lot of acting, for instance try keeping
  your arms folded when speaking as one character, and
  incessantly  tapping  the  table  with  your  fingertips
  when speaking as another.
  Mat Oh (order #22371693)
  
  The Barkeep is a stock character who serves drinks,
  keeps the peace, and doesnt get involved. 
  '
  Heroes are  dangerously  enthusiastic,  naive,  and  a
  little reckless. The kind of person who will arrive and
  loudly announce they are seeking companions for a
  Very  Important  Quest,  then  forget  to  lower  their
  voice when mentioning sensitive details. 
  Villains are  ostentatiously  villainous.  The  kind  of
  person who is in love with their own cleverness and
  describes their evil plans out loud at great length.
  Bootlicks are the most dangerous characters. Their
  need to please those they follow makes them very
  attentive, they are the most likely to figure out
  whats going on around them and cause problems for
  '
  the players.
  Revealing the story
  A typical Heros entrance is "Who will join me on a
  '
  great quest?! We must walk a thousand miles and face
  peril at every step, but the rewards will be vast and
  those  who  undertake  this  great  journey  will  be
  heroes of the ages!" 
  For a great effect, have several Heroes burst in and
  deliver variants of this line in quick succession. The
  Barkeep is so inured to this that they dont even roll
  '
  their eyes.
  Heroes will explain the objective of their quest as
  they try to recruit companions, and are careless with
  key information. "I have been chosen to return the
  Orb of Power to the temple at the summit of Mount
  Bigtall before the great conjunction of suns three
  days from now, or all civilisation will be destroyed!
  Why of course I dont have it with me right now,
  '
  thatd be asking for trouble, its safely hidden in my
  '
  '
  room."
  (Later, the same Hero) "Barkeep I will be staying for
  three nights, please have a full adventurers breakfast
  '
  Mat Oh (order #22371693)
  
  sent to room 215 at 6:30 sharp each morning, thank
  you good ser, here is a big tip, I have a lot of money."
  Villains will describe their plans to their Bootlicks.
  "Mmyess I shall create a distraction by feeding the
  Heros horse a Calubrian firepepper, sneak into room
  '
  215, and replace the Orb Of Power with a simple melon,
  thereby seizing its power for myself and ensuring the
  destruction of civilisation as we know it!"
  Nothing ever goes smoothly
  Bootlicks follow both heroes and villains. A Bootlick
  will  overhear  many  of  the  same  things  as  the
  Spoonies, and may act on them. 
  A  Heros  Bootlick  may  attempt  to  sabotage  the
  '
  villains plans, for example by standing guard over the
  '
  Orb or throwing all the Calubrian firepeppers out the
  nearest airlock.
  A Villains Bootlick will usually be directly involved
  '
  in the Villains plans, and may also attempt some light
  '
  villainy of their own, such as relabeling the stable
  door "airlock" and picking the Heros pockets.
  '
  Unless the Spoonies announce their plans loudly in
  the bar, Bootlicks are unlikely to act directly for or
  against them, but they may complicate matters by
  acting on their own agendas.
  Of course, Bootlicks can and will overhear some of
  the Spoonies conversations, and meddle accordingly.
  '
  Additional Heroes and Villains can be introduced at
  any time to provide new details to an existing story, or
  start a new story. A late-arriving villain pontificating
  "I have been tracking this foolish Hero, for it is I who
  sent them to deliver the Orb to the Temple, and by
  my clever scheme they will be the one to destroy
  civilisation!" would force Spoonies and Bootlicks alike
  to reverse their agendas.
  Bootlicks dont communicate between themselves, so if
  '
  a Bootlick doesnt overhear a new revelation, they are
  '
  Mat Oh (order #22371693)
  
  unable to act on it. If youre feeling ambitious, you
  '
  can use this to create extra complications, such as
  the First Villains Bootlick not getting the memo, and
  '
  continuing to attempt to steal the Orb, while the
  Heros Bootlick attempts to dispose of it, and the second
  '
  Villains Bootlick tries to protect it and keep it in the
  '
  Heros hands. 
  '
  Spoonies, of course, can cooperate and communicate
  with each other. That doesnt mean they necessarily
  '
  will.
  Reel it in
  Heroes and Villains announcing the length of their
  stay sets a reasonably firm deadline on the Spoonies'
  mission. You can shorten or extend their stay for any
  reason.  A  Hero  or  Villain  can  even  abandon  their
  adventure and become a barfly, for example if they
  fall  in  love  with  a  local  cutie,  or  fall  in
  meaninglessness with a local nihilist.
  In  general  though,  the  mission  ends  with  the
  departure of the Hero or Villain who started it. The
  Spoonies objective is to ensure that when the Heroes
  '
  and Villains depart, they will be unable to destroy the
  world, intentionally or not. Though this will generally
  mean sabotaging Villains and helping Heroes, it can
  always go the other way.
  If  theyre  unsuccessful,  they  ought  to  hope  the
  '
  barflies at the next tavern/inn/cantina/spaceport do a
  better job.
  Mat Oh (order #22371693)
  
  SPOONBOSS NOTES
  (this page is for you to write on)
  Mat Oh (order #22371693)
  
  You went to a friends house for dinner last night 
  '
  and stayed a little later than you shouldve. You slept 
  '
  for twelve hours, it took you another four hours to 
  get out of bed, you wont be able to dress yourself 
  '
  properly til tomorrow, and you need to save the world.
  Presented by The Falling Dream
  Mat Oh (order #22371693)
  
SOURCE: textdata/thevault/Spoon/spoons_screen_readable.pdf