A Year in the City - Living the Life
Wretched: You live in inhumane conditions (0cp/day):
• Minus CHA mod (%) on Group Social Interaction rolls while living Wretched.
• 2 in 6 chance per Workweek of Disease.
• 1 in 8 chance per Workweek of gaining a level of Exhaustion.
• 1 in 6 chance per Workweek of being the target of Theft*.
• 1 in 6 chance per Workweek of being the target of Violence*.
Squalid: You live in the worst part of town (1sp/day):
• Disadvantage when undertaking Downtime: Carousing (Upper and Middle Class)
• 1 in 6 chance per Workweek of Disease.
• 1 in 10 chance per Workweek of gaining a level of Exhaustion.
• 1 in 8 chance per Workweek of being the target of Theft*.
• 1 in 8 chance per Workweek of being the target of Violence*.
Poor: You go without the comforts available in a stable community (2sp/day):
• Disadvantage when undertaking Downtime: Carousing (Upper Class).
• 1 in 8 chance per Workweek of Disease.
• 1 in 10 chance per Workweek of being the target of Theft* (50%) or Violence*.
Modest: Your living conditions are clean, if simple (1gp/day):
• 1 in 6 chance per Month of Disease.
• 1 in 6 chance per Month of Theft* (50%) or Violence*.
• 1 in 6 chance per Month of Burglary* (50%) or Blackmail*.
• 1 in 20 chance per Workweek of being involved in Intrigue*.
Comfortable: You live in a middle-class neighbourhood (2gp/day):
• Advantage when undertaking Downtime: Carousing (Lower Class).
• 1 in 10 chance per Workweek of being the target of Burglary*.
• 1 in 10 chance per Workweek of being the target of Blackmail*.
• 1 in 10 chance per Workweek of being involved in Intrigue*.
Wealthy: You live a lifestyle of comparable luxury (4gp/day):
• Advantage when undertaking Downtime: Carousing (Middle Class).
• 1 in 10 chance per Workweek of being the target of Burglary * (50%) or Blackmail*.
• 1 in 8 chance per Workweek of being involved in Intrigue*.
Aristocratic: You live a life of plenty and comfort (10gp/day):
• Advantage when undertaking Downtime: Carousing (Upper Class).
• 1 in 8 chance per Workweek of being the victim of Burglary*.
• 1 in 8 chance per Workweek of being the victim of Blackmail*.
• 1 in 6 chance per Workweek of being involved in Intrigue*.
*Might involve a Rival.
Disease (1d6) - Cackle Fever (1-2), Sewer Plague (3-4), Sight Rot (5-6)
Exhaustion - Character begins Session play with +1 additional levels of Exhaustion.
Theft - A value of 1d10 x5 (lifestyle cost determines coinage) or an item/s of equivalent value.
Violence - Character begins Session play with -1HD, and -HP equal to one HD roll.
Burglary - A value of 1d10 x5 (lifestyle cost determines coinage) or an item/s of equivalent value.
Blackmail - Pay a fee (as Burglary cost) or Reputation damaged (as Sowing Rumours - escalating scale).
Intrigue - A Rival has swept you up in some scheme of theirs. Complications vary.
Since these are Lifestyle modifications they apply to both the Player Characters and the Patron Characters equally. This may also extend to an Minions/Henchmen hirelings at a base of Poor and Comfortable respectively.
I will be watching how these changes affect game play, ready to jettison them as and when.
Comments
Post a Comment