Living in Style
If you have enough money to afford room and board, you are able to spend your days resting, recovering, and training. Or you can go sight-seeing, make contacts, and do research. You must pay for one week minimum between adventures unless you spend a single night at an inn.
There are three levels of quality when you are paying for room and board between adventures: you can live poorly, you can live well, or you can live like the rich.
Living poorly means staying at a run-down inn or renting a hovel in the slums, and eating street food every day. This costs at least 10 cyphers per week (or 40c per month). When you return to adventuring after living poorly, roll 2d6 and add your Intelligence modifier, applying an additional -1 penalty if you’ve been down and out for more than a season, -2 if it’s been more than a year, and -3 if it’s been several years.
Roll Result
0-6 Life has not been kind to you. You have lost all your money, and made no useful contacts, although you may know several people who took advantage of you.
7-9 You may choose a contact to have made between adventures, as long as they are not a well-off person.
10+ You may choose two contacts to have made between adventures. At least one of them must be appropriate to your lifestyle.
Living well means comfortable clothes, comfortable furniture, tasty food, one or more servants, and a relatively safe neighbourhood. Lots of people live well, but not the majority. It costs at least 25 cyphers per week (or 100c per month).
Living like the rich is a very nice way to live, but it costs at least 100 cyphers per week (400c per month) if you already have a home, or 250 cyphers per week (1,000c per month) if you are renting one. The up-side is that when you return to adventuring, you have 1d4 servants that might accompany you, if you can talk them into it.
Staying in a hospital or a sanatorium means living well if it’s a common institution, and living like the rich if you want first-class care. You may need to stay at either a hospital or sanatorium in order to recover points lost from certain attributes, depending on the wounds that caused them. If you stay in a first-class sanatorium, you may ignore the effects of one nightmare curse for the duration of the next adventure, after you are released.
If you decide to take a job as a servant, you get the benefi ts of living well at no cost to yourself, but you may not leave your master’s service without permission. If you do so, you cannot go back to being a servant in the future, and may be wanted by the authorities.
When you return to adventuring after living well or like the rich, roll 2d6 and add your Charisma modifier (or your Social Status modifier, if you wish).
Roll Result
0-6 You have run into a spot of trouble. Choose one:
• An ally, contact, or friend of yours (GM chooses who) is in danger
and you have become involved, to one degree or another.
• You have offended the community (+1 Resentment).
• You have gained an enemy.
• You have lost all your money.
• You have lost an important possession or two (GM chooses what).
7-9 You may choose one contact to have made between adventures.
10+ You may choose two contacts to have made between adventures.
If you spend a season or more living well or like the rich, you may choose an additional contact to have made between adventures.