I’ve been curious about how to incorporate Lifestyle costs a bit more… as right now it “seems” fairly handwavy / non-essential (I guess it can impact Position on certain things, but I haven’t encountered it personally yet).
So I was wondering, if it’d be possible to have a hack of something like “While on a score, if you wish to acquire a temporary asset roll Lifestyle as a Fortune Roll” instead of the Crew’s Tier for quality.
Thoughts? Any other…. “homebrew” things for lifestyle?
(These tweaks are why I put this in Hacks… not Discussion)
I’ve been using lifestyle for Vice rolls. I wanted to give it more weight and to encourage the PCs to think about increasing their Stash, and it made sense that their standard of living influences how much they can indulge. I like it.
Shopping feels better fictionally as a downtime action to me. During downtime, I told my players they could roll lifestyle to acquire assets if they want to, however this risks that same stash (it’s cost to retrieve from stash means it’s like them gambling willingly with their retirement, not just a bank full of coin).
So.. I defined the risks to make it happen, because it sucks, but it’s still better than taking the coin out of stash (at a 50% loss). So yea, my players can roll lifestyle, but on a 5 or less the Acquired Item costs 1 stash – or the quality of their result is one lower (poor item are actually trash). Then they can then raise the effect as usual with coin from wherever to keep them from being locked into a bad result unless they are truly broke.
Other than that, I haven’t engaged much with shopping actions during a score
Here’s a hack from the “Changing the Game” chapter, which makes lifestyle more important:
Tier Tied to Lifestyle
To advance your crew to the next Tier, you must have a full rep track, and each PC must have a lifestyle level equal to or greater than the Tier that you’re advancing to. (There’s no cost to the crew in coin.)
oooo, I like that. Its subtle, but definitely changes a few things. Thanks for sharing it early!