Is there a mechanical impact to the area traits? Or are they just shorthand for the flavour of what you might find in these areas? I feel like I missed a page…
Is there a mechanical impact to the area traits?
Is there a mechanical impact to the area traits?
I remember there being a mention of using them as Fortune pools, but I don’t have my book here to check.
The dots also help with ad hoc obstacle, payoff, heat and tier generation.
Like Tiers and the like they sort of serve double duty – they’re a broad metric of how prevalent that trait is in the area, but they can also be rolled for Fortune rolls if you think something might be the case but have to check.
For example, the Assassin crew I was running for were attempting to pull off a murder in a relatively high class part of town (I think it was on their Hunting Grounds in Brightstone), and it wasn’t going well. Lots of running and screaming. Someone (I think it was our Spider) said “hey, maybe we should be worried about Bluecoats” – I’d been distracted with the goings-on inside the townhouse, so I decided to leave it to a Fortune roll: how close are some Bluecoat patrol to making an ill-fated house-call?
Roll 4d ‘cos Brightstone has 4 dots in Security & Safety. Came up a 5, so there’s a patrol close. I put it on a tight clock, and it really ratcheted up the tension as the crew scrabbled to make this all look like an accident.
Equally, I could’ve just glanced at the 4 dots in Security & Safety and said “yeah, there’s a knock at the door – meanwhile, Frunel, out the back window you can see some boots tramping past, and you hear the cocking of pistols. They’re going for the back door, someone’s shouting from the front. What do you do?”
Calum Grace excellent illustration thanks