=Condition | Boon |
=Points | ? |
=Unique Rule | TODO: Geldkistje dat je kunt gebruiken in "dire need". |
=Condition | Friend <name> |
=Points | 0 |
=Unique Rule | Once per day, spend 1 WP: Spend 20 minutes socializing with your friend, he gains 1 WP. |
=Unique Rule | If your friend dies: Lose 2 WP. If you enact proper revenge regain 1 of these lost WP. |
=Shared Rule | This condition is free after having had friendly relations with another character. |
=Details | You can certainly be friends without the use of this condition. This condition is not necessarily mutual. |
=Condition | Good Friend <name> |
=Points | 0 |
=Unique Rule | Twice per day, spend 1 WP: Spend 15 minutes socializing with your friend, he gains 1 WP. |
=Unique Rule | If your friend dies: Lose 3 WP. If you enact proper revenge regain 2 of these lost WP. |
=Shared Rule | This condition is free after having had friendly relations with another character for at least 3 events. |
=Details | You can certainly be good friends without the use of this condition. This condition is not necessarily mutual. |
=Condition | Hated Enemy <name> |
=Points | 1 |
=Unique Rule | If your enemy dies: Gain 1 WP. |
=Unique Rule | If your enemy dies because of your involvement: Gain 1 extra WP. |
=Shared Rule | This condition can be bought for 25¢ after having had hostile relations with another character. |
=Details | You can certainly be enemies without the use of this condition. This condition is not necessarily mutual. You spend unproductive time hating him (possibly intoxicated), which costs you the copper. |
=Condition | Health insurance |
=Points | 2 |
=Unique Rule | Getting wounded or disabled won't cost you ℜ. |
=Unique Rule | You must pay 20¢ per month or lose this condition. |
=Shared Rule | This condition can be bought for 200¢. |
=Details | You have an agreement with an organisation (or loving family etc.). They will provide you with healthcare if you get wounded but you pay a monthly fee. |
=Condition | Benefactor |
=Points | 4 |
=Unique Rule | You have 4 R less. |
=Unique Rule | You are only allowed to have items that belong to your starting equipment. Any money or items you gain will be taken from you at checkout. |
=Unique Rule | If your character dies, instead of starting ¢, your next character gets half of the money and items that got taken from you. |
=Unique Rule | Getting wounded or disabled won't cost you ℜ but will lower the money your next character gets by 2 per ℜ instead. |
=Shared Rule | This condition can be trained as if it was a skill. |
=Details | You work for an organisation that doesn't allow personal property. But they take care of you if you get wounded. |
=Condition | Provider 1 |
=Points | 2 |
=Unique Rule | You have 2 R less. |
=Unique Rule | If your character dies, instead of starting ¢, your next character gets half of the ¢ and items that get send to your family. If you want. |
=Shared Rule | This condition can be trained as if it was a skill. |
=Details | You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
=Condition | Provider 2 |
=Points | 4 |
=Unique Rule | You have 4 R less. |
=Rule | If Your character dies: If you want, instead of starting ¢, your next character gets 3/4 of the ¢ and items that get send to your family. |
=Rule | This condition can be trained as if it was a skill. |
=Details | You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
=Condition | Provider 3 |
=Points | 6 |
=Rule | You have 6 R less. |
=Rule | Your character dies: If you want, instead of starting ¢, your next character gets the ¢ and items that get send to your family. |
=Rule | This condition can be trained as if it was a skill. |
=Details | You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
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