Chapter 5: Bridgemoor: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 31: Line 31:
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.


The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Primer will choose a potential successor.  
The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor.  


==== '''Tenured''' ====
==== '''Tenured''' ====
Line 834: Line 834:
|-
|-
|50-69
|50-69
|1d4+1 Uncommon magic items
|1d4+1 Uncommon [[Magic Items|magic items]]
|-
|-
|70-84
|70-84
Line 974: Line 974:
When entering the area around the gate, roll a 1d4 to see the current inhabitants.
When entering the area around the gate, roll a 1d4 to see the current inhabitants.


'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of Psionic spells, but TD against the effects of [[Divine Spells|Divine spells]].
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of [[Psionic Spells|Psionic spells]], but TD against the effects of [[Divine Spells|Divine spells]].


'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+.  
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+.  

Navigation menu