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The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats. | The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats. | ||
The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement. | The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement. | ||
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'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3. | '''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3. | ||
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or magic items to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5. | '''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5. | ||
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget. | The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget. | ||
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=== '''Rust Gate Inhabitants''' === | === '''Rust Gate Inhabitants''' === | ||
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against Psionic spells will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate. | The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against [[Psionic Spells|Psionic spells]] will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate. | ||
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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. | '''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]]. | ||
'''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+. | ||