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The Streets represents the common folk of the city. They aren't particularly influential, but they are generally cheap to call upon, and they are everywhere. People who are members of other factions, such as the various criminal gangs, don't come under this group and have their own allegiances.
|1||1||Come inside. Find shelter when on the run. Take 20 on social skill checks when seeking shelter from a commoner. Lasts for one encounter.|
|2||1||Time for a pub crawl. Get together with a group of people and go for a big pub crawl. Gain 100 XP from the experience, maximum of once a week. Wake up in an alley (1-5), a random person’s home (6-9) or stay overnight in a cell (10).|
|3||1||Lend me your support. Get a free re-roll on a skill check when in social combat.|
|4||1||Keep an eye out. Call on some kids to keep watch on a place or person for a day. They’ll get bored after 2d6 hours, and won’t stick around if it’s dangerous.|
|5||2||Word on the streets. Take 20 on a gather information check on a particular subject inside the city. Takes a day of talking to contacts.|
|6||—||Rumours… You always gain a +2 circumstance bonus on any gather information checks to hear rumours within the city.|
|7||1||Let me take care of that. You gain a +8 circumstance bonus on social skill checks when dealing with commoners. Lasts for one encounter.|