- It has to be a friendly port. If everybody hates you, you can’t retire there.
- A retired crewmember is no longer playable, and instead becomes an NPC. Their money and Stress will affect the kind of life they lead as an NPC.
- Retirement does not necessarily mean ‘doing nothing for the rest of your life’, but instead adopting a safer, less risky lifestyle. For instance, a retired crewmember may settle down with a menial job and start a family.
- If the Warden brings back a retired crewmember you used to control as an NPC, you may discuss their role with the Warden to ensure they are acting in-character.
- If circumstances affecting a crewmember’s quality of life are not dealt with, they may cause a drastically less peaceful retirement. A crewmember being actively hunted down by foes would do well to deal with those foes before retiring, for example.
- A retired crewmember can come out of retirement at any time but they’ll be reset to level zero- they’ve gotten rusty.
- Negative 25+ mcr: Utterly wretched poverty, debtor’s prison, or even worse.
- Negative 10-24mcr: Poverty, or worse if the entity to whom they owe their debt is vindictive.
- 0 to negative 10mcr: Poor, but able to eke out an existence.
- 1cr to 999kcr: A comfortable life, if not a luxurious one.
- 1mcr to 499mcr: A comfortable life, able to afford an occasional extravagance.
- 500-999mcr: Able to afford a decadent lifestyle and finance large-scale personal projects of their choosing.
- Over 1000mcr: Filthy rich, enough to be considered a major, setting-wide power.
A crewmember’s Stress upon retiring affects their overall state of mind during their retirement. It's totally fine to reduce Stress right before retiring, but large-scale Stress reduction can be expensive.
- 0: Optimistic and at peace with their lot in life. Things generally tend to work out well for them.
- 1-5: Well-adjusted and able to put the horrors they’ve faced behind them.
- 6-10: A bit jumpy, tends to be distrustful, but not so bad that it gets in the way of day-to-day life.
- 11-15: On the bad days, they can’t stop thinking of the things they’ve seen. On good days, they can put it out of their mind.
- 16-20: Haunted by the past. Never quite at ease. Probably keeps has a weapon close at hand at all times.
- Over 20: Completely traumatized. Difficulty reintegrating into civilian life. Constant nightmares, intense paranoia.
- One unique piece of gear from the retired crewmember.
- One skill of any level that the retired crewmember had.
- One-quarter of the amount of funds the retired crewmember ended up with (this takes those funds away from the retired crewmember).
- One stat that the retired crewmember had, or reroll any one stat during character creation.
- The boons should reward a skilled player for retiring a character.
- The boons should take into account a character’s funds, stress, and level upon retirement.
- The system for assigning boons needs to be simple because actually retiring a character is rare- most die instead. A game system players rarely interact with should be lightweight.
- You should roll a die at some point during the retirement process because rolling dice is fun.
So here’s what I’ve come up with:
Roll Xd10, where X is the retiring character’s level, and compare it to the Retirement table. Yes, this means that retiring a level-0 character is pointless. If the character’s total money is negative or their Stress is over 20, roll [-]. If their total money is over 500 mcr or their Stress is 0, roll [+].
1-5 | No boons. |
6-20 | New character gets to choose between getting 1/8 of the retiring character’s funds, one piece of their gear, or one of their Trained skills. |
21-45 | Choose between getting ¼ of the retiring character’s funds, two pieces of their gear, or any one of their skills. |
46-60 | Choose two: getting ¼ of the retiring character’s funds, two pieces of their gear, or any one of their skills. |
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