What do you do with a vice that risks life and limb and doesn’t naturally fit having a purveyor?
Most of my new crew has custom vices, which I take to be a sign of good engagement. The addictions to radiant light and getting possessed fit into weird, and I can think of a few different purveyors that will work. All good so far.
But our Leech had a great suggestion for an obligation linked to his Skovlander heritage and military background, where he frequents True Dusker bars wearing his Skovland military hat or coat, and waits for someone to pick a fight so he can defend his country’s honor. It worked in Firefly so why not in Blades?
My concerns are:
- How do you handle stress relief if it’s likely to involve bodily harm? His character is going to struggle with injury if to reduce stress he gets beaten up. One person against a bar is going to be down a couple of orders of scale, so even if he were good at fighting (he’s not! which I kind of like) effect would be zero without taking stress or spending coin.
- This risky behaviour seems fairly solo in nature, so who is the vice purveyor? I understand that a vice purveyor serves the purpose of tying the PC closer to the city, giving another obligation as they can be rolled by the Blue Coats or a rival gang, and can be a source of information even leading to new scores. And there is a risk they might cut you off. So they seem useful if a little tangential if you are connected in other ways.
The only thought I’ve had for the latter is a wing-man type who they either fight along-side, or who is paid to pull them out by the ankles before they are killed. Kind of works? But maybe weakens the martyr complex part which is interesting as a self-destructive character trait?