Safehouses:

Various resistance factions throughout Graydnmuch establish and maintain safehouses where punks and mutants can crash and regroup. This is what they'll comprise:

general data:-
1. Name
2. Allegiance
3. Description


Name and description exist to contribute consistency to the game world and help the player slowly piece together the layout of Graydnmuch without ever getting a glimpse of a map as such. Allegiance denotes which resistance group established the hide-out and, to a certain extent, that effects what it'll stock and who'll frequent the safehouse but, honestly, all of these folks live out of each other's pockets.

The big two groups here are the Sweetbreath, who are punks who live their lives according to accepting and compassionate guidelines (which are ancient, inherited from Iamhnians who lived in Clarcial times and opposed the first northern lords and landowners) and who like to involve their neighbours in purely passive forms of resistance and community building, and the more oldschool, embattled resistance guys who are less reverent but more motivated to perform a rolling campaign of sabotage and demonstration, as directed by A. Tetralix who spends her life in the 'knurl playing innocent.

4. First aid quality
5. Bed quality
6. Notoriety (less is better)


When you enter a safehouse you haven't visited today, you can patch yrself up with the first aid supplies. This restores you to something like 40% health at base, and also a bonus 5% health and one exhaustion healed for each point of First aid quality. Bed quality applies a ratio to the amount of mana you'll have for the morning ceremony. Represents luxury beds vs blankets vs infested blankets. Notoriety handles how likely it is you'll receive a random battle with the cops instead of a morning ceremony upon waking!

7. List of exits

With the exception of certain fixed, named major safehouses, all of these should lead to at least two different regions of the cellars. The Greyknurl itself should lead to like eleven different places... (Because some of these safehouses are fixed in position and others are random based on the seed, the list of exits needs to be separate from the rest of the data and then be welded back on so that the city map makes sense.)

(other internal stuff:-
index number of the BGM
index number of background image)

inventory:-
8. Wardrobe
9. Residents (major - a list of guys)
10. Residents (minor - a number)
11. Lockbox contents
(12. Lockbox password)


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