Implemented
Contracts
Town is always visible. Citizen opens lawful encounters, training and care; Skilled Worker opens criminal opportunities.
Lawful and criminal NPC contracts
Citizens can choose lawful contracts directly. Criminal contracts require Skilled Worker and the relevant story choice. Real encounters require full Energy, no active injury or conflicting physical work, and enough daily NPC allowance. Lawful rewards pay Bucks on victory; criminal quotes are stolen cargo value.
| Contract | District | Difficulty / Energy | Victory reward | Access |
|---|---|---|---|---|
| Protect the Miller's Wagon | Outskirts | 1 / 5 Energy | 2.500 Bucks | Citizen |
| The Workshop Bully | Workshop Ward | 1 / 5 Energy | 2.000 Bucks | Citizen |
| Recover the Merchant's Crates | Market Quarter | 2 / 8 Energy | 4.000 Bucks | 3 Honor |
| Rail Yard Patrol | Rail Yard | 3 / 10 Energy | 6.000 Bucks | 5 Honor |
| Intercept an Unmarked Wagon | Back Alleys | 2 / 8 Energy | 4.500 Bucks cargo | Skilled Worker; accept the offer; Heat below 8; no fine |
| An Unlawful Collection | Back Alleys | 1 / 6 Energy | 2.500 Bucks cargo | Skilled Worker; accept the offer; Heat below 8; no fine |
Deliver real workshop cargo
Reserve a player delivery from finished workshop goods. The Marketplace holds that cargo until other players purchase it. After all cargo is sold, the workshop operator can confirm the delivery here once. Its reward is the actual sale proceeds already paid by buyers; confirmation creates no extra NPC money. Historical deliveries cannot create new shipments. Cancel unsold cargo through Marketplace.
Player sales and finite NPC contracts
Normal completed production is sold to players through Marketplace. Limit listings charge 0.5% and completed sales charge 5% seller tax, credited to the existing Dunmore Treasury. Buyers pay no extra tax. NPC contracts retain their existing 30.000 Bucks daily allowance. Private supplies remain bounded.
- There is no normal Sell to Merchant payout. Historical earnings and receipts remain unchanged.
- Transport Crate has no established gameplay use; producing it does not guarantee a buyer. No artificial consumer or guaranteed profit is provided.
- Use Reserve Player Delivery to reserve real Business cargo in a sale order. Confirm after it is fully purchased. Sale proceeds are paid once by the buyer, with no additional NPC money.
- Cancel returns only unsold goods to a valid destination. If it is full, goods remain owned in escrow; no unlimited claim storage is created.
Honor, Notoriety, Heat, fines and injury
Lawful victories build Honor. Criminal victories build Notoriety and Heat, reduce Honor by one and create tagged stolen cargo rather than immediate Bucks. The character keeps their standing and history when you switch to someone else.
- Heat falls by 1 per elapsed hour. Crime and the fence close at Heat 8 or above, or while a fine remains unpaid. Lawful opportunities stay available subject to Energy, injury and other normal requirements.
- Criminal victory adds 3 Heat. Criminal defeat, retreat or stalemate adds 4 Heat, confiscates all stolen cargo and records a 1.500 Bucks fine. Legitimate household possessions are not confiscated.
- At the Back Alley Fence on Town > Contracts, Sell stolen cargo pays 75% of its quoted value. Tagged cargo cannot enter ordinary Inventory or Marketplace.
- Pay restitution on Contracts costs the fine plus 2.000 Bucks, clears Heat and the fine, renounces illegal work and adds one Honor. Past Notoriety and history remain.
- A real defeat causes 30 minutes of Bruised injury; retreat or stalemate causes 10 minutes of Exhausted injury. Both reduce Attack and Evasion by two and block new real expeditions. Wait for recovery or use the Clinic in Town > Training for 1.500 Bucks.
- Practice creates no injury or wear. Each completed real encounter uses one durability from equipped combat items, including when you lose or retreat.