I've heard or read articles, vlogs, etc. that tell how you can use trappings for more than just powers. But I felt that there was a lack of more concrete examples, until I arrived to page 286 of the rulebook; City Trappings.
The basic gist is that some cities, or maybe just certain neighbourhoods can have a Trapping attached to them. For example, a run down section of town could have the ''Black Market'' trapping (trying to buy or sell stolen or illegal goods and services is easier here), or ''Fat Cats'' is where the rich and powerful can be found, etc.
This is something that could be applied to locations in any setting, just change the name of some of the Trappings to suit your current setting. For example, the Fat Cats trapping can be re-named the Nobles District in a fantasy setting.
Here are a few Trappings that could be applied to multiple settings with only minor tweaking;
Black Market: This area is thriving with commerce dealing in illegal and illicit goods and services, which means it’s a lot easier to find these things — or get into trouble. Streetwise checks involving the purchase or sale of illegal goods or services are made with a +2 bonus. Any character who is perceived to represent “the Law” (in whatever form) is assumed to have the Outsider Hindrance. Any contraband bought here which can be legally purchased in most other places costs 50% more than usual. All rolls to contact and deal with “criminal” Contacts in the area gain a +1 bonus.
Fat Cats, Nobles District or The Hamptons, etc: This area is inhabited largely by the wealthy and the people who cater to them, which often leads to a certain elitist attitude. This trapping usually applies to a neighborhood or specific location, although in rare cases it could extend to an entire city, or even a small nation. The effects of Fat Cats largely impact interactions with the lesser people — the ones
who cater to the wealthy. Any character not displaying any obvious signs of wealth receives a −1 Charisma modifier for any type of social interaction (usually Intimidation, Persuasion or Streetwise checks) with merchants or service providers. Any character not displaying any obvious signs of wealth will always be charged 10% more for any purchase or activity, if at all possible. Any character displaying any obvious signs of wealth receives a +1 Charisma modifier for any type of social interaction (usually Intimidation, Persuasion, or Streetwise checks) with merchants or service providers.
Humans Only (or Elves, Dwarves or Orcs Only): This area is mostly occupied by people who subscribe to a human supremacist doctrine, or at the very least by people who fear anything different from themselves. This trapping can apply to nearly any size of location — the smaller it is, though, the harder it will be for a non-human to integrate…as a building, it may even simply be an exclusive private club. Humans Only tends to be social in nature, potentially affecting a character’s interactions with others. Any character in this area who is obviously (or known to be) non-human is treated as if he has the Outsider Hindrance as long as he’s here. The −2 Charisma penalty is always applied
unless specifically dealing with a resident who doesn't adhere to the norms of his group in regard to non-humans.
There are more but I don't want to get into any legal problems. I do acknowledge that I borrowed the text from the Interface Zero book, but only to share it's insight and wisdom with other SW players and GMs. There are many other City Trappings such as Combat Zone, Corporate Zone, Kingpin, Martial Law, just to name a few that spark ideas and can be applied to other settings, just by making some minor changes.
Needless to say, I will making more of an effort to think about the places my Players' characters will find themselves and apply the appropriate modifiers, if applicable. I invite all you GMs out there to do the same.
What do you think? Is it a good idea, or not?