City was so long ago for me, and owned by a friend, that I don’t recall the “real” features except for 1 or 2 of the Master Classes. So here are ideas in stream of consciousness manner. Please alter the numbers as needed…
1-They are templates, i.e. titles. It’s a card that adds to your character instead of replacing it. Put them in the “follower” section if you need to know where templates go. Adds 1-3 powers (always 1 spell, discard a spell you don’t want, +1 with favoured weapon) that might or might not stack depending on how powerful it is.
2-You land on the requisite spot, and discard 3 appropriate things (Spells for Master Wizard, 3 weapons for a melee), 2 Magic Items and 5 points of the appropriate Trophy. Then roll on the table. 1-5 something else happens. 6 you become Master Class. You get +1 on table for every 5 pts of Trophy you “overpay”. (Might prevent Fate for that roll)
3-As per the “No, *I* am the best swordsman of the land, not you” quotes, if someone else gets the requirement after you do, s/he summons you and you fight. If upstart wins, s/he can ONLY grab the title card and s/he becomes the Master Wizard, etc... If upstart loses, loses life, etc… as normal. It doesn’t work if the target is in the inner region.
Most of the new items to sell should have charges, 1-shot, or limited use.
For example, you get bow cards (Can shoot 1 space away from you, at -2 ST) but you need arrow cards as well that are used per shot. i.e. bow + 3 arrows max since 4 items max. Invent a “Quiver” card that can hold 8 arrows. Means, sooner or later, you’ll have to go back to stock up in the city.
Bandages (1 shot heal, or maybe roll, if suck at first aid, say, roll a 1, lose a life instead, etc…)
Why limited use? We don’t want the City to be THE place to be, just a good alternative.
I’d say lots of ruffian and thief encounters. Steals your Stuff. Ekor like “runs away if higher than ST 2” but with your sword / item in tow. Items are either discarded, or reappear in the thieves guild where you have to fight / bribe your way through.
Lots of taxes on gold, patrols (can either help or harm based on roll), have a “stock market” like spot where you can permanently gamble (Make it Fate-less since there is a precedent with some cards where you can’t use Fate).
Patrols, maybe, instead of taking a life, will haul you into Jail, and all your stuff goes in the “holding office” (kinda like old style Raiders).
You can have cross matching of cards, with event Cards.
“They’ve breached the Gates!” – Draw main deck adventure cards instead.
“The sewers have broken through!” – Draw Dungeon cards instead.
Lots of strangers. Lots of Toading.
The Dungeon has an end game spot where you can beat the LoD and maybe land on the CoC. Have a similar mechanism here.
Put a Castle / Mansion area. Put in a requirement to enter, say, maybe King/Queen Quest Cards (I love the Warlock quests). Do X amount of the quests, say, 4 like the Warlock, and you’re granted an audience.
Have a bunch of “move 1” trials like the inner region. Finally, to impress the King/Queen, fight his/her ST/Craft 12/12 (seems to be the standard) Champion.
If win, get a Royal Seal (i.e. a Treasure type card, maybe put it as a title so that Titles are more than just Master Classes, and, frees up the already overloaded 4 spots for equipment.) and, based on how much you win (like the LoD) get Teleported somewhere, 8+ being CoC.
That’s all I can think of, for now, but I’ll add if more comes to mind.