So, I'm slowly building up to running a campaign, but one of my ideas is going to be.. screwing with the players somewhat.
The idea is the players will all be nobles, but after they've made their character I'll then be giving them an extra piece of their character, like "You are actually a member of the Skaa resistance" or "You're a spy for a rival house" or "The head of house saved your life, you're fiercely loyal to them" (don't worry, the players will be aware that I'll be pulling this before they agree to play).
To represent this somewhat, I think a "Loyalty" stat would be a good, just as a mechanical guide for resolving "Do I go with what my backstory says, or with the relationships I've built once the game started?" kind of arguments.
What I'm thinking so far is:
1) Everyone gets a loyalty stat just like the other stats
2) When there could be a clash of Loyalties (eg "I know I'm a spy for the other house, but I kinda like this guy, so I'm not going to send them this information") they roll their Loyalty stat vs a DC I set. If they pass, they can take their 'unloyal' action, if they fail, they have to remain loyal.
3) The player may spend two nudges to lower their Loyalty score by one point
4) If the player fails spectacularly at being disloyal, their Loyalty stat increases.
Does this sound like a workable idea?