One particular mechanic I would like to play around with later is being able to encounter a really washed-up version of your character from a previously failed run (akin to a bones file from Nethack), so I suppose having sex isn't off the table.
That being said, I don't intend to develop big, overarching features like owning a house, completing daily missions, or building a city. To me, these features sound like objectives for significant long-term meta-progression, but I'd like to keep that down to a minimum for a roguelike. I want to design RogueWeight to have value in how a player experiences a run, and not necessarily what a player expects to gain from trying to complete one.