Page 1 of 1
Building a Rifts Town, Soliciting Ideas for it
Posted: Wed Sep 05, 2012 5:59 pm
by panzerfaust
Hi! Am lookung for ideas for my town i'm building as this be my 1st attempt to build a BIG one..... Ideas on where to set it, some notable buisnesses and even some of the leaders... have a few ideas, but can use More!
The City/Town of Bunkerville:
Population: 60,000 people.
Orientation and Disposition: Open but Cautious.
Type and Size of Community: Major Town or City (Grew out of a Militaristic Encampment); Points for Building: 550 points.
A. Weapons and Armor: Superior; Cost: 45 points.
B. Medicine: Unheard Of; Cost: 45 points.
C. Agriculture and Natural Resources: Abundant (Large mineral deposits of all types and rich cattle lands.); Cost: 30 points.
D. Real Estate/Land: Bad (Close - within 300 miles - of a hostile city state mainly populated by unusually (For them) HIGHLY, organized Ogres who raid for slaves and concubines, and also some trouble with nearby Black Winged Monster Men and dangerous bandit gangs); Cost: 1 point.
E. Vehicles and Fuel: Superior; Cost: 35 points.
F. Administration and Social Structure: Good/Sound Structure (Constitutional monarchy); Cost: 10 points.
G. Alignment: Mixed, Unprincipled & Scrupulous; Cost: 6 points.
H. Magic: High Magic; Cost: 30 points.
I. Racial Tolerance: Tolerant; Cost: 7 points.
J. Trade: Boomtown (Has 11 reconstructed Pre-Rifts Factories); Cost: 40 points.
K. Threats: Dangerous (Nearby hostile Ogre city-state and trouble with bandits and Black Winged Monster Men); Cost: 3 points.
L. Skill Levels & Professionalism: Cyber-Doc, Operator; cost: 18 points.
M. The Community Overall: Educated (54% of the townsfolk are literate in American and/or Spanish); Cost: 20 points.
N. Shelter: Fortified (75% of the town’s buildings are M.D.C. structures. And an outer wall protects 80% of the community); Cost: 35 points.
O. Security and Fighting Force: Small Mechanized Army (DOUBLE all six options); Cost: 70 points.
P. Power/Energy: Excellent, Mixed; Cost: 35 points.
Q. Special Features: Processing Plant x3, Manufacturing Plant x3 (extra: 11 Factories Total: 8 + 3), Old M.D.C. Ruins x3 (54, large, Pre-Rifts M.D.C. Buildings), Pre-Rifts Underground Complex, Hydroponics x3; Cost: 110 points.
Total Points Spent: 550.
Population Breakdown: 60,000 total.
Population Breakdown*:
--Humans 24,000
--Elves 7,000
--Dwarves 7,000
--Kremin Cyborgs 7,000
--Xizon Cyberhorseman 2000
--Vernulians 2000
--Grackle Tooths 2000
--Others 3,000
*Does not count Transient Population of another 15,000
Notes: Has 14 Processing Plants/Factories as Follows:
1. Nuclear Power Cell/Engine Factory.
2. Electronics/Computer/Radio Factory.
3. Plastics and Ceramics Factory (Both S.D.C and M.D.C.)
4. Bionics/Cybernetics Factory.
5. M.D.C. & S.D.C. Small Arms Factory.
6. M.D.C. Heavy Weapons Factory.
7. Body Armor Factory.
8. Civilian and Military Ground Vehicle Factory.
9. Aircraft and Hover Vehicle Factory.
10. Power Armor and Robot Vehicle Factory.
11. M.D.C. & S.D.C. Ammo, Explosives, and Missile Factory.
12. Synthetic Fuels and Lubricants Plant.
13. Ore Smelting Plant (For Various Metals).
14. Metal Foundry & Steel Mill (for various metals/alloys, both S.D.C. and M.D.C.).
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Wed Sep 05, 2012 6:47 pm
by Icefalcon
What area of the world is the city going to be located in? As for what I can see from the city build, it seems you gave the city close to the best, if not the best, of every category. I would tone it down a little more to make the city a little grittier. You don't want them good at everything, otherwise they won't need the players for anything.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Thu Sep 06, 2012 8:51 pm
by panzerfaust
Icefalcon wrote:What area of the world is the city going to be located in? As for what I can see from the city build, it seems you gave the city close to the best, if not the best, of every category. I would tone it down a little more to make the city a little grittier. You don't want them good at everything, otherwise they won't need the players for anything.
Not really the "Threats" level and "Real Estate" levels are low and pretty bad.. was thinking of setting in the New West, but am open to other areas... the threats and bad location are to give the PCs somin to do while there. It has some abilities in a number of areas... but has trouble with evil hordes trying to grab it...
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Thu Sep 06, 2012 10:05 pm
by Chronicle
Try near Portland Oregon, so far that hasn't been covered that much, and its far north enough to avoid vampire threat from the south and yet has access to the ocean. The only huge problem would be some weird Miles long tenticles that would have to be fought off on a case by case basis
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Thu Sep 06, 2012 10:27 pm
by panzerfaust
Chronicle wrote:Try near Portland Oregon, so far that hasn't been covered that much, and its far north enough to avoid vampire threat from the south and yet has access to the ocean. The only huge problem would be some weird Miles long tenticles that would have to be fought off on a case by case basis
sadly the indians own portland.. else i would of put there... have thought of Yakima Washington though there is an army base there, and proving grounds.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Thu Sep 06, 2012 11:06 pm
by Chronicle
hmm
tough call then
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Fri Sep 07, 2012 1:44 am
by calto40k
i'd go with washington sounds like a decent area
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Fri Sep 07, 2012 2:09 am
by Lt Gargoyle
its government would be military. perhaps lead my a council.
I would say that portland is underwater, having lived there its sea level. however it would be cool if the residents of your city could see some of the old building sticking out. and so who cares if there are indians running around out there. that does not stop setters from building up a town. in fact it could explain the need for the walls and the mdc structures. you have alot of resources in this city, so its either gonna have to be in a great location, or your city has some great trading partners.
the nuclear plant could be built from a reactor of a crippled deathhead transport or some other toy. or perhaps its from a hidden military complex from before the coming of the rifts. and after supplies ran out they returned to the surface and began to rebuild. the soldier and thier families and their decendants forced to defend themselves from monsters and what not.
enjoy.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Fri Sep 07, 2012 5:09 pm
by Icefalcon
Lt Gargoyle wrote: you have alot of resources in this city, so its either gonna have to be in a great location, or your city has some great trading partners.
I agree with this. I will also add, how are they getting all of these resources into the city to make all of this top-notch weapons and industry?
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Sat Sep 08, 2012 3:52 pm
by panzerfaust
Icefalcon wrote:Lt Gargoyle wrote: you have alot of resources in this city, so its either gonna have to be in a great location, or your city has some great trading partners.
I agree with this. I will also add, how are they getting all of these resources into the city to make all of this top-notch weapons and industry?
well decided on the colorado baronies, anbd well the manufacturieng facilities were there, in the underground facility, jyst needed so rebuildinf and restorationand wasn't thinking top notch but a coulple of decades behind NG in MOST areas. Mostly stuff outa the core Book, Sourcebook 1 R&E, Mercenaries, and Merc Ops.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Sat Sep 08, 2012 6:55 pm
by Icefalcon
panzerfaust wrote:Icefalcon wrote:Lt Gargoyle wrote: you have alot of resources in this city, so its either gonna have to be in a great location, or your city has some great trading partners.
I agree with this. I will also add, how are they getting all of these resources into the city to make all of this top-notch weapons and industry?
well decided on the colorado baronies, anbd well the manufacturieng facilities were there, in the underground facility, jyst needed so rebuildinf and restorationand wasn't thinking top notch but a coulple of decades behind NG in MOST areas. Mostly stuff outa the core Book, Sourcebook 1 R&E, Mercenaries, and Merc Ops.
You will still have to decide how they are getting the RAW MATERIALS in past the monsters surrounding them. The mountain cannot supply enough to keep all those manufacturing facilities functioning at even 50% for more than a month.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Mon Sep 10, 2012 11:47 pm
by Chris
panzerfaust wrote:Chronicle wrote:Try near Portland Oregon, so far that hasn't been covered that much, and its far north enough to avoid vampire threat from the south and yet has access to the ocean. The only huge problem would be some weird Miles long tenticles that would have to be fought off on a case by case basis
sadly the indians own portland.. else i would of put there... have thought of Yakima Washington though there is an army base there, and proving grounds.
Well, so what? That might make a great plot point, Indians own it, leadership of the city doesn't give a hoot, possession is 9/10 of the law etc etc.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Tue Sep 11, 2012 10:47 am
by Killer Cyborg
Notes: Has 14 Processing Plants/Factories as Follows:
1. Nuclear Power Cell/Engine Factory.
2. Electronics/Computer/Radio Factory.
3. Plastics and Ceramics Factory (Both S.D.C and M.D.C.)
4. Bionics/Cybernetics Factory.
5. M.D.C. & S.D.C. Small Arms Factory.
6. M.D.C. Heavy Weapons Factory.
7. Body Armor Factory.
8. Civilian and Military Ground Vehicle Factory.
9. Aircraft and Hover Vehicle Factory.
10. Power Armor and Robot Vehicle Factory.
11. M.D.C. & S.D.C. Ammo, Explosives, and Missile Factory.
12. Synthetic Fuels and Lubricants Plant.
13. Ore Smelting Plant (For Various Metals).
14. Metal Foundry & Steel Mill (for various metals/alloys, both S.D.C. and M.D.C.).
This is part of the key to fleshing out the location and nature of your town.
What metals and ore do they work with?
Do they import them, or mine them locally?
If they import them, where do they get them from, and what means of transport is used? Traditionally, cities that import/export a lot of stuff are located in key positions to facilitate transport: rivers, major roads, coasts, etc.
If they mine them locally, then find out what terrains the kind of metals you're looking for are located in. You could probably google some existing mines for ideas, too.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Tue Sep 11, 2012 6:19 pm
by Colt47
Killer Cyborg wrote:Notes: Has 14 Processing Plants/Factories as Follows:
1. Nuclear Power Cell/Engine Factory.
2. Electronics/Computer/Radio Factory.
3. Plastics and Ceramics Factory (Both S.D.C and M.D.C.)
4. Bionics/Cybernetics Factory.
5. M.D.C. & S.D.C. Small Arms Factory.
6. M.D.C. Heavy Weapons Factory.
7. Body Armor Factory.
8. Civilian and Military Ground Vehicle Factory.
9. Aircraft and Hover Vehicle Factory.
10. Power Armor and Robot Vehicle Factory.
11. M.D.C. & S.D.C. Ammo, Explosives, and Missile Factory.
12. Synthetic Fuels and Lubricants Plant.
13. Ore Smelting Plant (For Various Metals).
14. Metal Foundry & Steel Mill (for various metals/alloys, both S.D.C. and M.D.C.).
This is part of the key to fleshing out the location and nature of your town.
What metals and ore do they work with?
Do they import them, or mine them locally?
If they import them, where do they get them from, and what means of transport is used? Traditionally, cities that import/export a lot of stuff are located in key positions to facilitate transport: rivers, major roads, coasts, etc.
If they mine them locally, then find out what terrains the kind of metals you're looking for are located in. You could probably google some existing mines for ideas, too.
My favorite part about making a location is picking what materials they have to work with, since it is likely they are going to use what is available to build their town. Hence, a hamlet or town that is primarily home to loggers is going to make use of a lot of wood in their architecture, while a community located near a major mining location is going to make use of a lot of stone and possibly metal. Granite and limestone queries are fairly significant as well. The second step is the style of the buildings.
On a side note, it seems like lots of people go for the whole MDC industrial deal on the forums.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Wed Oct 03, 2012 3:14 pm
by Lt Gargoyle
well as a gm You are gonna have to decide what you have around your city, what supplies and resources. that is how your gonna have to make it. The area you are wanting to use, is a harsh dry enviorment now. So your gonna need some type of water source. aqua duck of some kind. especailly if you want to farm.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Fri Oct 05, 2012 3:47 pm
by Razzinold
Rat Bastard has an
awesome thread (IMO) about building his own city, you should check it out for ideas.
*found the link to the thread i meat to save anyone from having to look
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Sat Oct 06, 2012 10:33 am
by Colt47
Oh yeah, it does go without saying that if you plan to have a group adventure in the city, make sure to focus on detailing sections that the adventure is going to take place in. Cities tend to be a terrain type and setting piece more than a location when it comes to RPGs: They are fun to write up, but ultimately that write up usually serves as a back drop for the actual adventure area.
I think I might have two city based d20 adventures sitting around in one of my archives along with the graph paper maps, now that I think on it.
Re: Building a Rifts Town, Soliciting Ideas for it
Posted: Sat Oct 06, 2012 9:50 pm
by Illendaver
Set it up right next to Mt. Rushmore. Say that a military base was discovered there from pre-rifts times and that the town sprang up around it. Make them well known for being the best at creating one of the Men at Arms OCCs and you have a viable reason for them to be there and how they have income. Plus who doesn't want to be able to say they have a sniper watching over the town from our forefathers noses?