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Working on a Rifts City/Town. Need Ideas AND I need an NPC.
Posted: Fri Jul 13, 2007 7:06 pm
by panzerfaust
I've been workin on a Rifts City/Town using the rules in the Rifts Adventure Guide, and need Ideas. This is an Idustrial Town that can make more primitive versions of Northern Gun, Titan Robotics, Bandito Arms and Wellington Industries produced gear. Ok, Here goes:
The City/Town of Cross Roads :
Orientation and Disposition: Open but Cautious.
Type and Size of Community: Major Town or City; Points for Building: 500 points.
A. Weapons and Armor: Superior; Cost: 45 points.
B. Medicine: Unheard Of; Cost: 45 points.
C. Agriculture and Natural Resources: Abundant; Cost: 30 points.
D. Real Estate/Land: Bad; Cost: 1 point.
E. Vehicles and Fuel: Superior; Cost: 35 points.
F. Administration and Social Structure: Good/Sound Structure; Cost: 10 points.
G. Alignment: Mixed, Unprincipled & Scrupulous; Cost: 6 points.
H. Magic: Vast Knowledge; Cost: 15 points.
I. Racial Tolerance: Tolerant; Cost: 7 points.
J. Trade: Boomtown; Cost: 40 points.
K. Threats: Dangerous; Cost: 3 points.
L. Skill Levels & Professionalism: Cyber-Doc, Operator, Master Psychic - Psi-Tech; cost: 30 points.
M. The Community Overall: Highly Skilled & Educated; Cost: 30 points.
N. Shelter: Fortified; 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: Mannufacturing Plant x3 (extra), Old M.D.C. Ruins, Pre-Rifts Underground Complex, Hydroponics, Country Maps; Cost: 63 points.
Notes: Has 11 Manufacturing Plants/Factories as Follows:
1. Nuclear Power Cell/Engine Factory.
2. Electronics/Computer/Radio Factory.
3. Tool and Industrial Equipment Factory.
4. Bionics/Cybernetics Factory.
5. M.D.C. & S.D.C. Small Arms Factory.
6. Heavy Weapons Factory.
7. M.D.C. 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.
Note: These Factories produce More Primitive but still HIGH QUALITY goods copied from other North American Manufacturers with the Exceptions of Wilk's and Coalition Products.
Posted: Fri Jul 13, 2007 7:55 pm
by Guest
And what do you need ideas on? Looks to me like you've pretty much finished it.
Posted: Fri Jul 13, 2007 8:13 pm
by panzerfaust
Kuseru Satsujin wrote:And what do you need ideas on? Looks to me like you've pretty much finished it.
Well I'd like some help/Ideas for Businesses, some enemys/bad guys for threatening the town with where to set the town (close enough to civilization for trade but far enough to be largely ignored by the CS other than an occasional spy; I'm thinking somwhere in the Colorado Baronies in the New West but am open to other Ideas.) Maybe some Ideas for NPCs for the town.
Note:This is the FIRST time I've tried to write up a LARGE Town for rifts. Also I am an inexperianced GM too.....
Posted: Fri Jul 13, 2007 8:17 pm
by Guest
panzerfaust wrote:Kuseru Satsujin wrote:And what do you need ideas on? Looks to me like you've pretty much finished it.
Well I'd like some help/Ideas for Businesses, some enemys/bad guys for threatening the town with where to set the town (close enough to civilization for trade but far enough to be largely ignored by the CS other than an occasional spy; I'm thinking somwhere in the Colorado Baronies in the New West but am open to other Ideas.) Maybe some Ideas for NPCs for the town.
Note:This is the FIRST time I've tried to write up a LARGE Town for rifts. Also I am an inexperianced GM too.....
Ouch, see if you needed things like businesses for a fantasy setting, I could easily help you out (1000 fantasy city building/location types and counting!), but the only thing I've done in that line for Rifts was to automate the Rifts City Generation stuff.
Posted: Fri Jul 13, 2007 8:24 pm
by panzerfaust
Kuseru Satsujin wrote:panzerfaust wrote:Kuseru Satsujin wrote:And what do you need ideas on? Looks to me like you've pretty much finished it.
Well I'd like some help/Ideas for Businesses, some enemys/bad guys for threatening the town with where to set the town (close enough to civilization for trade but far enough to be largely ignored by the CS other than an occasional spy; I'm thinking somwhere in the Colorado Baronies in the New West but am open to other Ideas.) Maybe some Ideas for NPCs for the town.
Note:This is the FIRST time I've tried to write up a LARGE Town for rifts. Also I am an inexperianced GM too.....
Ouch, see if you needed things like businesses for a fantasy setting, I could easily help you out (1000 fantasy city building/location types and counting!), but the only thing I've done in that line for Rifts was to automate the Rifts City Generation stuff.
That's allright. I apreciate the thought though. Hmmm....... What did you do to automate the Rifts City Generation Rules?
Posted: Fri Jul 13, 2007 8:28 pm
by Guest
panzerfaust wrote: That's allright. I apreciate the thought though. Hmmm....... What did you do to automate the Rifts City Generation Rules?
I put all the data into a
TableSmith .tab file with the appropriate coding. Spits out communities as fast as you can click the button.
Posted: Fri Jul 13, 2007 9:04 pm
by panzerfaust
Kuseru Satsujin wrote:panzerfaust wrote: That's allright. I apreciate the thought though. Hmmm....... What did you do to automate the Rifts City Generation Rules?
I put all the data into a
TableSmith .tab file with the appropriate coding. Spits out communities as fast as you can click the button.
For some reason My Computer Dosen't like Table smith.
Posted: Fri Jul 13, 2007 9:19 pm
by Killer Cyborg
First, give the town a history.
The key to doing that?
"History is geography over time".
Make a map of the town and the surrounding area, and it should all fall into place from there.
Posted: Fri Jul 13, 2007 9:24 pm
by panzerfaust
Killer Cyborg wrote:First, give the town a history.
The key to doing that?
"History is geography over time".
Make a map of the town and the surrounding area, and it should all fall into place from there.
Hmmm..... Thanks KC!
Never thought of It that way.......
Posted: Fri Jul 13, 2007 11:41 pm
by panzerfaust
Ok, Drawing the Maps and working up a History. I need someone to write up (as My Hero Unlimited Main book is in another state right now) the NPC Leader/Baron/CEO of the Local Manufacturing Concern. Here my Idea: The leader is a FORMER Teen Age (was 16 when he was rifted to Rifts Earth in 89 P.A.) Super Villian from Heros Unlimited Earth, a Dual Class Hardware Weapons Genius/Analytical Genius guy,Here's the BASE Stats I want him to have I.Q. 30, M.E. 20, M.A. 19, P.S. 15, P.P. 18, P.E. 14, P.B. 21, Spd 12. He Was a "guest" of Lord Splyncryth at Azlum "The Asylum" in atlantis, He is 12th level and WAS Miscreant Alignment and NOW is Unprincipled Alignment, Since his stay at Azlum he's developed all the Telemechanics Psi-Powers plus Machine Ghost (feel free to add whatever other Psi-Powers you want to him), His Insanity is Nervous and Aggressive When Threatened. Use the Rules in the Rifts Conversion Book to cover him to Rifts. He has escaped from Atlantis (or so he thinks; was really released by Splycryth as a form of entertainment to see what he'd do and how he'd adapt). He discovered (with the aid of his adventurer group) the ruins Cross Roads is on in old Colorado and decided to found a city (with his Adventuring buddies; they pooled their funds and continually inproved their town).
Oh this is a Contest too, but you get nothing but bragging rights. Lets see what you guy come up with.
Posted: Sat Jul 14, 2007 1:42 am
by panzerfaust
Zerebus wrote:Ok, factories knocking off other major manufacturers simply screams Black Market Operation to me. For fitting into the gritty Rifts setting, I recommend either adding a serious criminal element to your city or downgrading its education and production capacities. In this setting, all cities are primarily one of three things: corrupt, survivalist, or goodie two shoes. They can be all of the above, of course, but usually one pans out as the dominant quality of the locale.
Making "knock Offs" does not neccesarly mean it's a Black Market operation, case in point for an example Los Alamos (the Black Market has NO presence there), but I'd say the Black Market buys goods for resale from Cross Roads so there ought to be a criminal element in town. Industrial/Tech levels are a bit below Northern Gun and this town/city lacks the ability to make Robot Drones/A.I.s. I'd say this town is "Survivalist with stong Goodie-Two Shoes Leanings".
Zerebus wrote: You built your city on top of pre-rift M.D.C. ruins complete with hydroponics. To me, that means you should be connected to a river somehow, underground or otherwise. An underground water supply brings up the possibility of MOLE PEOPLE!!!! ... and similar strangeness. There's nothing quite like having a monster infested sewer system when it comes to the mood of city life.
Yes there's a river that runs by and I WAS thinking of having a buried alien/other dimensional (Either a Robotech or Macross II one; not sure yet) spaceship deep underground nearby probabbly conectected/or not (not sure yet) to the Pre-Rifts underground complex, for post apocalyptic underground dungeon adventures.
Zerebus wrote: Vast Magic Knowledge. You needn't be on a ley line, but there should be one somewhere nearby. If you elect to be right on top of a ley line, then you can use technowizard mystic generators to power your city.
I agree. Will work that in.
More later.
Cool, thanks for the help!
Posted: Sat Jul 14, 2007 5:26 pm
by panzerfaust
Zerebus wrote:Regarding the burying of a Robotech or Macross II ship nearby... I don't recommend you bury any of the really big ships there (nothing bigger than 500 feet long). The powercreep involved is horrendous, especially since player characters will doubtlessly try to salvage it. You can obtain the same amount of "wow!" with a much smaller vessel, like a Zentraedi shuttle craft (which in turn could have clues inside to its parent vessel crashing some thousands of miles due... uh... west. Yeah. West.).
How about a buried Garfish High Speed Troop Carrier; It could of crashed during the Great Cataclsym and was Buried under lots of rock/ash over the centuries gives. Gives PCs an opertunity to salvage cool gear and have a dungeon type adventure. hmmm........ How about lots of tunnels and caves be nearby it..... The garfish could be the prize at the center of a maze full of bad things....... that would be later on though..... First I have to stat up the area of the town though.... What sort of Natural Resources would you give the town Zerebus? I'm thinking oil fields in the east area (in the plains) away from town, and lots of industrial metals/minerals to the west of town (in the Rocky Mountains) with some Cattle/Sheep ranches and farms nearby. I'm setting this town east of Sivereno (across the mountains) and just south of the Colorado Barony of Charity. Is that a good place?
Thanks for your help and suggestions.
Posted: Sat Jul 14, 2007 5:57 pm
by Killer Cyborg
In my campaignworld, a fully loaded Garfish crashed in the Dinosaur Swamps, and has been turned into a fort by the surviving REF members.
Currently, they are tangling with the Triceratons, who are in a similar situation.
Both ships were homing in on an old NASA signal, and the two forces are struggling over the ruins of Cape Canaveral, trying to salvage enough to get their ships working again.
Posted: Sat Jul 14, 2007 6:42 pm
by asajosh
If you can get yourself a copy, there are city creation rules in Rifter 1.
Posted: Sat Jul 14, 2007 7:20 pm
by panzerfaust
asajosh wrote:If you can get yourself a copy, there are city creation rules in Rifter 1.
Have it, but like the rule in the Rrifts adventure Guide Better.
Posted: Sat Jul 14, 2007 7:29 pm
by panzerfaust
Killer Cyborg wrote:In my campaignworld, a fully loaded Garfish crashed in the Dinosaur Swamps, and has been turned into a fort by the surviving REF members.
Currently, they are tangling with the Triceratons, who are in a similar situation.
Both ships were homing in on an old NASA signal, and the two forces are struggling over the ruins of Cape Canaveral, trying to salvage enough to get their ships working again.
Interesting.....
The one I'm planing on including is 300 + years old having came thru a rift duing the time featured in Chaos Earth and was quickly buried under tons of ash, rock, and soil. Naturaly nothings left of the crew but bones and the vessel's power source would be dead but there's probbaly a lot of goodies in it that are still intact .
Posted: Mon Jul 16, 2007 3:57 am
by panzerfaust
I'm thinking of Applying the following rules to the local "Knock-Off" goods:
1. Small Arms Energy Weapons: Cost 20% LESS, Weighs 20% MORE then the original.
2. Heavy and Heavy Energy Weapons like Railguns, Missile Launchers, etc, etc: Cost 20% LESS, Weighs 20% MORE than the original.
3. Vehicles, Robot Vehicles and Power Armor: Cost 20% LESS, Has 10% LESS Main Body M.D.C., and Weighs 20% MORE than the original.
These designs come from Bandito Arms, Northern Gun, Titan Robotics, and Wellington Industries. As well, primitive copies of the Free Quebec M.D. Small Arms weapons are produced.
NOTE: that the syling on these items has been changed slightly. Also Note that the local industries & locals can't compete on the same level as the big companies like Northern Gun, Wellington or Wilk's (and know it) and so most of their customers are people who hate the CS and it's allies or do not wish to support them.
Posted: Fri Jul 20, 2007 8:53 pm
by panzerfaust
Ok, Drawing the Maps and working up a History. I need someone to write up (as My Hero Unlimited Main book is in another state right now) the NPC Leader/Baron/CEO of the Local Manufacturing Concern. Here my Idea: The leader is a FORMER Teen Age (was 16 when he was rifted to Rifts Earth in 89 P.A.) Super Villian from Heros Unlimited Earth, a Dual Class Hardware Weapons Genius/Analytical Genius guy,Here's the BASE Stats I want him to have I.Q. 30, M.E. 20, M.A. 19, P.S. 15, P.P. 18, P.E. 14, P.B. 21, Spd 12. He Was a "guest" of Lord Splyncryth at Azlum "The Asylum" in atlantis, He is 12th level and WAS Miscreant Alignment and NOW is Unprincipled Alignment, Since his stay at Azlum he's developed all the Telemechanics Psi-Powers plus Machine Ghost, Speed Reading and total Recal (feel free to add whatever for the other, last, Psi-Power you want to him, in addition to Mind Block, Sense, Sense Magic, as standard for exposure to the dimension of light in Azlum). His Insanity is Nervous and Aggressive When Threatened. Use the Rules in the Rifts Conversion Book to covert him to Rifts. He has escaped from Atlantis (or so he thinks; was really released by Splycryth as a form of entertainment to see what he'd do and how he'd adapt). He discovered (with the aid of his adventurer group) the ruins Cross Roads is on in old Colorado and decided to found a city (with his Adventuring buddies; they pooled their funds and continually inproved their town).
Could someone stat this guy up for me? Please? Like I said My HU 2nd Edition is in another state at the moment so I'm not able to do so right now.
Thank you kindly for any help.