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Bunkerville

Posted: Wed Sep 10, 2008 9:10 pm
by panzerfaust
I'm working on and off on a Rifts City/Town using the rules in the Rifts Adventure Guide for the heck of it, and need Ideas (like where would you place it, Ideas for businesses, natural resources and NPCs and the like), also I want the player characters to eventually become the town's rulers (they have to EARN it first though) in a long term campain. This is an Industrial Town that can make more primitive versions of M.D.C. weapons, vehicles and 'bots/power armor. A capsule/Description will come later so people can plug and play this town/city into their games. Ok, Here goes:

The City/Town of Bunkerville (Population: 60,000):

Orientation and Disposition: Open and Friendly.

Technology Level: 25 years behind Northern Gun/Ispeming.

Type and Size of Community: Major Town or City (Grew out of a Militaristic Encampment); 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 (large mineral deposites and rich cattle land); Cost: 30 points.

D. Real Estate/Land: Bad (near some hostile neighbors); 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 (lots of hostile monsters and neighbors); 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 English/American and/or Spanish); Cost: 20 points.

N. Shelter: Fortified; Cost: 35 points.

O. Security and Fighting Force: Small Mechanized Army; Cost: 35 points.

P. Power/Energy: Good, Mixed (has a lot of nuclear batteries); Cost: 25 points.

Q. Special Features: Hydroonics x3, Processing Plant x3, Manufacturing Plant x3 (extra), Pre-Rifts Underground Complex x3, Old M.D.C. Ruins; Cost: 95 points.

Total Points Spent: 500.

Population Breakdown: 60,000 total.
34% Human
17% Dwarves
17% Kremin Cyborgs
5% Vernulians
5% Trimadore
5% Grackle Tooth
17% Other (No more than 3% for any one race)

Notes: Has 14 Processing 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.

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.).

Note: These Factories produce More Primitive but still HIGH QUALITY (and super reliable) goods copied from other North American Manufacturers with the Exceptions of Wilk's and Coalition Products.

I'm thinking of Applying the following rules to the local "Knock-Off" goods:

1. Small Arms Energy Weapons: Cost 30% LESS, Weighs 20% MORE and Range is 10% LESS then the original.

2. Heavy and Heavy Energy Weapons like Railguns, Missile Launchers, etc, etc: Cost 30% LESS, Weighs 20% MORE and Range is 10% LESS than the original.

3. Vehicles, Robot Vehicles and Power Armor: Cost 30% 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, Iron Heart Armaments, as well as A FEW Pre-rifts Designs.

NOTE: that the styling on these items has been changed slightly. Also Note that the local industries & locals just 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.

Re: Bunkerville

Posted: Thu Sep 11, 2008 2:41 am
by Aramanthus
I think your setting looks pretty good. Any idea where you want to place your city?

Re: Bunkerville

Posted: Thu Sep 11, 2008 4:20 pm
by panzerfaust
rearnakedchoke wrote:There are three pre-rifts underground complexes that I would assume are US military sites, or were anyway and (I guess you mean) hydroponics operations x3 even though there is rich cattle land, which is the same as rich farm land.
Well at least one of the Underground complexes is MOSTY ex U.S. military but it wasn't completely finished before the cataclysm. some areas are a mix of tunnels dug by Aliens/D-Bees during the 200 year Dark Age and some of them aren't even Native to Rifts Earth (constructed on other worlds and rifted in, for some reason the area was EXTREMELY active in D-Shifting during the early part of the cataclysm, but a long time ago most of the nexus points and Ley lines shut down and disapeared; theres only two weak leylines and one weak nexus point very close by still..) and large areas of it are unexplored, so you can find anything there (think the catacombs under paris except that many of the tunnels, but not all, are big enough for large robot vehicles to travel through, it covers mililes and miles of ground and has many levels and layers..

Re: Bunkerville

Posted: Thu Sep 11, 2008 7:44 pm
by panzerfaust
rearnakedchoke wrote:I getcha. That's a good idea with the whole d-shifting thing. But how can the city have vast magical knowledge if the area is very weak with magic? I mean you would think with such knowledge there would be alot of mages, but most mages wouldn't really be there if there's almost no ley lines and the ones that are there are very weak ones. They have vast magical knowledge, but no way to use it.

That's like taking a viagra pill and then your girfriend telling ya she don't want to!! It just ain't right!!

But seriously, I'm not red flagging your creativity here, far from it. I like the idea, but just trying to get some clarification on this issue about the magic know-how. Feel free to respond with "It's my city and I said so, so shut the :thwak: up!!!"

:D


Well there are two ley lines and a nexus point they just aren't especially powerful or have extreme masive flare-ups all that often (that wasn't the case a couple of centuries ago though there used to be a masive patch work in the area). They are still enough to work magic (actually ley-lines aren't really neccesary for magic but they help; Even a Weak Nexus is enough to work major mojo.). Since this was made using the city/Town Creation Rules in the Rifts Adventure Guide there were two higher Magic Levels I could of chose. Basically they have a fair number of mages, but the towns main focus isn't magic.

Re: Bunkerville

Posted: Fri Sep 12, 2008 2:08 am
by Aramanthus
Maybe you could always expand it into a Rifter's Article.

Re: Bunkerville

Posted: Mon Sep 15, 2008 10:57 pm
by Aramanthus
That is exactly who I was referring too. Sorry busy weekend in RL.

Re: Bunkerville

Posted: Tue Sep 16, 2008 7:52 pm
by Rimmerdal
Defineitly a good area. I'd stay with some magic as well. better to be ready than against something.

From what we talked about panzer, I'd aim to get it to Rifters for sure.

Re: Bunkerville

Posted: Thu Sep 18, 2008 3:36 am
by Aramanthus
It'll be a great entry in the Rifter! Very useable for GMs looking for a different area to have there adventures.