Bunkerville
Posted: Wed Sep 10, 2008 9:10 pm
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.
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.