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Venatus Vinco
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Game Information

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Shattered Dreams: Savage Tales Chi-Town
“The lower one goes, the older and shabbier the city becomes. This is the home of City Rats, cyber-clinics, bargain stores, pawnshops, and the Black Market. The lowest levels look almost like a sewer and are as corrupt and dangerous as the ‘Burbs. This is a place of shattered dreams.” Erin Tarn, Our Changing World

The fortress city of Chi-Town is a bastion of humanity, capital of the mighty Coalition States. Humanity’s safest and most secure city. People sacrifice their lives so their families can be embraced by its walls. People eke out a life in the ‘Burbs just to earn a spot on a waiting list. People hold the city as a sign of hope and survival.

However, all is not rosy in the fortress city. For most CS citizens, those who live in levels 8 to 22, life in the super-city is exactly as promised. Clean and safe with all the amenities and protections the Coalition can afford. As one descends below these mid-levels the quality of life begins to degrade rapidly. These LLs (low-levels) are barely better off then the ‘Burbs, in fact some Old Town ‘Burbs are safer and more amenable.

The lowest of these levels is Level 4, the place where CS society intersects with the harsh reality of Rifts Earth. This is Level Four, home of shattered dreams.
  • Street Cred (Credit: Interface Zero 2.0)
    A character starts with a Street Cred of 2, and this increases by 2 each new Rank the character obtains, modified by Edges and Hindrances. This is the character’s maximum Street Cred and represents the limits of his influence on the streets. Over the course of the character’s life, this value will fluctuate as he exerts his influence and his reputation grows (see below), but it may never be lower than zero or greater than his unspent value.
    Details
    The character’s Street Cred is a pool of points that he may spend to obtain various favors from existing contacts or even new ones. The points a character has is equal to his current Street Cred value. In addition a character may earn Street Cred doing “good stuff”—or at least stuff that makes him look good or seem cool — up to his maximum. Think of Street Cred as sort of a ‘Currency of Reputation’: once a character spends it, it’s gone until he earns more.

    At the end of a quarter the GM needs to take stock of the characters’ action and modify their Street Cred based on the things they managed to accomplish. For the most part, the characters should all get the same gains or losses, but if an individual did something exceptional, he should be awarded a little more Street Cred (or, for that matter, if someone did something totally heinous or lame, he should take the hit to his reputation).
    Contacts (Credit Daring Tales of the Sprawl)
    Once per quarter, one player may invent a Contact. An individual player may invent a new Contact for his hero only once per character Rank.

    A Contact, unlike a Connection, is a unique individual who operates in a fixed location. Players who want allies with greater resources or allies who can be contacted anywhere should invest in the Connections Edge.
    Details
    The player should first seek his fellow players’ approval, since they might have ideas for a Contact they wish to use as well. He must then come up with a name, a reason the hero knows the Contact, and why the Contact is in the area. The GM has final approval and may tweak a few facts to better suit the adventure.

    Usage: As individuals, Contacts are not as resourceful as the links granted via the Connections Edge. In general, they can provide small items (a few magazines for a gun, digging equipment, or simple repairs) or aid (information, or healing). What they never supply is an army of Extras—pulp adventures are all about the heroes. The player can ask his Contact for whatever he wants, but the GM makes the final decision about what is available.

    In short, Contacts exist to provide a useful piece of gear or information, or to help parties who are struggling to solve clues.
    Dog Pack!
    The streets of the ‘Burbs are regularly patrolled by Coalition Dog packs on the lookout for unregistered psychics, magic users, and supernatural threats. Rolling a 1 on the arcane skill die when using arcane powers (magic, psionics, etc.) means your hero has been sniffed out by a CS Dog Pack Patrol. A team of armed dog boys lead by a psi-stalker is now on the way and will join the fray within 1d4 rounds! Using conceal arcana prior to arcane use negates the Dog Pack rule.

    Theatre of the Mind
    As a lazy person already running two games this one is for my sanity. All combat will be run as theatre of the mind with no maps or tokens. Occasionally, I may draw something on a napkin and post a picture of it if things get super unclear.

    Survive with Your Wits
    No Adventure Cards will be drawn for this game. Additionally, players can receive a +1 XP bonus if they do not use EP to influence dice rules during the quarter.

    Character Creation
    As usual for Savage Rifts with the following limitations. All players are use the MARS Iconic Framework with only 5 starting XP. Fortune & Glory and Hero’s Journey rolls remain the same.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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