City Creation System

Created by Kirk Smith
[ Return to Main Page ]


This table is to help you create towns, cities, and kingdoms, I have put in a lot of information (some original and some not) which should help you to I think the point system works fairly well, but you don't have to use it at all if don't want to, but at least use some common sense if you don't.


Type of community pop. points *cost 1. Small town 1d6x1,000 25 5 2. Large town 1d6x1,000+5,000 40 10 3. Small city 3d6x1,000+10,000 60 15 4. Moderate city 1d4x10,000+20,000 120 30 5. Large city 2d4x10,000+40,000 220 50 6. Kingdom ** 300 -- ***"Affiliated city" x2 -- * must have at least one town or city but usually has more ( this is why cities and towns have a cost associated with them, if you are just creating a city or ** the population is rolled normally for each town or city in the kingdom, in addition there will be an additional 2d6 villages for each town and city with a p *** This means the city part of a larger well known kingdom such as the Coalition, Ispheming(tm), Manistique imperium or other such large kingdom. As a resul Type of Government 1. Dictatarship - one person controls the community and has absolute power over the people, the ruler may be an evil self serving scumbag or a good noble hear 2. Oligarchy - the community is controlled by a ruling class elite, this could be any number of possibilities, the city could be controlled by DB's, monsters 3. Democracy - the community has some type of elected officials who control the city wether it be an elected president, council, or other. The job of the ele 4. waring factions - the community is controlled by two or more factions who are constantly at war, or at least skirmish with each other on a regular basis. A. Resources - can be taken more than once, and a community may have more than one type of resources, for example a kingdom may have agricultural, and livesto 1. Natural - the community has some type of natural resource that it depends on to make money such as, agriculture, livestock, mining, logging, oil fie 2. Processed - the community can take natural resources and turn it into a useful item they can then trade to another community, examples of this would 3. Manufactured goods - this community has the means to produce a finished product, such electronic equipment, vehicles, weapons, armor or other consum 4. Trade - the community is a trading nexus and makes a lot of money handling the trade of commodities from other cities and kingdoms in the area. It C. Inhabitants 1. Human - the inhabitants of the community are mostly human ( at least 90%) this costs nothing because the population of Earth is still mostly human. 2. Mixed - the inhabitants are of a variety of races but the population is still mostly human (around 60% human, 40% DB) cost: 10 3. DB's - the population of the town or city is composed of mostly DB's but still has some human population (around 60% DB, 40% human) it may or may no 4. Special - the inhabitants are unusual in that most (70-90%) are of an unusual race or o.c.c., such towns would be inhabited by monsters, psionics, m D. Attitudes 1. Isolationists - the community has a policy of isolationism, as a result they have little to do with anyone outside their city and visitors are rarel 2. Non-interventionists - the community is wary of outsiders but will let them in, they engage in trade but do not wish to expand their territory and a 3. Peaceful expansionists - they are trying to expand their territory and will try to expand into mostly unsettled areas but occasionally take over sma 4. Aggresive expansionists - have a policy of might makes right and are expanding their territory through war and conquest. They rarely use diplomacy E. Security 1. None - No security, anyone can walk in or out and no supernatural safeguards. cost: 0 2. Lax - A pair of security guards at all main entances who check visitors in and out. A patrol searches the areas around the city but has no mystic 3. Tight - Alert security guards at all entrances, electonic alarms at all unguarded but important sites, and roving patrols around the city with 25% 4. Iron clad - Every entrance and exit is under constant video monitering and guarded by a security team. Besides the precautions outlined in #3, pic 5. Paraniod - Top security, all the measures taken in number 4 are doubled and suspicious characters may be strip searched or denied entrance. Multip 6. Imperenable - A vast amount of time and money have gone into security, similiar to number five but with the absolute best systems. Security forcer *7. Fortified - The city has some type of wall or other fortifications around the city which bar access to it ecxept by way of the city gates. The st F. Law enforcement 1. Vigilantees - The town or city (probably a town) has no law enforcement whatsoever and relies on vigilantees or mob justice. cost: 0 2. Sheriff and deputies - The town has one sheriff who has 1d4 permenant deputies and can call on an additional 2d4 towns people who can also serve a 3. Military police - The military also serves as the cities police force, they may be good intentioned (or not) but usually respond with to much force 4. Small police force - The city has a small police force who are properly trained, the size of the force is usually equal to 1% of the cities total po 5. Mid size police force - The city has a moderate size police force, usually equal to around 2 or 3% of the total population. cost: 40 6. Large police force - The city has a large police force, and their prescence can be seen just about everywhere, the force is usually equal to 5% of G. Organized crime 1. Gangs - Most cities and towns will have some type of gang activity in small towns it may be just a couple of bullies, while in larger cities they wi 2. Chop shop - These are illegal shops which conduct body augmentation with cybernetics, bionics, m.o.m. implants, or juicer conversions. cost: 2 eac 3. Brothels - Pretty much self explanitory, there will be from 1d4 each time this option is choosen. cost: 2 each 4. None - The police have done a very good job and there are no types of organized crime, of course there is alway some type of crime but none of it is 5. Small black market - The city has a small black market which sells weapons and other items, it will usually control at least some small portion of 6. Large Black market - The city has a large black market which controls or claims to control a large portion of the city, and has some political infl H. Military forces 1. None - The city has no military forces at all not even a militia. cost: 0 2. *Militia - The city relies on citizen voulanteers to form a military force, they are usually low level vagabonds with little training, weapons or 3. Small - The city has a small force of permanent soldiers with decent weapon and equipment the size is usually equal to around 4-5% of the cities tot 4. Moderate - The city has a moderate size force of permanent soldiers with good equipment, size is roughly equal to 10% of the cities total population 5. Large - The city has a huge standing army with good weapons and other equipment, size is equal to 20% of the cities total population, or may be aug * A community may have a militia and a regular force of soldiers, each has to be purchased normally ** if you want to add more details to the cities military you can use the table in the rifts mercenary book. A militia would be equal to a Small time squad (e I. Alliance's and conflicts (its not what you know, but who you know) 1. None (war) - The city or kingdom is not allied with anyone and is currently at war (skirmishes) with its closest niegbors or perhaps aliens or DB' 2. None (peace) - The city or kingdom is not currently in conflict with anyone but it is not allied with anyone either. cost: 5 3. Allied (minor) - The city or kingdom has an alliance with a nieghboring city or kingdom, it is usually a limited non aggressin pact with a clause t 4. Allied (major) - The city or kingdom has an alliance with a major power such as the Coalition, Ispheming, Manistique, or other such large nations. J. Budget 1. None - community has no money to spend on special projects. cost: 0 2. Nickles and dimes - the city or kingdom has 50,000 - 200,000cr. to spend on special projects. cost: 5 3. Small potatoes: the city or kingdom has 300,000 - 1,000,000 million credits for special projects. cost: 15 4. Large loans - 2,000,000 - 10,000,000cr. 5. Bigbucks - 20,000,000 - 200,000,000cr. 6. Mega bucks - 500,000,000 - several billion cr. K. Power 1. None - the city has no power source, the only power avialable is that provided by individuals with generators. cost: 0 2. Wind power - the towns power is provided by a series of wind driven turbines, this is usually only done in small towns or areas where there is no ot 3. Solar power - most of the towns power is provided by solar power, the tops of most buildings will have solar collectors and a large area of solar co 4. Hydro-elctric power plant - the towns power is provided by a hydro electric power plant, this means the town or city must be near a river. The plan 5. Power plant - the town or city has a fossil fuel burning power plant, which means it can run on coal, natural gas, oil. Most if not all of these ty L. Public facilities 1. None - The town or city has no public facilities (other than an out house or two) and probably never will. cost: 0 2. Medical clinic - This is a small medical facility with a few dozen staff members who treat a few hundred people a day. They are over worked and und 3. Hospital - This is a large medical facility capable of handling thousands of people a day, it will have a staff of hundred or even thousands dependi 4. school - The school can be of several types, general education (first through highschool), trade school, a college type institution which produces 5. Library - The town has a library with 4d6x100 books of pre-rifts and some of post-rifts origins, this option is not likely to be choosen for a city 6. Prison - The city has a prison which houses most of the criminals sentanced to punishment other than death or exile. Cities with a police force wi -------------------------------------------------------------------- Attachment 3 Name: IT-006 power armor Type: Macintosh File Titan Infantry Power Armor Created by Kirk Smith [ Return to Main Page ] --------------------------------------------------------------------------- The Titan Infantry power Armor is basically the Flying Titan's big brother, it cannot fly but it can run faster and has more armor and when combined wi --------------------------------------------------------------------------- Model Type: IT-006 Class: Strategic Armor Military Exo-Skeleton Crew: One M.D.C.tm by Location: *Main Body -- 250 ** Head -- 70 * Depleting the M.D.C.tm of the main body renders the vehicle inoperative and in need of extensive repairs. ** Destroying the head/helmet has a 1-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems: one, now power armor combat b Equivalent Attributes: P.S.: 27 Speed: Running: 90 mph maximum. Note that the act of running does tire out its operator but at 20% of the usual fatigue rate thanks to the robot exo-skeleton. Leaping: can leap 20ft. high or across. Statistical Data: Height: 8ft. Width: 3.5ft. Length: 4ft. Weight: 300lbs Cargo: Items can be stored in a compartment about the size of a footlocker Power System: Nuclear, average life is 20 years Black Market Cost: One million credits for a new, undamaged fully powered suit complete with IT-001 railgun, not often available. Sensors and Optics: Standard sensor and optics package. Weapon Systems IT-001 Railgun "IT won, you lost"- This is the latest weapon developed by the Titan company and is standard issue with the IT-006 power armor. It is a s Wt.: 32lbs, backpack weights and additional 30 lbs Primary Purpose: Assault Mega-Damage: 5d6 per single round, 1d6x10 Rate of Fire: Single shot, or 3 round burst only Effective Range: 4500ft. Payload: 18 round drum, or 300 round belt fed backpack Cost: The average price of the railgun by itself is a 150,000cr. and ammunition costing 150cr. a round but you better by in bulk because ammunition for th Vibro blades - adds 1d6 M.D. to punch Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Power Armor combat training the Rifts book. ---------------------------------------------------------------------------