Fates Worse Than Death: Rentpunk
Fates Worse Than Death: Rentpunk
THAN DEATH:
RENTPUNK
This work is based on Fate Core System and Fate Accelerated Edition (found at
http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed,
authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan
Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob
Donoghue, and licensed for our use under a Creative Commons attribution license
(http://creativecommons.org/licenses/by/3.0/).
002 Introduction
the world, Gated Communities wanted only to achieve
safe, comfortable lifestyles for their members. Gated
What You Need To Play
Communities became so wildly popular that the post-
war corporations had to adopt many of their methods Here’s what you’ll need to play:
in order to survive, creating private living centers for • Three to five people. One of you will be the
their employees. The ranks of these new planned gamemaster, the others players. We’ll talk about what
communities swelled as everyone who could join them those mean later.
did so.
• Fate Dice™, at least four, preferably four per person.
These are a special kind of six-sided dice that are marked
The island of Manhattan, in New York City, has been on two sides with a plus symbol [+], two sides with a
a major battlefield in the Freedom Wars and still minus symbol [-], and two sides are blank [ ]. They are
wore the scars. As new communities formed outside also known as Fudge Dice. Alternately, you can use the
Manhattan, the island’s population shrank. Those Deck of Fate: a set of cards that mimic the probability of
who remained were those who couldn’t or wouldn’t Fate Dice. You can get Fated Dice or the Deck of Fate
join the new communities: addicts, the mentally ill, are available at www.evilhat.com or your favorite game
illegal immigrants, sociopaths, extremists, eccentrics, retailer.
radicals, idealists, the selfish, the stupid and the lazy.
As the law-abiding population grew smaller, Manhattan
became known as a dangerous ghetto. Many of those If you don’t want to use Fudge dice, you don’t have
Manhattanites who could afford to do so locked to–any set of regular six-sided dice will work. If
themselves in their apartments, preferring the fantasy you’re using regular dice, you read 5 or 6 as [+], 1
worlds of full-immersion virtual reality to the dangers or 2 as [-], and 3 or 4 as [ ].
of going outside. This exacerbated the emptying of the
city streets. • Character sheets, one for each player. See the appendix.
• Index cards or sticky notes or similar slips of paper.
In recent years, one drug gang, the Drug Lords, has taken • Tokens for fate points. These can be poker chips, beads,
over the drug trade in the city, absorbing or destroying pennies, or anything similar. Get a handful—about 30 or
almost all competition. Where street gangs had been 40.
the retail arm of the drug trade, the Drug Lords gave this
job to their own pushers. Without their most lucrative
income source, most street gangs self-destructed, their Next, let’s talk about how to use Fate Accelerated to tell
members either joining the Drug Lords as pushers or stories together.
becoming small bands of roaming muggers and burglars.
First, choose who will be the players, and who will be the
In the void left by the destruction of the drug-selling gamemaster. Of the people around the table, all but one are
gangs, a new type of gang has emerged. Rather than referred to as players. Each player takes on the role of one
seeking criminal profits, these gangs are motivated player character or PC in the story, and puts themselves
primarily by a desire for mutual self-defense. These new in their character’s shoes to make the decisions that their
gangs have started to experiment with new technologies, character would make.
new ideologies and new ways of interacting with the
city around them and their ranks swelled to encompass The remaining person is called the gamemaster or GM. The
a large portion of the non-shut-in population. Similarly, GM’s duties during a game session include:
extended families of homeless people began to organize
themselves into powerful organizations, seizing control • Run scenes: A session is made up of individual scenes.
of their neighborhoods. Decide, with the help of the players, where the scene
begins, who’s there, and what’s going on. Decide when
all the interesting things have played out and the scene’s
Today, no one group rules the city. There is government, over.
but it is corrupt and underfunded. Desperate addicts,
the violently mentally ill, muggers, rapists and serial • Adjudicate the rules: When some question comes up
killers are a significant danger to those who dare to about how to apply the rules, you get final say.
leave their homes. There are cops, but the cops have • Set difficulties: You decide how difficult tasks should
split into two major factions: once completely corrupt, be.
the other acting like just another violent street gang. • Play the NPCs: Each player controls their own
The Drug Lords are powerful and scary, but their power character, but you control all the rest, including the bad
has been overshadowed by the new street gangs. The guys, the marks, the johns, the black market traders and
gangs hold tremendous power, but spend most of their
the landlord.
time and energy fighting little wars between each other.
The gangs exist in a middle ground between hero and
street thug: one day a gang member may save you from All the people at the table, GM and players alike, are
being preyed upon, the next day a gang member may responsible for telling the story. When you make a decision,
beat you up for looking funny at him or her. And then put yourself in your character’s shoes and think hard about
there’s everyone else: those who don’t want to join a what they would do—even if it’s not the best idea. If you’re
gang, don’t want to hide in their apartments like a shut playing a character that sometimes makes poor decisions,
in, they just want to put food on the table, pay their rent don’t be afraid to make a poor decision for them on purpose.
and occasionally enjoy living in a city where anything
can happen.
Introduction 003
Think about the story that’s being told. Think about the That’s how you tell great stories together—by not being afraid
choice that would make that story even better: more for your character to make mistakes, and by making choices
interesting, more exciting, funnier. Would a certain that make the story more interesting for everyone at the table—
choice give another player’s character a chance to be not just you.
awesome? Strongly consider making that choice.
004 Introduction
CHARACTER CREATION
What Kind of Characters Here are some questions you can ask yourself:
Sneaky +8 Legendary
+7 Epic
Each approach is rated with a bonus. Choose one at
Good (+3), two at Fair (+2), two at Average (+1), and +6 Fantastic
one at Mediocre (+0). You can improve these later. We +5 Superb
talk about what each approach means and how you use
them in How to Do Stuff: Outcomes, Approaches, and +4 Great
Actions. +3 Good
+2 Fair
Your approaches can say a lot about who you are. Here
are some examples: +1 Average
0 Mediocre
The Brute: Forceful +3, Careful and Flashy +2,
Sneaky and Quick +1, Clever +0 -1 Poor
-2 Terrible
The All-Star: Quick +3, Forceful and Flashy +2,
Clever and Careful +1, Sneaky +0
Special Abilities
Step Ten: Character
Advancement
In the Fate Accelerated rules, there are quite a few
things you can try to do, and have a good chance at People change. Your skills sharpen as you practice
succeeding at, even if you haven’t been specifically them. Your life experiences accumulate and shape your
trained in doing that thing. However, there are some personality. This is reflected in character advancement,
things that only those with very special training which allows you to change your aspects, add or change
or some sort of special tech (special equipment, stunts, and raise your approach bonuses. You do this
an implant, a mental program, etc.) can hope to when your character reaches a milestone.
accomplish. These are the sort of things you would
want to have a stunt for your character to be able to
do. Some examples: A minor milestone usually occurs at the end of a
session of play, or when one piece of a story has been
resolved. For Rentpunk, this typically means the end of
Everyone Can Requires a Stunt the month has come and the characters have either made
(Try To) Do Psychic Stuff their rent and are okay for another month, or haven’t.
Fight Perform Heart Surgery Rather than making your character more powerful, a
Climb minor milestone is about changing your character,
Make a Genetically about adjusting in response to whatever’s going on in
Drive a Vehicle Engineered Monster the story if you need to. Sometimes it won’t really make
Know Scientific Facts Hack a Computer sense to take advantage of a minor milestone, but you
always have the opportunity in case you need to.
Seduce Break Modern
Encryption
Speak A Few Words After a minor milestone, you can choose to do one (and
of a Foreign Language Pick a Lock only one) of the following:
Interrogate Manufacture Useful Switch the ratings of any two approaches.
Chemicals
Use Technology Rename one aspect that isn’t your high concept.
Breathe Underwater
Hide or Sneak Exchange one stunt for a different stunt.
See in Pitch Darkness
Resist Drug Effects Choose a new stunt (and adjust your refresh, if you
Climb A Smooth Surface already have three stunts).
In addition to the benefit of a minor milestone, a major High Concept: Ex-Thief Fast Food Worker
milestone gives both of the following: Trouble: Stealing is Easier Than Working
If you have a severe consequence that’s been around Need: To Redeem Myself in the Eyes of My Creator
for at least two sessions, you can clear it. Other Aspects: Student of the Koran; Recent
Immigrant
Raise the bonus of one approach by one.*
Approaches:
*When you raise the bonus of an approach, there’s Careful: Fair (+2) Clever: Average (+1)
only one rule you need to remember: you can’t raise an Flashy: Mediocre (+0) Forceful: Average (+1)
approach bonus above Superb (+5). Quick: Fair (+2) Sneaky: Good (+3)
Stunts:
Experienced Catburglar: Because Nasmah
learned to steal in her youth, she gets +2 to
Sneakily Overcome when trying to sneak into
someone’s private space.
Faith: Because Nasmah is a sincere believer, she
gets +2 to Carefully overcome when trying to
avoid doing somethings he believes is wrong.
Stress: O O O
Consequences: None:
Refresh: 2
Desmond Louis
Desmond grew up in a small mountain town with a
conservative population. Being gay, he often felt like
an outsider in his community, so as soon as he turned
18 he moved to the city. In the city he is a hard worker,
but those times he hasn’t been able to make ends meet
he has turned to sex work. Between work and fun
he has very little time for sleep and takes in massive
amounts of caffeine, and sometimes even stronger
chemicals, to stay awake. Despite the troubles he’s
had, the city is exciting and interesting and getting to
be himself every day is wonderful, and he has never
looked back.
Defend: If you tie or succeed: You get one free invocation on the aspect
for you or an ally to use later. You might want to draw a circle
Fail: You suffer the consequences
or a box on the aspect’s note card, and check it off when that
of your opponent’s success.
invocation is used.
Tie: Look at your opponent’s
action to see what happens. If you succeed with style: You get two free invocations on the
Succeed: Your opponent doesn’t
aspect, which you can let an ally use, if you wish.
get what they want.
You use the overcome action when you have to get past something
Succeed with Style: Your that’s between you and a particular goal—picking a lock, escaping
opponent doesn’t get what they from handcuffs, leaping across a chasm, riding your bike down a flight
want, and you get a boost. of stairs. Taking some action to eliminate or change an inconvenient
Overcome:
Fail: Fail, or succeed at a serious
cost.
Tie: Succeed at minor cost.
Succeed: You accomplish your
goal.
Succeed with Style: You
accomplish your goal and generate
a boost.
Attack:
Fail: No effect.
Tie: Attack doesn’t harm the Getting Help
target, but you gain a boost.
Succeed: Attack hits and causes An ally can help you perform your action. When an ally helps you,
damage. they give up their action for the exchange and describe how they’re
Succeed with Style: Attack hits providing the help; you get a +1 to your roll for each ally that helps
and causes damage. May reduce this way. Usually only one or two people can help this way before they
damage by one to generate a boost. start getting in each other’s way; the GM decides how many people can
help at once.
Defend:
Fail: You suffer the consequences Choose Your Approach
of your opponent’s success.
Tie: Look at your opponent’s As we mentioned in Who Do You Want to Be?, there are six approaches
action to see what happens. that describe how you perform actions.
Succeed: Your opponent doesn’t Careful: A Careful action is when you pay close attention to
get what they want. detail and take your time to do the job right. Lining up a long-
Succeed with Style: Your range arrow shot. Attentively standing watch. Disarming a bank’s
opponent doesn’t get what they alarm system.
want, and you get a boost.
Each character has each approach rated with a bonus Usually, when you want to do something straightforward—
from +0 to +3. Add the bonus to your dice roll to swim across a raging river, hack someone’s cell phone—
determine how well your PC performs the action you all you need to do is make one overcome action against a
described. difficulty level that the GM sets. You look at your outcome
and go from there.
So your first instinct is probably to pick the action
that gives you the greatest bonus, right? But it But sometimes things are a little more complex.
doesn’t work like that. You have to base your choice
of approach on the description of your action, and A challenge is a series of overcome and create an advantage
you can’t describe an action that doesn’t make any actions that you use to resolve an especially complicated
sense. Would you Forcefully creep through a dark situation. Each overcome action deals with one task or part
room, hiding from the guards? No, that’s being
of the situation, and you take the individual results together
Sneaky. Would you Cleverly kick the door down?
to figure out how the situation resolves.
No, that’s being Forceful. Circumstances constrain
what approach you can use, so sometimes you have
to go with an approach that might not play directly To set up a challenge, decide what individual tasks or goals
to your strengths. make up the situation, and treat each one as a separate
overcome roll.
Damage, Stress, and There are four types of consequences (mental, physical,
social and financial) and you can only have one
Consequences consequence of each type at any given time. Once one of
those four slots is filled with a consequence, you have to
When you’re hit by an attack, the severity of the hit wait for that consequence to go away (see below) before
is the difference between the attack roll and your you can put another on there.
defense roll; we measure that in shifts. For instance, if
Giving In
If things look grim for you, you can give in (or
concede the fight)—but you have to say that’s what
you’re going to do before your opponent rolls their
dice.
Recovery
At the end of each scene, clear all of your stress
boxes. Recovery from a consequence is a bit more
complicated; you need to explain how you recover
from it—whether that’s an ER visit, taking a walk
to calm down, or whatever makes sense with the
consequence. You also need to wait an appropriate
length of time.
• Mild consequence: Clear it at the end of the
scene, provided you get a chance to rest.
Aspects and Fate Points
• Moderate consequence: Clear it at the end
of the next session, provided it makes sense An aspect is a word or phrase that describes something
within the story. special about a person, place, thing, situation, or group.
Almost anything you can think of can have aspects. A person
• Severe consequence: Could take several might be the Greatest Knife Fighter in Chinatown. A room
game sessions to clear, and even then only might be On Fire after you knock over an oil lamp. After
when it makes sense within the story. an encounter with a genetically engineered creature in the
sewers, you might be Terrified. Aspects let you change the
Renaming Consequences story in ways that go along with your character’s tendencies,
skills, or problems.
Moderate and severe consequences stick around for
a while. Therefore, at some point you may want to You spend fate points—which you keep track of with pennies
change the name of the aspect to better fit what’s or glass beads or poker chips or some other tokens—to unlock
going on in the story. For instance, after you get the power of aspects and make them help you. You earn fate
some medical help, Painful Broken Leg might points by letting a character aspect be compelled against you
make more sense if you change it to Hobbling on to complicate the situation or make your life harder. Be sure
Crutches. You can also change a consequence from to keep track of the fate points you have left at the end of the
one type to another, e.g. change Damaged Heart session—if you have more than your refresh, you start the
(a physical consequence) to Paying Off That New next session with the fate points you ended this session with.
Heart (a financial consequence).
There’s an endless variety of aspects, but no matter what You invoke an aspect to give yourself a bonus or make
they’re called they all work pretty much the same way. things a bit harder for your opponent. You can invoke
The main difference is how long they stick around before any aspect that you a) know about, and b) can explain
going away. how you use it to your advantage—including aspects
on other characters or on the situation. Normally,
Character Aspects: These aspects are on your invoking an aspect costs you a fate point—hand one
character sheet, such as your high concept and trouble. of your fate points to the GM. To invoke an aspect,
They describe personality traits, important details about you need to describe how that aspect helps you in your
your past, relationships you have with others, important current situation.
items or titles you possess, problems you’re dealing
I attack the mauler addicts with a wildly swinging
with or goals you’re working toward, or reputations and
obligations you carry. These aspects only change under machete. I know mauler addicts are Easily
very unusual circumstances; most never will. Confused, so that should help me.
I really want to get this crowd’s attention. I’ve
Examples: Night Shift Manager at Chucky’s Del heard they Love Violence, so I’ll bite the head off
Taco; Hunted by the Drug Lords;Attention to Detail; a pigeon before I start my speech.
I Must Protect My Brother
Now that the guard’s Distracted, I should be able
to sneak right by him.
Situation Aspects: These aspects describe the
surroundings that the action is taking place in. This This drug cocktail needs to be really powerful—
includes aspects you create or discover using the create I’m This Century’s Answer to Hunter S. Thompson,
an advantage action. A situation aspect usually vanishes at and powerful drug cocktails are my bread and
the end of the scene it was part of, or when someone takes butter.
some action that would change or get rid of it. Essentially,
they last only as long as the situational element they What does invoking the aspect get you? Choose one of
represent lasts. the following effects:
Examples: On Fire; Bright Sunlight; Crowd of Angry Add a +2 bonus to your total. This costs a fate
People; Knocked to the Ground point.
Reroll the dice. This option is best if you rolled
To get rid of a situation aspect, you can attempt an really lousy (usually a −3 or −4 showing on the
overcome action to eliminate it, provided you can think of dice). This costs a fate point.
a way your character could accomplish it—dump a bucket
of water on the Raging Fire, use evasive maneuvers to Confront an opponent with the aspect. You use this
escape the motorcycle that’s On Your Tail. An opponent option when your opponent is trying something
may use a Defend action to try to preserve the aspect, if and you think an existing aspect would make it
they can describe how they do it. harder for them. For instance, a drug dealer wants
to draw his pistol, but he’s Buried in Debris; you
Consequences: These aspects represent injuries spend a fate point to invoke that aspect, and now
or other lasting trauma that happen when you get hit by your opponent’s level of difficulty is increased by
attacks. They go away slowly, as described in Damage, +2.
Stress, and Consequences.
Help an ally with the aspect. Use this option when
Examples: Sprained Ankle; Fear of Spiders; a friend could use some help and you think an
Concussion; Debilitating Self-Doubt existing aspect would make it easier for them. You
spend a fate point to invoke the aspect, and now
your friend gets a +2 on their roll.
Boosts: A boost is a temporary aspect that you get to
use once (see “What Do You Do With Aspects?”next),
then it vanishes. Unused boosts vanish when the scene Important: You can only invoke any aspect once on a
they were created in is over or when the advantage they given dice roll; you can’t spend a stack of fate points on
represent no longer exists. These represent very brief and one aspect and get a huge bonus from it. However, you
fleeting advantages you get in conflicts with others. can invoke several different aspects on the same roll.
If you’re invoking an aspect to add a bonus or reroll
Examples: In My Sights; Distracted; Unstable your dice, wait until after you’ve rolled to do it. No
Footing; Rock in His Boot sense spending a fate point if you don’t need to!
Establishing Facts
The final thing that aspects can do is establish facts in the game.
You don’t have to spend any fate points, roll dice, or anything
to make this happen—just by virtue of having the aspect Mother
Figure to the Runaways of Mott Street, you’ve established that
there are a group of runaways living on Mott Street and that your
character has both influence over and responsibilities towards
them. Having the aspect Inventor of the “Horrorshow” War Drug
Cocktail establishes that the setting has a cocktail of drugs that
many people take before going into battle and that you invented
it. If you take the aspect Refugee From the Greenland Civil War,
you establish that there was (and possible still is) a war going on
in Greenland and that this war forced you to leave the country.
When you establish facts of the setting this way, make sure
you do it in cooperation with other players. If a fellow player is
playing someone from Greenland, you should make sure they’re
okay with their having been a civil war there.
For example:
I Hate Cops
Invoke this when acting against cops to improve your
chances.
Get a fate point when your dislike for cops makes you do
something foolish to try to get him.
Hair Trigger Nerves
Invoke this when being extra vigilant and careful would
help you.
Get a fate point when this causes you to be jumpy and be
distracted by threats that aren’t really there.
Feral Dog
Aspects: Dangerous When Hungry, Pack Animal
Skilled (+2) at: Finding food, running.
Bad (-2) at: Problem solving, standing their ground.
Stress: None (first hit takes it out)
Cultist
Aspects: Fanatical, Brainwashed
Skilled (+2) at: Finding someone in crisis, luring people to
their place, brainwashing.
Bad (-2) at: Critical thinking, acting independently, self-
awareness.
Stress: OO
Finding Cash
Criminal Work
Now it’s time for the players to come up with schemes
to pay the rent. Maybe they’re working together, maybe
they’re operating separately (keep in mind that working This is like working except your boss is a criminal and
together is usually more fun). You can try anything, but what you’re doing is clearly illegal. Maybe you’re
here are a few possibilities: delivering drugs to buyers, maybe you’re standing
guard outside a brothel, maybe you’re shaking down
deadbeats on behalf of a loan shark. They pay is
Working usually good for this kind of work, when you can get it,
but there are many potential complications. You could
This can mean a lot of things. It could mean working a suddenly find yourself involved in something way
graveyard shift at the fast food restaurant. It could mean more unethical than you bargained for, the cops could
delivering a package for a local black market trader. It show up, an enemy criminal could attack in an attempt
could mean impersonating your brother, who is sick, and to eliminate the competition, or the criminal you work
doing his shift at the factory, even though you have no idea for may decide not to pay you.
how to work the machines. It could mean standing on a
Perhaps someone owes the PC money and now it’s time Sex Work
to get that person to pay up. Complications may involve
finding the person, dealing with excuses or lies, perhaps This can be one of the surest ways to get money, yet
even having a physical confrontation to make the person it is also uniquely fraught with potential complications.
hand over what they owe. You could meet with a violent john, you could get
shaken down by corrupt cops, you could catch a disease
Scrounging (venereal or otherwise) from a john. There are also many
psychological or social consequences: you may find
Most easy to get to sources for scroungeables (e.g. your work disgusting or degrading, it may damage your
dumpsters, the first floors of abandoned buildings) are so sense of self-worth, it may run contrary to your religion
picked over that it is rarely worth the trouble. Better is or the ethical standards you have set for yourself, or it
if the PCs can find a part of an abandoned building that could hurt your relationships with others who find out
few scroungers have entered (perhaps the top floor of you do sex work.
an abandoned skyscraper, perhaps an underground vault
beneath a pile of rubble). Complications can involve
unfriendly squatters, feral dogs, traps or collapsing floors.
Getting a Loan
Maybe you can talk someone into loaning you a few
bucks. Perhaps a friend, perhaps a relative, perhaps a local
criminal. The problem here is that if you don’t pay back,
there can be serious consequences, from losing a friend to
having thugs sent out to break your fingers.
Other Complications
Other things can get in the way of the characters
achieving their goals that are tangential to what the
characters are trying to do. For example, characters
could be going about their business and run into:
• A mugger.
• A power outage.
• A bad disease sweeping the city.
• A con artist with an offer to make money quick.
• An industrial accident that fills the streets with
noxious pollution.
• A snowstorm/heat wave/torrential downpour.
• Getting caught in the middle of a gang war.
• A riot.
• A serial killer.
• Getting harassed by Day Shift cops.
• Being falsely accused of a crime.
• Being the subject of a mentally ill person’s
delusions.
• Being the victim of identity theft.
• Failure of a utility in one’s apartment (e.g. the
water won’t work).
At the last moment the characters stuff that envelope of cash through the Make things interesting,
slot and they are, for the moment, safe from eviction. However, there’s not just difficult
always next month. There are also the various complications that came
up in the course of that month’s gameplay. Maybe a character borrowed Nothing ever goes according to plan.
money, which will have to be paid back. Maybe a character made an Your main job as a GM is to take
enemy, who will be looking for the character. Maybe a character had the schemes that players come up
to take a Consequence, which will make it even more difficult to make with and throw in various twists and
next month’s rent. The byproducts of one month’s adventures thus turns. This doesn’t necessarily mean
make it difficult to make rent next month (and thus perhaps, necessitate opposing them and making everything
doing something even more dangerous next month). Over the course of the players want to do as difficult as
several months, the game becomes about not just “can we make rent” possible. Try to surprise the players.
but “can we pull ourselves out of this downwards spiral?” Make some things surprisingly
difficult, some things surprisingly easy.
Throw in unexpected opportunities,
What If You Fail? coincidences and various weirdness.
You may not be able to gather up the funds to pay the rent, and you Defy Stereotypes
may fail to talk your landlord into giving you another extension. What
happens next is that the landlord pays some private security people to People who act exactly as the players
enter your apartment, move your stuff out onto the street and change expect them to act can be boring to deal
the locks. with. In real life people seldom match
their stereotypes (and if you think you
The group can choose, at this point, to say that you’ve lost the game and do, maybe you just don’t know them
end it there. Or, if the group wants to, you can keep roleplaying what very well), so defying stereotypes
happens next. Can the characters squat somewhere, or couch surf, or makes the story more realistic and
survive nights on the street? And after that, can the characters scrape more interesting. Try to give each
up enough to pay the deposit on a new apartment and become renters non-player character something that
once again? goes contrary to the stereotype for that
type of character.
Characters may get imprisoned or killed or join the ranks of the long-
term homeless. On the other hand, they may gain enough money or
Keep things moving
status to no longer have to worry about whether they can pay the rent
each month. At that point, the best thing to do may be to create a new
character. After all, when one roomie leaves the natural thing to do is If the players don’t know what to
look for a new roomie. do next, it’s your job to give them a
nudge. Never let things get too bogged
down in indecision or because they
don’t have enough information—do
something to shake things up.
Black Market
In Brief- The black market is huge, decentralized and trader to trader to trader (each taking a percentage) before
efficient. Through traders and their multiple connections, it reaches a trader who has or can get the thing in question.
one can get almost anything. If nobody on the black market has a product, it is easy
The modern black market was formed back during the enough to hire someone to steal it. Through this network
occupation of the city during the Freedom Wars. The of contacts, it is conceivable that someone could come to a
black market is made up of an army of independent local black market trader with a few billion dollars and, in
traders, each of whom has contacts with many other a week, get the Mona Lisa.
traders and hundreds of other contacts. Every criminal For traders, information is a good just like anything else.
enterprise in the city (except the Drug Lords, who have Traders pay for, hoard and sell information whenever they
a vertical monopoly on drug distribution) depends on can. Services are also sold (from spying, to a plumbing
the black market for their existences. Even semi-legit repair, to a legal bribe, to a massage, to a murder). The
organizations rely heavily on the black market. The black trader matches a person needing the service with the person
market has no leaders (although some traders are wealthier who can provide it, and takes a commission for himself or
and have more economic influence than others) and no herself. Some traders (though not all) are also loan sharks,
real structure. giving loans to people who could not normally get loans,
A common saying on the streets is that the black market though with ridiculously high interest and mercenaries as
can get you anything if you’re willing to pay enough for debt collectors. Traders who act as loan sharks make it a
it. There is some truth to this saying. If someone asks a point to tell the debtors what they are getting in to: they
trader for something, the trader first checks to see if it is don’t want anyone claiming that they got a raw deal from
in his or her current inventory. If not, then the trader finds the trader.
out how much the customer “wants it” (in other words,
how much of a markup he or she is willing to pay). If the Despite its seeming clumsiness, the black market is very
person wants it badly enough, a request may jump from efficient.
In Brief- City culture is mostly practical, but In Brief- Women, homosexuals, ethnic minorities face little or no
draws elements from gang culture, homeless discrimination. Poor, immigrants, transsexuals, “ugly” people face
culture, radical utopianism and teenage some discrimination. City residents discriminated against by those
rebellion. outside the city.
For the most part, city culture has created itself. Victories- Over the last century, American culture (and most other
It is not so much a set of shared traditions cultures in the industrial world) has rid itself of nearly all cultural
as it is a bunch of people, each reacting to and institutional prejudice against women, homosexuals and racial
their environment as rationally as they can. minorities. These people can join military service, the clergy of most
Similarity to other cultures, past or present, is religions, street gangs, and almost all private clubs (including the
probably just because something happens to masons). To most people it would be a bizarre and alien thought to
be an effective way of doing things. However, think that these people are inferior or bad in any way. In the city, the
there are some city traditions which can be only exceptions are mentally ill loners who may decide they hate a
traced directly back to specific roots. certain gender, sexuality or ethnicity. Some Immigrants and religious
extremists discriminate against minority sexualities, but they are
Gang Culture- Gangs have changed a lot
outsiders with social little power. Every once in a while, a small group
recently. In fact, many gangs have done
of young teens who share a certain prejudice will get together to commit
whatever they can to differentiate themselves
hate crimes (usually cornering and beating people up). Many serial
from the randomly-violent, self-destructive
killers are misogynists (people who hate and fear women). Women are
drug gangs of the old times. However, certain
targeted for sex crimes more often then men, but most people see this
elements remain, especially in gangs with
as a vulnerability of male psychology, not a female weakness.
an old history (Roofers, Risen) or with elder
members. Major contributions: revenge as a Failures- Certain people still face cultural and institutional prejudice.
means of deterrence, the idea of the gang as Even in the city, where even the richest are considered poor by most
one’s family. standards, there is still prejudice against poor people. People who are
Homeless Culture- Whereas the Indies and poor are more likely to be thought of as stupid, immoral, dangerous
Wells have “found the streets,” the homeless and diseased. This is especially true of shut-ins, who regard homeless
and unborn have always had them and have people as something like wild animals. Similarly, immigrants are
had good ways of dealing with their dangers. commonly thought of as ignorant, unsophisticated and unfriendly. The
Wells and Indies new to the streets have often physically disabled and elderly are thought of as being less capable
incorporated homeless ways of doing things than others and are often denied membership in city groups (including
because they work. Major contributions: some gangs) and in gated communities and corporations.
respecting other people’s boundaries (to a
Transsexuals have made significant gains in recent decades, but still
fault), theft seen as morally justifiable and the
face hostility from some quarters, especially when they are transsexual
idea of giving others every chance to live-and-
and poor. Transsexual groups have sought to have government
let-live.
healthcare pay for their sex changes, which caused a backlash by
Radical Utopianism- For a while in the late groups who didn’t think “their tax dollars” should be paying for such
2050s, utopianism was the major radical things. Although some in the city have anti-transsexual sentiments,
movement of the day. Radical Utopianists city culture as a whole is much more accepting of transsexuals than
believed that community was more many other communities (especially culturally conservative rural
important than government and that “perfect communities) and many transsexuals move to the city to enjoy a less
communities” could change the world’s judgmental atmosphere.
culture. Major contributions: emphasis on
self government, use of banishment as a “Lookism” is not as prevalent in the city as it is in other parts of the
punishment. country. The main reason is that, on the streets, people often put a
higher value on looking tough than on looking attractive. Also, the city
Teenage Rebellion- There is a lot of teenage has a plurality of very different styles and thus more than one “ideal”
rebellion in the culture of the city. For of physical beauty. Despite this, people who are considered attractive
centuries, teenagers have been growing up find they have an easier time getting jobs, joining groups and gaining
pressed up against the flaws of their parents’ power.
lifestyles. Many of the teenagers have
decided, however naively, that anything City Residents- Any resident of the city will find himself or herself
would be better than living as their parents discriminated against by people from outside the city. People living
did. For Wells, the single most common in gated communities or corporate living centers assume that anyone
reason for leaving home is not wanting to be living in the city either couldn’t pass screening tests or was too crazy
like parents. So, many city values are really to want to. They assume that any city resident is either mentally ill,
just the violent rejection of the values of VR stupid and uneducated, drug addicted or evil. People who choose to
addicts. Major contributions: devaluation of be out on the streets are often thought of the same way by those who
safety, comfort and economic stability. choose to be shut-ins.
City Geography
In Brief- “The City” is the island of Manhattan in New and East Rivers to the East) with New York Bay on the
York. 2 by 11 miles. South. Manhattan runs Southeast to Northeast. The
Manhattan Bronx, Brooklyn and Newark are across the water from
the city. Manhattan is part of the state of New York, the
What is known popularly as “the city” is the island of bulk of which lies to the North of Manhattan.
Manhattan. The city is approximately 1.75 miles long
and 11.8 miles wide, 19 square miles altogether. In the Manhattan was once part of a system of boroughs which
1660s, the size of the island was increased by sinking old made up New York City. After the reformation, Manhattan
ships and covering them with dirt. In the 2040s, due to was changed from a borough to an independent city. In
rising ocean levels, about 5 square miles around the city the early 2060s, as people were setting up prestigious
were partially submerged (now known in city slang as “the communities outside the city, congressional districts were
sunken city”). redrawn (gerrymandered) so that Manhattan would never
Manhattan is on the East coast of the United States, have its own representative.
surrounded by rivers (the Hudson to the West, the Harlem
made from reddish sandstone (which has turned brown East Sides (and the Hole) are to the North and Downtown
from pollution). These buildings are attractive, but have is to the South. Midtown was once the tourist capital of the
cramped interiors and no elevators. city, dotted with luxury hotels, massive department stores,
trendy neighborhoods and architectural landmarks. Today
Upper West/East Side Midtown still plays host to the city’s few tourists, as well
as most of the city’s sex industry and the Tea Drinkers,
In Brief- To the East and West of the hole (Central Park) Freaks and Risen.
are now Indie neighborhoods.
On the South end are the ruins of Macy’s, once the largest
This part of town runs from 110 street to 59 street, South store in the world, now mostly demolished. On the very
th th
of Harlem and North of Midtown. It is divided down the Eastern edge, near Risen territory, is the New York Public
center by the hole (Central Park), forming three columns. Library. It is closed to the general public, but historians
make occasional pilgrimages to the library to search
The Upper East/West sides are now a mostly Indie territory, through its collections of old paper-printed books. Nearby
with a lot of small homes owned by Indies, a few high is Rockefeller center, a selection of large buildings (the
class condos or apartment buildings, and shops that cater largest being the RCA building at 70 stories). Impressive
to Indies. This is the closest the city has to a “wealthy churches of Midtown include St. Patrick’s Cathedral (a
neighborhood” though there are just as many street people Catholic church, built in the 1800s, still in use) and St.
and addicts. Indie gangs rule most blocks and keep them Bartholomew’s (which is now a meeting place for the
relatively peaceful. The Sexologists and Arcadians rule Risen).
the Upper East Side. The Dragons, Omniscients and
Bleeders rule the West Side. To the East, in Risen territory, is the Chrysler Building (a
77-story high skyscraper built in 1928-1930) and Grand
Before the Freedom Wars, real estate near Central Park Central Station (once a major transportation hub, the
was the highly valued. Near the park, on either side, were Freedom Army bolted the doors because they feared it
many museums and mansions (homes to millionaires and would give rebels access to tunnels under the city). The
foreign embassies). Today, most of these museums and half-collapsed ruins of the United Nations building lies,
mansions are in ruins, victims of Freedom War violence partially submerged, in the sunken city to the East.
City Population
In Brief- 210,000 people on island of Manhattan, much There are also about 1,000 people just passing through in
less than in the past. the city at any one time. If they are staying for the night,
There are currently about 210,000 people living on the they are likely staying in hotels in the red light district, at
island of Manhattan, only one seventh of its population cheap motels near the drop-off point, or at the homes of
at the end of the 20th century and about one tenth of the relatives in the city. These travelers have every conceivable
island’s population in the 1920s. This is a population motivation for being in the city, legal and illegal, ethical
density of about 11,000 people per square mile. and unethical, exotic and mundane, but the majority are
New York area businessmen coming to the city for drugs
In terms of socioeconomic classes: there are 28,000 indies and prostitutes.
(7.5%), 151,000 wells (72%) and 31,000 street people
(14.5%). Manhattan Area and Population
In terms of allegiance (or lack thereof) to city power Date Above Water Area Population Density
structures: 120,000 (57%) are shut-ins, 55,000 (26%) do 1920’s 24 mi2 2,300,000 95,000/mi2
not belong to any gang or family, 30,000 (14%) belong to 1990’s 24 mi2 1,500,000 65,000/mi2
gangs or major street families and 5,000 (2%) belong to 2080 19 mi2 210,000 11,000/mi2
the Drug Lords organization.
Disappearances
In the city, about 500 people disappear per year, more than one per day. The Math Addicts have concluded that these
disappearances can be explained without resorting to paranoid theories of evil conspiracies. The Math Addicts best-guess
break down of disappearances is as follows:
175 people died of natural causes, bodies not found or found and not identified.
130 people murdered and the bodies hidden or disposed of.
90 people who left the city or moved to another part of the city, not telling anyone where they were going.
25 people who entered cults and were asked (or forced) to leave their friends and family behind without a word.
25 people being held against their will, inside or outside the city, for purposes of forced slavery, prostitution or the creation
of illegal pornography.
20 people whose minds were wiped and bodies were sold on the black market.
20 people killed and eaten by animals or mauler addicts.
10 people who lost their memory or sanity, and who are still wandering about the city as homeless crazies.
5 people who drowned in the sunken city and were carried off by the water.
Colin
In Brief- Serial killer, kidnaps people and copies his mind of mutilating priests. The profilers immediately raised
in to theirs (thus creating copies of himself), thinks he’s a every alarm they could, and whole gangs took to the streets
god, city residents have found him impossible to wipe out. to find what they assumed was one perpetrator with one
mental installer.
History Colin himself revealed the truth to the profilers and the
truth was much more horrible than they had thought.
In 2075, amateur profilers were investigating a series of They had imagined one person with a mental installer
mutilated priests found in churches. When they caught manufacturing serial killers. In reality, each copy of Colin
the perpetrator in the act, what they saw frightened them: was an independent agent. Each copy went out and did
a group of small children. They were unable to take the whatever possible to make as many copies of himself as
children alive, but they autopsied the bodies and found possible. Like a virus, any single Colin could reproduce
evidence that each child’s mind had been wiped out exponentially in the right conditions. The copies were
and over-written with a new mind. They could reach not just children, they were everyone: young people,
no other conclusion other than that someone had erased old people, gang members, members of the Drug Lords,
the children’s minds and copied another mind in to their wealthy and powerful people, anonymous homeless
brains. What was worse, it was a mind that was capable people. Colin was infiltrating every sector of city society.
Now, about one Colin is discovered every month. Math In exchange, Colin worshippers are watched over and
Addicts have given various estimates of the current protected by an invisible hand. Colin never contacts these
population of Colins as being somewhere between 20 and worshippers, but the most devout worshippers are under
500. constant surveillance by Colin. One rude remark to a
Colin worshipper can be enough to cause a person to be
attacked by Colins. Colin Worshippers often have a lot of
Colin Hunters Colin hunters around them, looking for Colins.
In Brief- Some people specialize in hunting Colins. Although Colin does not communicate with his worshippers,
the zeal with which he protects them or does not protect
Colin scares most people more than anything else in the them gives some clue about what behavior Colin likes or
city. Some people have transformed their fear in to a “no does not like. Colin likes fear, awe and christianesque
tolerance” policy towards Colins: they will immediately worship. He also likes when worshippers talk as if he was
kill anyone that they even suspect of being a Colin. Other a popular-culture icon. He likes worshippers who do not
people, especially people who have been hurt in some way claim to have personal powers, but who rely on the power
by Colins, have decided to devote their lives to hunting of Colin to protect them. For instance, Colin might not
Colin. Others hunt Colin as a hobby, some even find it protect someone who says “You can’t mess with me, I’m a
fun. Colin worshipper, you’ll be killed,” while he might protect
Colin hunters come from all ranks of city society. Some someone who says “I put my faith in the power and infinite
are Hunters, some are Eccentrics with a law enforcement wisdom of Colin.” Colin does not like worshippers who
background, some are young people who are hobby try to be like him, he has killed at least one worshipper
profilers. Together they form a small community that who tried to copy his mind in to a victim’s mind.
investigates Colin, shares information, and creates theories There are about 10 to 15 Colin Worshippers in the city.
about his psychology. When they discover a Colin, they The Church of Colin has no formal organization, but Colin
have a small army of volunteers willing to help them McKray, the first Colin Worshipper is the most powerful,
capture or kill the Colin. One thing they wonder about is has “converted” the most people and has the most influence
why Colin hasn’t tried to wipe them out yet. Their major over other Colin Worshippers.
theory is that Colin likes people studying him.
Criminals
It is hard to find someone on the streets who does not
break some law or another. Many people use illegal drugs,
Burglars
most people buy stolen merchandise from black market In Brief- Cat burglars are stealthy and skilled. Smash-
traders, most people trespass on to abandoned property. and-grab burglars are violent.
Many people will end up doing some job that
they get paid under the table for. Violence Top 10 Shoplifted There are two distinct types of burglary as
in the name of vigilante justice or revenge Items in the City practiced by professional and impulsive
is common. For street people, their very 1. Cigarettes criminals. The first type is cat burglary, where
not being seen takes precedence over getting
existence violates anti-camping and anti- 2. Liquor
something of value. Burglars of this type
vagrancy laws. 3. Condoms are usually professional unborn thieves with
Most city residents would divide criminals in 4. Over the Counter in-depth knowledge of how to bypass alarm
to one of four categories: Medicines containing systems. The second type is the smash-and-
Pseudophedrine* grab: gangs of armed youths break down a
Incidental Criminals: Commit crimes
that are incidental to their lifestyle: a Roofer 5. Spray Paint door or smash a window. They run in and
trespasses on rooftops, an Insomniac uses 6. Razors subdue anyone who happens to be present
illegal drugs, a Risen participates in gang 7. Disposable Lighters with violence or threats of violence. They run
warfare. The majority of people on the streets 8. Data Cards away before security can come en-masse. This
count as this type. type of burglary is a big problem in the city:
9. Baby Formula hundreds are killed each year and many more
Professional Criminals: Make a living 10. Batteries are injured. The burglars tend to prey on those
off of crime. In order to survive they must be *from which who can not defend themselves and more than
skilled and patient. They seek the easiest and Methamphetamines half of those who are killed are elderly.
least dangerous way to commit their crimes, and God Killer can be
and so they are seldom violent (the major manufactured Muggers
exception being professional assassins, who
practice efficient violence with nothing left to Muggers are typically small groups of desperate
chance). In Brief- Small gangs of youths ambush people to get
Impulsive Criminals: Typically Wells. Commit crimes money for drugs.
to get money for drugs, prostitutes or other expensive
vices. Impulsive criminals would make poor professional addicts or violent teenagers. They seek out those least
criminals: they are not skilled, patient or careful enough. able to defend themselves: intoxicated people, old people,
They typically commit crimes under the influence of drugs sick people, anyone who looks like a VR addict out on the
streets for the first time in months. Typically, the group
(most commonly alcohol and god killer) and they are very
waits in dark alleys, waiting for a spotter to tell them that
likely to use violence.
a lone traveler is coming by. The muggers ambush the
Sadistic Criminals: Commit crimes solely to victimize traveler, usually attacking with blunt objects. The point
others. Include rapists, serial killers, child molesters and is to incapacitate the victim, the muggers seldom care
hate criminals. whether they kill or not.
Terrorism was a huge part of the Freedom Wars. Terrorists The city has one of the highest concentrations of serial
could operate without the support of a bureaucracy or killers in the world. There are estimated to be about 100
infrastructure, and were thus able to do damage in lands serial killers operating in the city at any given time. There
completely controlled by the enemy. Terrorists helped
both sides, and some terrorists even switched sides are many reasons for this, some obvious and some subtle.
midway through the war. To illustrate, here are some of the childhood environmental
factors most strongly correlated with the development of a
Before the initial attacks of the Freedom Wars, Jeffrey serial killer:
Hernandez created training camps for terrorists in • Moderate (but not extreme) poverty.
sparsely populated areas of Mexico. Over five thousand
people were trained in demolitions, intelligence, sabotage, • A tragedy or trauma in early life.
assassination and brainwashing. These highly skilled • Little or no supervision by authority figures during
terrorists went out and trained other terrorists. Some childhood.
of these terrorists defected when they saw what Jeffrey • Few friends and social contacts.
Hernandez did with his power. There was never just one • Emotionally distant parent(s).
resistance and there was never really one Freedom Army:
there were many completely independent cells and lone • Early access to pornography, especially violent
individuals, each with their own view of what the outcome pornography.
of the Freedom Wars should be and with different ideas of • Nothing that would provide a strong sense of identity
what methods were acceptable. (e.g. a strong talent or membership in a minority group).
After the Freedom Wars ended, the Restoration Committee’s Many of these factors (moderate poverty, emotionally
primary goal was to end rioting, fighting and terrorism. The distant parents, poor supervision and few social contacts)
made concessions to any group they worried might resort to are consistent with the environment in the homes of shut-in
terrorism. Thus, much of the globe was balkanized. Most of well VR addicts (the largest part of the city’s population).
the terrorists who had fought in the Freedom Wars decided
that they had won (the Freedom Army had Pornography- Most serial killers in the city
wiped out the corps, the resistance had wiped Genius Serial Killers? are male and most appear to be dependent on
out the Freedom Army) and retired. A few Like most violent criminals, pornography and violent sexual fantasies.
however, were too radical to accept even the average serial killer has The relationship between serial killers and
partial victory. Like all good terrorists, they lower intelligence and lower pornography seems equivalent to a drug
went in to hiding to await the time to strike. self-control than the average addiction. Most serial killers have very low
Now, 24 years later, the FBI estimates that city resident. Despite this,
they often spend so much self-esteem and feel a transient feeling of
there are a thousand terrorists in the US and time thinking about ways to power when they view pornography or have
100 in the city. Many terrorists, trained in kill people that they come violent fantasies. Like a drug user who
methods of indoctrination, have indoctrinated up with clever strategies gains a tolerance for the drug, serial killers
new terrorists (including their own children). and ploys. Serial killers of need increasingly intense stimulation, and
Most acts of terrorism committed in the US above average intelligence
today are committed by people 18-30. do exist, but they still have use more and more “hardcore” pornography
poor impulse control and and fantasies. Eventually, the only way to
A few terrorists have gone in the other get caught almost as quickly get enough stimulation is to commit a real
direction and become mercenaries. Some as their stupider brothers act. Serial killers must kill increasingly
live in the city while awaiting jobs. They and sisters. often to fight away the ‘withdrawal’ of low
use the same methods as politically self-esteem anxiety.
motivated terrorists, but they destroy whoever or whatever
their employers want them to. The most disturbing aspect of the serial killers’ fantasy
worlds is that they have an obsessive need to dehumanize
Serial Killer or Normal Killer? their victims. A serial killer’s self-esteem is so fragile that
A lot of people in the city kill, and for a lot of reasons. they are only comfortable living in a world where they
Finding a set of dead bodies killed with a similar M.O. are the only one with an identity and free-will. All else
does not necessarily mean that a serial killer is at work. Is who share this world with them must be nothing more than
it a mugger who likes to bash people’s heads in, or a serial flesh and base emotions at the control of the serial killer.
killer who happens to rob his victims? Is it vigilante justice
or systematic revenge? Some Hunters have been known to Partnerships- Most serial killers prefer to work alone,
murder members of a group (like pusher gangs), but believe though there are instances of siblings, lovers and friends
they are doing good. Some profilers have even gone so far as
to call certain Hunters “good serial killers.” working together. In most cases, only one of the people is
truly ‘in to’ killing people, the other one is simply along
Two clues tell profilers that they should use a classic “serial
killer” profile in trying to solve a series of murders: First, the for the ride. When both are true serial killers, they work
victims all belong to a class of people (e.g. attractive women, together for the same reason drug addicts work together,
old winos, etc.) but are not actually related. Second, there because they see mutual benefit in it, not because they
is evidence that the killer is trying to recreate some internal like each other or want to share their experiences. Most
fantasy in the external world. The murder is often careful, partners of this type meet on the underground market
ritualistic, and bodies are often posed. A god-killer addicted
mugger doesn’t create a fantasy world about bashing people’s for illegal pornography. Very few ever form what city
heads in, he or she just goes out and does it. It is the serial residents would think of as a deep or fulfilling friendship.
killers who are trying to make fantasies real.
Drugs
Drug Addicts desperate look in their eyes. The majority of drug addicts
look like everyone else, these are the “part-timers”
In Brief- Drug addicts mostly dangerous, unhappy, poor. who are able to “keep it together” enough to stay at their
Some addicts handle addiction better than others. Many current place on the socioeconomic ladder and maintain
spend all day doing anything they can to get money for their membership in whatever group they belong to. Some
drugs. A lucky few become servants of addicts. part-timers keep their addictions secret from everyone they
know, some only hang around with drug abusers and never
The most visible drug addicts are what people jokingly think of not using as an option, some have admitted that
call “career addicts”: people who are so deeply addicted they are addicted and are trying to live with their “disease”
to their drug that they can not stay on welfare or hold an as comfortably as possible, some are trying to fight the
occupation (legal or illegal) or allegiance to any group. disease with the help of friends and family.
Career addicts are easy to spot: they care little about
hygiene, they may stink of alcohol or have visible needle There are 20,000 career addicts in the city and 56,500 part-
tracts on their skin, the malnutrition from each time they time addicts. Altogether that’s more than a third of the city
chose drugs over food is readily visible, and they have a population that is addicted to some drug, whether they are
willing to admit it or not.
Employment
Legal Fighting For Money
There are a few places in the city where a good fighter can
In Brief- Legal jobs plentiful for those who want them, but make a few bucks. Most good fighters, however, know that
not all pay well or are safe. every fight is dangerous and won’t risk it.
Alley Fights: Most fight betting is started by homeless
professional gamblers. Two people are arguing and appear
To obtain legal employment in the US, a person must have ready to fight, people stop to see what is going to happen, and
proof of citizenship or a work visa. All wells and indies, a gambler collects bets. In most cases it is a setup: the fight
and some street people, meet these criteria. There aren’t is fixed and the fighters and gambler will each take a cut.
enough jobs for everyone in the city, but there are typically Warehouse Fights: Some gamblers and traders hold
enough jobs for everyone who wants one to get one. larger indoor fights. The audience must pay a small cover
to get in (they usually also bet money once inside). Some
Minimum Wage- The majority of available jobs are fight promoters try to boost the audience by doing something
part-time, minimum wage jobs in the service industry. exotic (e.g. fighting with saws). The fighters in these cases
are typically practiced martial artists who make a circuit of
Many young people, including many gang members, major inner cities. They may appear injured (or may even
make a couple of extra hundred a month (on top of appear to die) but they are seldom badly injured. The chances
public assistance) at a part-time job. The most common of some random person off the street beating these fighters at
minimum wage jobs for teenagers in the city are: fast food, their own game is very small.
store clerk, janitor, grocery delivery and hospice assistant. Death Fights- Even rarer, some people in the city will
stage fights-to-the-death. These are small operations, with
Security- Able bodied young people can make more few attendees. Often the people who stage the fights are
money, if they don’t mind a little extra danger. There are the same people who make illegal pornography. They will
hundreds of part and full-time jobs available as security record the fights and sell the recordings on the black market.
Fighting is done with bare knuckles, or with small hand
guards. Unfortunately, since security guards often weapons (nothing that will kill too quickly). The fighters
have run-ins with gang members, most gang members are typically career addicts who desperately need the money.
cannot become security guards. Besides all the stores, The fight promoters usually give the fighters free God Killer
offices and high-class apartment buildings that need so the fighters will fight without fear of death. Winners are
full-time guarding, many shut-ins subscribe to pay-per- paid between $200 and $750.
month services or pay-per-use for services of security Hunters- Some hunters pay people to be their prey. Few
companies. Many VR addicts have security alarms that hunters care for fair fights, and people are more or less paid
to run away and try to survive being hunted.
will automatically summon security guards. It is not an
uncommon sight to see a car with two young security Red Light District- Some of the bars in the red light
district feature occasional catfighting or sexual wrestling to
guards racing to a call. attract portions of the fetish crowd. It is mostly sex workers
who do this but anyone could walk in off the street and apply
Skilled- People with actual skills can usually find a good- for the job. The fighters are usually not paid any extra for
paying part-time job, usually one they can perform with a winning, in fact some may be paid extra to losae and take a
computer and an internet connection. With the low cost good beating.
of living in the city, people can survive quite comfortably Child Boxing- One disturbing sport, brought to the US
on a part-time job. Many Indie gang members have jobs by Southeast Asian immigrants, pits children against each
like this. The most common skilled part-time jobs among other in bare knuckle boxing and kickboxing matches. The
young people in the city: tech support, network installer, Orphans have only recently heard of this and have declared
that they will kill anyone who forces or coerces children in to
chef, bartender and office assistant. engaging in this practice.
Keepers
In Brief- Live a hunter-gatherer lifestyle in the wilderness
of Central Park, hunting wild animals.
Favorable Stereotypes- Self-sufficient, skilled
survivors, protecting a strange and marvelous ecosystem.
Unfavorable Stereotypes- Xenophobic, territorial,
ignorant and increasingly primitive.
Typical Weapon- Home-made bows and arrows, short
spears and large knives.
Insomniacs Turf- The Hole (a.k.a. central park), a rectangle of
In Brief- Use a drug which gives psychic power while untamed parkland (with the occasional ruin) sitting in
“burning” away the ability to sleep (leading to numerous the center of the island. The entire park is surrounded
psychological problems). by a barbed wire fence with many faded “caution” and
“condemned area” signs.
Favorable Stereotypes- Powerful psychics, highly aware,
self-sacrificing, awesome self-control. Distinguishing Features- Keepers dress much like other
Unfavorable Stereotypes- Psychologically damaged, self- Street People, wearing a variety of old stained and dirty
hating, dangerous, intolerant, hate life, bizarre addictions. clothing scavenged from the trash. The Keepers modify
their clothing by adding skins, furs and cloths and cords
Typical Weapon- A wooden club or steel pipe. made from plant fibers. They also wear trophies of
Turf- Downtown, just North of the Bowery and at the edge successful hunts as jewelry: bits of bone, teeth, claws,
of the Sunken City. Like the Bowery, this part of town has scales, etc.
been run-down for some time, the buildings are nearly all
abandoned (save a few cheap hotels, welfare apartments,
soup kitchens and liquor stores).
Freaks
In Brief- Members of a chaotic freak show troupe that
make money by holding wild carnivals.
Favorable Stereotypes- Wild, entertaining, creative, truly
odd with incredible willpower.
Unfavorable Stereotypes- Immoral, immature con-artists
and wanna-be-psychopaths. Sycophants to Habey Cox (a
narcissist windbag).
Typical Weapon- Implanted body spikes are the most
Well Gangs common weapon
used by Freaks.
Animalists
Turf- In Hell’s
In Brief- Use mental programming to experience animal- Kitchen, north
like consciousness, gain animal speed and instincts. of Animalist
turf, with the
Favorable Stereotypes- Passionate, willful, fast-
lines shifting as
reflexes, intense, self-aware, emotionally balanced,
the Freaks and
down-to-earth.
Animalists battle
Unfavorable Stereotypes- Primitive, barbaric, over turf.
thoughtless, violent, oversexed, unpredictable, amoral.
Distinguishing
Typical Weapon- Claws, either implanted or built in to Features- While
gloves, are the most common weapon used by Animalists. a few Freaks
look completely
Turf- The Northwest corner of Downtown. Madison normal, most
Square Garden, in the Northeast corner of their turf, is have changed their appearance with bizarre forms of
where Animalists gather to play Animal War. dress, tattoos and scarification, piercings and implanted
Distinguishing Features- Animalists wear affectations spikes and bizarre surgical modification. Those with the
that remind them of their favorite animal, including most extreme modifications, however, often keep their
patches of (vat-grown) fur, feathers or scales. modifications hidden (only paying customers are allowed
to look). “Fetish” clothing (leather straps, chains, corsets,
masks, etc.) is also common among Freaks.
Typical Weapon- Sharpened railroad Turf- In Midtown and the Murray Hill
spikes, stolen from railroad sites and district, among many active and abandoned
sharpened on concrete. industrial buildings. The Risen meet in the
otherwise abandoned St. Bartholomew’s
Turf- In Harlem, centered around the church.
large city orphanage.
Distinguishing Features- Most wear tight
Distinguishing Features- Younger black clothing, often with holes from battles
orphans wear the cheap uniforms and other injuries. Most have low-light
provided by the state to orphanage vision implants and wear sunglasses even
inmates: two piece, grey, with a red trim. at night.
These uniforms are often ripped, stained,
scrawled with graffiti and patched up.
Even young adult still have old shirts,
Siders
threadbare and mostly patches, which In Brief- Split off from Roofers, now at war
they wear as jackets over their normal with them. Expert climbers with high-tech
clothes. All teen and adult Orphans have gear who travel on the sides of buildings.
the end of the little finger from one hand
chopped off (as a sign of loyalty to the Favorable Stereotypes- Brave, innovative,
other Orphans). pioneering, self-reliant, highly-skilled,
proud.
Turf- A block of turf on the Upper East side. Favorable Stereotypes- Smart, funny, altruistic,
knowledgeable, intuitive, always looking for a challenge.
Distinguishing Features- Some have psychically-
enhanced sexual attractiveness. Sexologists wear Unfavorable Stereotypes- Physically and emotional weak,
clothing which is simple and modest yet flattering to the impractical, obsessive, easily distracted geeks with poor
human form. social skills.
Typical Weapon- Hand tools and homemade one-shot
Tea Drinkers pistols.
In Brief- Aficionados of Soma, a mixture of Turf- Most of SoHo, a part of town with many lofts (once
hallucinogenic herbs used as a sacrament in ancient industrial, now residential) where Technophiles have their
India, which enhances psychic senses. home studios.
Favorable Stereotypes- Insightful, intuitive, psychics, Distinguishing Features- Some Technophiles wear
are respectful or the past and have knowledge of the homemade clothing. Clothing often has burns, rips and
future. oil stains from their tinkering. Patches with gear or wrench
Unfavorable Stereotypes- Arrogant, rich kids, buy soma symbols on them.
as a status symbol, minds clouded by hallucinations.
Typical Weapon- Most carry metal tea thermoses which
make good weapons in a pinch.
Turf- A small block of turf in midtown west, including
four “soma bars” where Tea Drinkers buy and imbibe
Soma.
Distinguishing Features- Some Tea Drinkers wear
hooded trenchcoats (often light-brown with silver
buttons) in a nod to the old pre-war tradition of psychics
wearing hooded cloaks. Almost all Tea Drinkers carry
around large steel thermoses to keep their tea in. Many
Tea Drinkers wear the Indian Bollywood style.
Beginning
In Brief- Riots can start anytime,
alcohol fuels crowds, power outage riots
common.
Transportation
In Brief- Cars rare, personal transport common but most too expensive for most people (gasoline is $7/gallon).
walk, small subway, bus depot in Brooklyn. There are also no professional establishments to maintain
and repair cars in the city.
Cars The busiest avenues in the city, during their peak hours,
In Brief- Cars rare in the city because streets too bad for see a vehicle every few minutes. These vehicles include:
electric vehicles, gasoline vehicles too expensive to run. • 4-wheel-drive electric cars and trucks owned by
security companies.
Cars are seldom seen on the streets of the city. The two • Large delivery trucks delivering merchandise to city
most popular options for vehicles today are electric (like stores or packages to residences.
the cheap little golf-cart-like vehicles that can be seen
in gated communities and corporate living centers) and • Old gasoline powered vehicles maintained by
gasoline powered. The roads are too bad for the cheap amateur mechanics.
electric vehicles. They just don’t have enough power to • Gasoline powered motorcycles, ridden by the rich
make it past the city’s many potholes, cracks and craters and powerful.
(see City Infrastructure). Gasoline powered vehicles are • Old gas-powered taxis and armored limos.
About The City 095
Personal Transport Subway
In Brief- Bicycles, motorized wheeled transport, slipboards In Brief- Makes a circuit around the city, $1.50 per ride,
(boards with incredibly slick bottoms), hopping trains and runs every fifteen minutes. Sleeping and fighting common
walking. on trains.
Bikes- Bicycles are common, especially among street The old subway lines were sealed up and a new subway
people. They use no power and can be repaired with basic system was built during the Freedom Army occupation of
tools. Most street people have beat up, rusty bicycles. the city. The new system was built to remove the possibility
Bicycles are not much valued for speed, but they can help of soldiers traveling by foot in the subway tunnels. The
people get around the city without getting exhausted. new subway does not go outside the city and there are
few places in the tunnels a person can walk without being
Motorized Transport- Small electric motors have been smashed by a train.
put on to many personal vehicles, including roller blades,
roller skates, skateboards and scooters. These vehicles are There are 14 subway stops in the city. A train comes by
ideal for city travel because they can be picked up and every 15 minutes (69 times per day). A single $1.50 fare
carried over potholes and can be taken inside (rather than is paid to get in to the subway station. Floor to ceiling
parked on the street, where they might be stolen). Most revolving gates make it so that only one person can get in
Indies have a vehicle like this (though they often choose to per fare paid (although small people have been known to
walk and not make themselves a target for thieves). squeeze in together). Once inside, the rider can ride to any
stop he or she wants. The train operates in a large circuit:
Slipboards- The most expensive form of personal the car will eventually hit each stop in the city.
transport is a slipboard. Generally, only Indies can afford
slipboards, and those that have them guard them cautiously. About 10,000 train fares are purchased each day in the city.
Slipboards use secondary nanotech materials (and a thin During the peak times (morning, early evening) there are
gel) to make the underside nearly frictionless. A skilled about 250 people on each train, during very slow times
rider can move easily through any terrain. Special mods (after midnight) there are about 50 people per train.
are available that let slipboards make powered jumps
A subway train has three cars with fifty seats each (a train
Hopping Trains- After over 120 years without above can hold 150 sitting, plus another 200 standing). Doors
ground trains, corporations successfully lobbied to have a allow people to travel between cars. There are emergency
railroad built in the city. The railroad follows Broadway exits in case the train is stopped due to a power outage.
and there is a small railyard at the northern tip of the city.
About 5 trains come by per day. Many There are only two trains in the subway
Subway Facts in Brief
people (especially homeless people), grab -10,000 fares purchased system. When one train is going on the
on to the sides of the trains for a free trip each day North on the East side of the park, another
across the city. The train cars are locked -$1.50 per ride is going South on the West side, so no part
with alarms and security guards will react -Train comes by every 15 of the subway needs to be large enough
if someone tries to get in. for two trains to pass at once. Each train
min. (69 trains per day) makes a full circuit of all 19 stops in about
Walking- In the end, most city dwellers -14 stops in a large circuit 30 minutes. The train is stopped with the
end up walking most of the time. Walking (30 minutes) doors open for about 15 seconds at each
is free and can be done even while -50 to 250 people per train stop. It takes about 90 seconds to get from
intoxicated or tired. Most people can walk -Three cars with 50 seats stop to stop.
from one end of the city to the other in each
about 7 hours. -15 seconds at each stop Some street people pay the fare to enter the
-90 seconds between stops subway so they can sleep on the train. At
Underground
History Some of the tunnels were lost during the rising ocean
levels of the 2040s. During the Freedom Wars, Jeffrey
In Brief- Increasingly complex in 1800s, 1900s, early Hernandez feared the massive and partially unmapped
2000s. Some damage in 2040s. Freedom Army tried to network of tunnels. He ordered every entrance to the
lock it up. sewers locked up. He closed down the old subway system
and built a new, more secure system. By the 2070s, people
As the city became more packed and real estate became were trying to break the locks on the entrances to the
more valuable, more and more things were moved underground, but they found that someone already had the
underground. The first utilities to be moved underground underground as their turf.
were small pipes (mainly wood) containing water, steam,
gas and sewage in the 1800s. In the early 1900s, people Moles
started to use tunnels for transportation. Subway and rail In Brief- Mysterious, live underground, avoid contact with
tunnels were built. Because many of these tunnels were others, violently repel trespassers. Are they violent, inbred
built below the water table, a whole series of pumps had savages or humble loners?
to be built to continually pump groundwater out of the The underground is inhabited solely by city residents
island. In the late 1900s the underground became even known as Moles. Not much is known about the moles,
more complex with the addition of electricity and then because they refuse to communicate with those living
fiber optic lines. New buildings were built to tap directly above them. Most who have tried exploring underground
in to the underground network, and some even had (or spying on the Moles) have been killed. Every once in a
private subway stations. Some buildings extended their while a Mole has been caught scrounging from dumpsters
basements under the street (to maximize usable space) but in the city above, but they fight to the death rather than
the city started charging them for this space. Rather than being caught and interrogated. The Moles’ knowledge of
pay, many building owners chose to seal up those parts of the city seems about as limited as the city’s knowledge of
the basements. them (though some have suggested this may be a ploy).
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of enlightenment involves dangerous adults. Now, humanity must find a way to
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war. Includes KidNight, an optional add-on setting
based on the supernatural beliefs of kids.
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