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Locale: Cities

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“What’s keeping you, Bel? C’mon, let’s go!”

Berlin was halfway into the door of my cabin. I could almost smell the excitement on him, like a strong cologne.

“Ease, ch’haal. There’ll be plenty of guys left for you to pick up when we get there.”

Berlin gave an annoyed grunt. “Vajra’s already up there. Pretty sure she’s already started at least one bar fight by now. Even the Colonel’s up there somewhere.”

I looked at him in not-altogether-mock surprise. “The Colonel’s up in town? Wow. He actually took a night off?” This I had to see. I clapped our pilot on the back as I closed the cabin door. “Alright, my friend. Innocent young men for you; casinos for me!”

Before us spread the lights of the starport. Beyond them, glowing in the night sky, loomed Tantalus Peak, all 3700 meters of it. A mountain city — a better description was a city mountain — that pulsated with neon, holograms and a sense of adventure, and promised enticements both subtle and gross.

Cities in Cepheus Engine and the Original Science Fiction Roleplaying Game (OSFRPG) are usually abstract backgrounds given no more than a passing mention, if mentioned at all. All too often, they’re simply destinations to get to, or occasionally something to save, with little detail supplied by the Referee; many Referees simply don’t have time to create the richly detailed settings that a vibrant urban center can offer.

Locale: Cities, a city generation engine for 2D6 SF roleplaying games such as CE and the OSFRPG, is here to help. Designed to quickly create urban environments, it uses existing game mechanics to speed up city creation and spark the Referee’s imagination.

The supplement contains many useful features:

  • A fast creation and description process that uses a system similar to the Universal World Profile to deliver concise yet complete information on a city’s makeup and capabilities
  • A mechanic for fast physical layout of a city and its environs, including the placement of districts, thoroughfares, and zones
  • A system that allows the Referee to “fine-tune” the district detail — including its quality — to help bring the setting to life for the Players
  • A mechanic for simulating contagion and other instances of illness unique to city life
  • And several adventure seeds illustrating how city details can inspire plots

Work hard, play hard, and live life to the fullest (while you can) in the city!

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Customer avatar
Michael T November 11, 2022 3:12 pm UTC
PURCHASER
I’m not understanding “cross reference “ for Interface. How does that work? Thanks!
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Customer avatar
Michael B February 08, 2023 8:27 pm UTC
PUBLISHER
Sorry for the delay, and thanks for the opportunity to clarify. (For anyone else who wants to follow along, this is on page 2 of the document: "Determine the chance of a planet having more than one mode of transportation...on a 2D6 throw of planetary Tech Level or less, and cross-reference In on the following table.") I apologize for the confusion; it will be fixed in the next upgrade to the document. For now, simply throw 2D6-7 + Planetary Tech Level and find that result on the Interface table, which gives a broad description of how advanced the planet's (and by extension, the city's) transportation interface capability is.
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Customer avatar
Michael B February 08, 2023 8:42 pm UTC
PUBLISHER
Sorry...I meant page 3.
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June 22, 2019
This title was added to our catalog on June 22, 2019.
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