By Eric J. Lind a.k.a. The Tungsten Avenger
One of the hardest parts of game mastering is creating unique
locations for campaigns. Too many games start off in bars, with
the rest of town left pretty generic until one of the players starts
nosing around and asking questions. Speaking as a player and a
G.M., I have found this lack of detail when describing locations
to be very frustrating. The City Creation Rules are my solution
to the problem. By mixing and matching the various categories,
an almost unlimited number of communities with very different
flavors can be created. Dare to be different – start off a campaign
in the library of a magic-friendly, low-tech, anti-psychic town
that hates non-humans and subscribes to vigilante justice. Your
players will thank you.
Step One: City Size
The size of any given city will greatly influence its resources,
attitudes and inhabitants. As the City Creation Rules are intended
as an aid for you, the G.M., it is up to you to decide what
size of city is required for your campaign needs.
The points listed under each category are meant to be a suggestion
for the total points for all city features. Unlike the rules
for mercenary companies (Rifts Mercenaries) or circuses and
traveling shows (Vampire Kingdoms), the City Creation Rules
shouldn’t be treated as ironclad. Ultimately, it is your choice as
the G.M. what your city will look and feel like. These rules are a
fairly good guideline, however, and should produce a balanced
location for any game.
In choosing the size of your community, keep in mind what
you really need for your game. Most campaigns don’t need an
entirely new metropolis every few miles. Villages and towns, on
the other hand, are perfectly suited for most adventures. Most
small communities are great for plot hooks, R&R, or even terrorizing
(if your players tend to be a bit gun happy). Cities should
be reserved mainly for bases, important stops during journeys,
and those really expensive repairs and hard to find items that
most player characters are constantly craving.
Finally, don’t deck out your community with the biggest and
best selections in every category. Even with the 500+ points a
metropolis has available, your mega-city won’t have everything.
Think of all the cities in the U.S. with more than one million
people. Does Denver have the same feeling as New York? Is Miami
just like Seattle? Of course not. The cities of Rifts Earth
each have their own, unique flavor. By keeping your newly cre-
ated towns and cities different, your campaign will be more enjoyable,
both for you and for your players.
1. Hamlet. A small community of no more than 50 people.
The hamlet generally has very few resources and can offer little
to passing travelers, other than a warm place to sleep, a little
food, and maybe some hospitality.
60 POINTS are available, plus an additional 10 POINTS to
spend on criminal activity and 10 POINTS for Natural Resources.
2. Village. This is generally the largest that wilderness communities
ever get, ranging up to around 250 inhabitants. It’s
likely that modern weaponry is used, but facilities for repairs and
the like will be primitive at best. The village will be similar to
the hamlet in terms of resources.
120 POINTS are available, plus an additional 10 POINTS
for technology and 10 POINTS for attitude towards outsiders.
3. Town. At 2000 people, a town is what most weary travelers
look for during their journeys. While there’s no guarantee
that a town is any better equipped than a village or hamlet, the
odds are considerably better that it will be. A community of this
size usually resembles the towns of the Old West, with a main
street and not many other roads.
180 POINTS are available, plus an additional 10 POINTS
for laws and law enforcement and 10 POINTS for notable businesses.
4. Small City. Few communities ever reach this plateau in
growth. Cities of this size almost certainly have some “edge,”
whether it be technology, magic, valuable natural resources, etc.
They are likely to trade regularly with other communities and
probably have a few villages and hamlets that depend on them
240 POINTS are available, plus 20 POINTS to be distributed
between technology and/or magic and 10 POINTS for notable
5. City. The communities of Los Alamo, Juarez and
Kingsdale all fall into this category. They are bustling centers of
people and will be known stops for travelers, mercenaries, and
other groups. It is likely that expeditions are launched from cities,
as they are the best places for gathering provisions and supplies.
300 POINTS are available, plus 20 POINTS for notable
business and 20 POINTS for wealth.
6. Metropolis. In the decimated planet of Rifts Earth, few
communities ever reach 100,000 or more inhabitants. There just
aren’t that many people. Nearly all of the cities of this size are
famous (or infamous) for their advanced civilizations. Most of
the major population centers of the Coalition States, as well as
Lazlo and Tolkeen, fall into this category,
500 POINTS are available, plus 20 POINTS for military and
20 POINTS for laws and law enforcement.
NOTE: The city and metropolis are probably the two categories
that GM’s will want to “fudge” a little. It would be almost
impossible to “buy” all of the notable businesses that undoubtedly
exist in a large city with the somewhat limited points provided.
The other categories, however, still work pretty well.
Step Two: City Features
1. Anarchy. This community really isn’t a community at all.
Most residents are scattered miles away from each other, with
the only common bond being some kind of supply depot somewhere
in the middle. Cost: None.
2. Oppressive Dictator. The ruler of this town is a selfish or
evil despot who controls every aspect of the city. The people are
heavily taxed and the law is generally “might makes right”. On
the upside, the dictator will want to take care of his property and
will defend the town from hostile invaders. Cost: 5 points.
3. Commune. The inhabitants of this community live in a
free society. Everyone is considered equal, and disputes are handled
by a group of elders. While this might sound idyllic, this
form of government usually ends up being conquered by outside
invaders, as the residents are often disordered and poorly trained.
Cost: 10 points.
4. Benevolent Dictator. While this city is still ruled by a dictator
or monarch, he/she is honestly concerned about the welfare
of the citizens. The laws are fair, but harsh, and the members of
the military/police are usually given only a slap on the wrist if
they commit crimes. Cost: 20 points.
5. Aristocratic Republic. This town is controlled by a highly
selective group who may or may not care about the needs of the
people. Democracy exists, but only in the aristocracy or oligarchy.
In other words, less than 25% of the general populace has a
say in the running of the community. This government often
changes to some other form relatively quickly. Cost: 30 points.
6. Democracy. In this city, all citizens are given an equal say
in the government. The system might be republican in nature
(elected officials) or be a true democracy, with all citizens voting
on all issues. Cost: 50 points.
B. Natural Resources
Unlike other categories, several different natural resources
can be bought to give a different feel to the community.
1. None. This community has few or no resources at all. It exists
purely as a result of outside resources. Cost: None
2. Small Body of Water. Water in any quantity can be a
great asset to a town. A small body of water can be a small sized
river, a large pond, or a spring. Small bodies of water won’t be
able to support trade, but will supply food and power. Cost: 10
3. Forest. This community is located near or in a forest. It
will rely on the timber industry as a source of income and most
inhabitants will be experienced woodsmen. Cost: 15 points.
4. Agriculture. Nearly all towns farm, but a community with
this resource farms a lot. The surrounding countryside for miles
will be devoted to growing crops. A river or some other source
of water is needed to make an agricultural community survive.
Cost: 15 points
5. Large Body of Water. A large body of water is considered
by most city planners to be a free road to mass trade. A large
river, lake or coastal location can become a frequent stop on
shipping routes. Cost: 20 points.
6. Mineral. This city has the good fortune of being located
near a large mineral deposit. Whether it be coal, gold, or some-
thing else, this community relies on mining for a large chunk of
its revenue. Cost: 30 points.
7. Petroleum Products. This is an invaluable resource in the
time of the Rifts. Most people can’t afford nuclear power, so petroleum
is used as a major source of fuel. Communities with access
to oil can become wealthy overnight, with people flocking
to them to trade. Of course, this has its downside, as greedy invaders
may seek to take over the oil fields. Cost: 50 points.
1. Wilderness. Sure, you’re in the middle of nowhere, but
you rarely have any problems with neighbors (there aren’t any)
and no one ever attacks you. Cost: None.
2. Aggressive Neighbors. A city with aggressive neighbors is
bound to have constant conflicts and skirmishes. On the upside,
inventions are fueled by conflict and the city may have some
kind of technological or mystical revolution. Cost: 5 points, but
add 5 points to technology or magic
3. Active Rift. Being near a rift can be a major boon, or a major
pain. Magic users will welcome the extra energy and power,
while magic-phobes (e.g. the Coalition) will do everything in
their power to destroy the rift and everything that comes out of
it. Cost: 10 points, but add 5 points to magic level
4. Monster Zone. As with most other locations, being near a
monster zone has its ups and downs. The monsters can be used
for a variety of things and might just turn out not to be monsters
at all. However, supremacist communities will despise every
monster and kill them on sight. Cost: 10 points, but add 5 points
to magic level.
5. Harbor. To acquire this option, the community must be set
along a large body of water. Having a natural harbor can be a
very lucky break. Ships will stop at the harbor for rest and repairs,
bringing with them items for trade. On the other hand, pirates
may see the town as a great place to take over and use as a
base of operations. Cost: 20 points, but add 10 points to natural
6. Trade Route. Every community wants to be located near a
defined trade route, as trade is the means to gain wealth. Optimally,
this city has something to provide to traders, whether it be
a good rest stop or having some tradable goods. Cost: 45 points,
but add 15 points to wealth and 10 points to either technology or
D. Pre-Rifts History
This measures the number of Pre-Rifts artifacts or technology
that the city may have. Simply because the town is sitting on an
archaeological find doesn’t mean it’s using the technology to its
fullest potential. The community could be sitting on a treasure
trove and not even know it.
1. None. This town was built nowhere near a Pre-Rifts city
and thus has no chance of benefiting from any discoveries. Cost:
2. Small Town. A community located near the ruins of a
small city is less likely to find fantastic new technology, but may
come into the possession of books (from a library or school),
some artifacts, and a sense of history. Cost: 10 points.
3. Liberal Arts College. Similar to number 2, this kind of
find provides only knowledge, as opposed to weapons or fantastic
technology. The inhabitants of the community are likely to
gain an appreciation for science and the arts and might parlay
their discovery into a cultural revolution. Cost: 10 points
4. University. Discovering a Pre-Rifts university is the stuff
dreams are made of! These institutions of higher learning generally
had numerous colleges specializing in engineering fields,
computers, the sciences and liberal arts. If a town can struggle
through the maze of “edu-speak” and techno-babble that surrounds
the university’s treasures, the town can advance its technological
level by leaps and bounds. Cost: 20 points
5. Military Base. Jackpot! Pre-Rifts military bases hold untold
treasures. Anything from weapons to nuclear generators to
working vehicles, power armor and robots could exist in these
ruins. Roll or choose from the following table.
01-20 – Communications Outpost. A small station set up
to collect satellite data and relay it to other posts. A communication
outpost will have a large amount of high-tech computers
and radio equipment. Cost: 15 points
21-40 – Air Base. This base is likely to have combat aircraft,
cargo planes, flight capable power armor and high-tech
communications gear. Cost: 20 points.
41-60 – Army Base. The ruins of this post will have vehicles,
advanced weapons, power armor, and robots. Cost: 25
61-80 – Naval Base. Obviously, this base must be located
along a relatively major body of water. Ruins of this nature
could have anything from small patrol boats to huge carriers,
submarines or aircraft. Cost: 20 points for ruined ships, 30
points for seaworthy ships.
81-00 – Military Center. Some Pre-rifts towns, like Colorado
Springs, Colorado, were home to numerous different
military bases. Such locations will have benefits from any or
all of the previous bases. Cost: 50 points
6. Major Metropolis. Through some quirk, this city was
mostly spared the brunt of the nuclear attacks and natural disasters
and managed to not be turned into a pile of radioactive rubble.
Finds like this come along once in a dragon’s lifetime and
could have universities, military bases, industrial plants and
other technological sites. Cost: 75 points
E. Attitude Towards Outsiders
1. Reclusive Xenophobes. These people hate and fear all outsiders
and react by trying to remove themselves from all outside
influences. If the community is invaded (defined as anyone who
doesn’t belong coming to town) the residents will react violently
and attack. Cost: None
2. Aggressive Isolationists. At first glance, this seems like a
contradiction in terms, but this is the way many isolationist handle
outsiders. The Coalition is a perfect example of this. They react
to undesirables by attacking and destroying them. The war
against Tolkeen is only the most recent instance of this policy in
action. Cost: 5 points
3. Wary. The inhabitants of this community are suspicious of
non-residents. They are likely to overcharge, be close-mouthed,
and suspect outsiders of being evil and dishonest. Cost: 10 points
4. Neutral. Communities that take this attitude are generally
subjected to a large transient population, like traders or other
travelers. They are viewed as a necessary fact of life and might
even be considered friends, but they are still outsiders. On an
ideological level, all people are equal, but the villagers maintain
a superior air. Cost: 20 points
5. Open Arms. Outsiders are welcomed as total equals. As a
matter of fact, the community has a high turnover rate, with people
coming and going constantly. Cost: 45 points
1. Racial Supremacists. The Coalition typifies communities
with this attitude. The town is made up of predominantly one
race and members of any other race are considered worthless, if
not attacked as monsters. Cost: None
2. Slave Owners. This city uses members of other races as
slaves. Abuse and mistreatment is commonplace and killing of
slaves is completely legal, if a bad investment. The denizens of
Atlantis hold this attitude. Cost: 5 points
3. Second Class Citizens. The inhabitants of this community
are rather diverse, but one group is dominant. They hold all of
the power and look down on the others, the sub-races have some
rights, but will always be discriminated against. Cost: 10 points
4. Coexistence. This is a very unusual situation. Several different
races all live in the same area, yet retain their autonomy.
Trade goes on between the different groups and they would
come to the aid of the others, but the situation is somewhat similar
to present-day Europe. Cost: 25 points
5. Total Equality. In communities that have this attitude, all
people are treated as equals, regardless of race, species or beliefs.
Lazlo typifies this view. Cost: 45 points
G. Technology Level
1. Pre-Industrial. These people have developed metallurgy,
basic machines, and other limited technology, but definitely
can’t offer the kind of services the average adventurer requires.
They will be somewhat afraid of high-tech, but will quickly
adapt. Cost: None
2. Industrial Age. The tech level of this community is around
the level of the late 19th century. Firearms and other explosives
are well known and semi-advanced machinery (steam power, basic
planes, etc) are utilized. Cost: 5 points
3. Atomic Age. In this city, the people have advanced to the
level of the late 20th or 21st century. Nuclear technology is
known of, but not widely used. Energy weapons are almost
available for manufacturing and basic repairs might be possible.
Cost: 10 points
4. Advanced Tech. Northern Gun represents this level of
technology. Mega-damage weapons and armor, simple robots
and war machines, and other modern amenities are common
place. Cost: 25 points
5. Cutting Edge Tech. The leading nations of the Earth are at
this level of advancement. Whether it be from Pre-Rifts discoveries
or new designs, a community with technology at this level
is a force to be reckoned with. Cost: 50 points
H. Magic Level
1. Anti-Magic. Similar to the Coalition, the members of this
community violently hate magic, mages and everything related
to them. Wizards are hunted down and killed as monsters and
anyone even suspected of practicing magic is watched and mistrusted.
2. Disbelief. The residents of this town don’t hate magic, they
simply don’t believe in it. If exposed to wizardry, they will respond
by trying to debunk the “tricks.” If the existence of magic
is proven, their attitude toward it will be based on how the first
few mages behave. Cost: 5 points
3. Limited Magic. Various people in this town use magic, but
they are few and far between. As with number 2, the reaction by
the general populace will be determined by the alignments and
actions of the mages. Cost: 10 points
4. Prominence. Numerous mages live and work in this city,
but the people as a whole don’t use magic. The wizards are considered
to be important to the community and magic is usually
considered to be a neutral force of nature. Cost: 25 points
5. City of Magic. The entire community uses magic in various
aspects of life. Doctors, mechanics, everyone uses magic to
enhance and better their lives. Attacks on this town will be met
with deadly force from the paranormal. Cost: 50 points
I. Psychic Level
1. Psi-Haters. The denizens of this city hate and persecute all
psychics. Much like many people on the Palladium world fear
Mind Mages, so do the people of this town fear everyone with
even the smallest psychic ability. Cost: None
2. No Psionics. Through some bizarre twist, the people of this
community are incapable of having psychic powers. How this
psychic inability occurred can be an entire adventure hook. Cost:
3. Limited Psionics. Psychics live in this town, but the total
percentage of people with any form of psychic powers is less
than 10%. Of those, perhaps 1% are master psychics. Cost: 10
4. Rifts Average. This community sits right at the “Rifts
Earth Average” for psionic powers. In other words, everyone in
town rolls on the character creation chart in the Rifts Main Book
for psychic powers. Approximately 25% of the entire town has
at least a couple psychic abilities. Cost: 20 points
5. Rivals Psyscape. This city is positively brimming with
psychics. Many skills and professions have lapsed as psychic
abilities have taken their place. Practically everyone is a minor
psychic or better, with 25% of the residents having major or
master psychic abilities. Cost: 45 points
1. None. No organized military exists in this community. Any
invaders will be met with little resistance. Cost: None
2. BYOG (Bring Your Own Gun) The town has some kind
of plan for being invaded, but there is no training and everyone
is expected to supply their own weapons. Cost: 3 points
3. Militia. Like number 2, this option requires each person to
supply himself, but the training is provided by the community.
The level of training varies from place to place, but this town can
survive against fairly formidable foes. Cost: 5 points
4. Mercenaries. If a town has enough cash to fund a mercenary
army, they will be well defended, but it costs a fortune and
mercenaries are notorious for being rowdy and untrustworthy.
Cost: 10 points
5. Standing Army. This city has the resources to field, train
and supply a standing army. Gear is provided and the troops gen-
erally have some combat experience. Enemy forces generally
think twice before attacking this city. Cost: 30 points
6. Crack Troops. The members of this city’s army are
known throughout a wide area as being formidable. They train
constantly, have the best weaponry, and can hold their own
against forces many times their size. Cost: 50 points
K. Laws and Law Enforcement
This measures purely civilian justice. The military may act as
a police force or they can be completely separate entities. Use a
measure of common sense in creating the relationship between
these two forces.
1. None. This town is completely lawless. Might makes right,
but be sure to watch your back. Cost: None
2. Vigilante Justice. While there is no actual police force, the
citizens band together to enforce their own brand of justice, this
is generally dictated by a mob mentality, so hangings and shootings
are usually dispensed quickly, and on the basis of emotions
and little actual evidence. Cost: 3 points
3. Sheriff. An appointed sheriff and his deputies are the official
police force. They generally act as police, judge, jury and
executioner, but must follow the laws of the town, or be subject
to an angry mob. Occasionally, this system will break down into
number 1 or 2. Cost: 5 points
4. Basic Judicial System. This town has evolved a basic code
of laws and some semblance of due process. The police force is
bound by certain restrictions, accused criminals get a basic trial,
and punishment generally fits the crime. Whether the trial is by a
jury, a judge, or some other form depends on the town. Punishment
is usually harsh, similar to the laws of the Wolfen Republic
(Phase World Sourcebook). Cost: 15 points
5. Complex Judicial System. This system is similar to the
modern day legal system. All accused criminals (potentially only
the citizens of the community) have basic rights which must be
respected. Laws have evolved that govern most aspects of life,
the police are generally on the up and up, and capital punishment
is rarely invoked. Cost: 30 points
L. Notable Businesses
These elements may be purchased several times to provide atmosphere
for the community.
1. Bar/Tavern. The standard plot device for almost any campaign.
The bar can be sleazy, high class or anything in between.
If this option is purchased several times, the taverns will be in
competition and should try their hardest to bring in new customers.
Cost: 2 points for a sleazy dive, 5 points for an average bar,
or 10 points for a high class establishment or club
2. Weapons Dealer. An arms merchant might be independent,
or a licensed dealer for a specific company. Either way,
the merchant should have access to a variety of weapons, ranging
from S.D.C. hand weapons, to heavy energy weapons and
missiles. Cost: 15 points
3. Library. With the literacy rate being so low, a library and
the people who work there can be invaluable to a community.
Generally, the staff is made up of rogue scholars and scientists
who earn their living translating documents, identifying artifacts
and chemical compounds and potentially making repairs or offering
basic medical services. Cost: 25 points
4. Operator or Techno-Wizard. Repairs are vital to travelers.
If a town has an operator or Techno-wizard running a garage,
it will be made a regular stop on trade routes, thus bringing
revenue to the community. Cost: 25 points
5. Marketplace. While most towns have some kind of a market,
this goes beyond the average. At any given time, the market
will have 3D6 merchants (mostly transient) and on special days,
that number may increase by five times or more. Any variety of
goods can be found, but no guarantees are made and prices range
dramatically. Cost: 30 Points
6. Slave Market. Incorporated into the town is a busy market
dealing in the selling of sentient beings. Obviously, a community
must take some view of members of other species that tolerates a
slave trade. The town generally gains plenty of revenue from
such activity, but it also contributes to tremendous social problems.
Cost: 30 points
7. Arena. Entertaining the masses is important to towns, and
arenas have been a popular way of doing this for thousands of
years. Fights may be between animals, monsters, humans, or
anything else. The arena may also be used as a form of capital
punishment and visiting adventurers may be forced into fighting.
Cost: 40 points
8. Vehicle and Robot Dealer. A weapons merchant rarely
has the resources to supply vehicles, robots, and power armor.
This store will have access to numerous kinds of simple S.D.C.
vehicles, hovercraft, and light M.D.C. armored vehicles. Common
robots and power armor will be available, with “special” orders
available at a high markup and possibly a long waiting
period. Cost: 45 points
9. Alchemist or Magic Shop. Depending on a town’s views
on magic, this store could be an important part of the community,
or an out-of-the-way, seldom used hole in the wall. An alchemist
can have access to rare, mystical components, spell lore,
and information about the world at large. Cost: 50 points
10. Magic Guild. A guild of this nature usually only exists in
communities with favorable views on magic, but mystic undergrounds
have been known to spring up where magic is suppressed.
These organizations provide support and protection for
their members, as well as supplies, spells, and other necessary
things. It is important to note that non-member mages, those who
anger the guild, and generally unwanted persons will be discriminated
against or persecuted by the guild. Cost: 50 points
M. Power Source
1. None. This village expects the inhabitants to provide their
own sources of power and heat. Cost: None
2. Basic Water. This is basically the same as number one, except
the town has developed simple hydro-power, like water
wheels for certain businesses, or methods of irrigation. Cost: 3
3. Coal. This fossil fuel is utilized for the creation of power.
Each building still has its own furnace, but the town sells coal, as
opposed to the residents being required to cut their own wood.
Cost: 5 points
4. Oil/Natural Gas. A town with this resource has a central
power plant with power lines linking the buildings to provide
electricity. Cost: 10 points
5. Nuclear. Nuclear power is one of the most efficient
sources of power for a wilderness community, but it’s expensive
to acquire and maintain and potentially dangerous if something
goes wrong. Cost: 35 points
6. Alternative Fuel. This could take the form of solar power,
advanced hydro-electric, or some other unique form of power.
These forms have their advantages in being relatively cheap, but
they usually don’t provide much energy for the maintenance
costs and are susceptible to destruction by invaders. Cost: 35
7. Mystic Power Generators. A town that chooses this option
obviously must have a favorable view towards magic. The
mages and Techno-Wizards of this community have developed a
mystic generator that provides enough energy to power an entire
town! Depending on the size of the community, one or many
generators may be used to provide power to all of the inhabitants.
Cost: 50 points
8. Rift Power. To acquire this option, Location: Active Rift
must also be purchased. This gutsy invention provides limitless
power for a community of any size, but is also extremely dangerous.
Playing with the energy of an active rift is risky at best, requiring
safety measures for times of high rift activity (eclipses,
solstices, etc.) as well as the creatures that might want to enter
our dimension through the rift. Even so, towns that have the ability
to tap this vast resource are usually willing to take the risk to
possess die immense power a rift can provide. Cost: 60 points
1. Impoverished. The vast majority of the residents of this
community are barely eking out an existence and many die of
starvation each year. Cost: None
2. Poor. While most people make enough to live on, very little
is left over and if something goes wrong with crops or other
money-makers, the village will revert to number 1. Cost: 5
3. Blue Collar. This represents a lower middle class society.
Generally, the people can survive a few lean years on their reserves,
and a little bit of extra money can be made each year.
Cost: 10 points
4. Middle Class. The mast majority of communities live at
this level or level 3. The people can afford a few luxuries and the
town has enough revenue sources to be able to continue to prosper
during a bad year or two. Cost: 25 points
5. Wealthy. Few places manage to make it to this level. The
people can afford numerous luxuries, drive expensive vehicles,
wear fancy clothes, and look down on everyone else. Cost: 45
6. Filthy Rich. Possibly only the higher levels of Chi-Town
and some of the wealthier regions of the N.G.R. attain this level
of wealth. The city is dripping with money and even the poor are
at level 3 or 4. cost: 60 points
O. Criminal Activity
1. None. Either through the effectiveness of the legal system,
or simply because the citizens are extremely honest, the crime
rate is low to nonexistent. Cost: 60 points, but add 10 points to
wealth, 5 points to notable businesses, and 5 points to government.
2. Petty Crime. The crimes in diis town are limited to “mundane”
acts, usually theft, the occasional assault, and the very rare
murder. Most people still feel very safe and can walk around
freely at night and leave their doors unlocked. Cost: 45 points,
but add 5 points to wealth and 5 points to notable businesses
3. Crime Problems. Some modern day cities are at this level.
Crimes are committed frequently and the police force is undermanned
and overworked. Cost: 20 points
4. Government Corruption. The government of this city is
as dirty as a septic tank. Nearly every member of the government,
from low-level clerks to police to ranking politicians, accepts
bribes and is driven by greed. Cost: 15 points, but add 5
points to government (things look good, but really aren’t)
5. Mafia or Thieves Guild. Nearly all criminal acts are controlled
or dictated by one or a few criminal organizations. This
actually provides an element of protection, as long as one is in
good standing with the criminal cartel. Cost: 5 points
6. Total Anarchy. This state usually occurs when there is no
police force of any kind. Criminals commit their crimes openly
and without fear of reprisal, citizens are forced to remain in hiding
for fear of being victimized, and the general wealth of the
city is pretty low. Cost: None