The heart of Circle City is made of neon and holograms. |
The
Circles
There is no day – night cycle in Circle City, only
brighter periods of twilight for day and encompassing darkness for
night. Despite being within the larger structure of the Church of Mad
Love, the night is accompanied by stars. The perpetual streetlights,
neon, and holograms do nothing to reduce the visibility of the stars.
The stars fit no pattern to be found on any world of the galaxy.
Those close to understanding the mysteries of the city say that the
stars are somehow familiar to them. The circles of Circle City embody
particular themes or concepts, holding to them in every street and
bit of broken glass. While there are places to live, work, and play
in each circle, the descriptions will focus on the areas that embody
the theme of the place. All currencies from across the galaxy can be
spent or earned in Circle City, there are even currencies that are
unknown to most knowledgeable financiers of the galaxy. Each circle,
outside of Vestibule, has a particular manager that oversees the
day-to-day management of the borough. These managers have their own
form of law-enforcement and code of 'justice'. Each manager has their
own set of motives and plans for their circle, giving outsiders a
chance to earn a place for themselves or a way on to the Black
Pyramid. All of the managers answer to the Controller, the ruler of
the Villa of All Men / Black Pyramid, and all of them want to stay on
the Controller's good side.
Each circle can have an effect on the emotions and
perceptions on people who live and work within them. When a character
enters a circle for the first time, and every 12 hours there after,
they must make a roll to avoid being influenced by the psychosphere
of the circle. If the character succeeds, they avoid being influenced
by the circle. If the character fails, and depending on the degree of
failure, the particular feeling will have a stronger impact on the
characters' behaviors and actions. While these states of mind do not
have a direct mechanical effect, players and GM's are encouraged to
roleplay out these mental changes.
Influence
Mechanics
Machinations of the Space Princess: Characters
must roll a Will save every time they enter a new circle and every 12
hours there after. A successful save means that they avoid the
effects of the circle's influence. A failure, but not on a roll of a
natural '1', means that they are dogged by the particular feeling
exuded by the circle. A character who has failed their save in this
way can be reminded that they are acting oddly, and will be able to
'pull themselves together' for a short time before slipping back into
their previous behaviors. A failure because of a natural '1' results
in the character being completely under the sway of the circle, and
cannot recognize the fact that they are acting oddly.
Alpha Blue: Characters
must roll a save every time they enter a new circle and every 12
hours there after. The save will normally be 2D6, but additional dice
may be added depending on the characters' mindset and the current
situation.
Save
Results
6: Character overcomes
and becomes immune to the influence of the circle for 24 hours.
5 – 4: Character
overcomes the influence of the circle, but must make another save in
12 hours.
3 – 2: Character is
dogged by the particular feeling exuded by the circle. A character
who has failed their save in this way can be reminded that they are
acting oddly, and will be able to 'pull themselves together' for a
short time before slipping back into their previous behaviors. May
make another save in 12 hours to shake the effect.
1: Character is
completely under the sway of the circle, and cannot recognize the
fact that they are acting oddly. The character must wait 24 hours
before making another save to shake the effect.
OSR: Characters
must roll a save versus Device every time they enter a new circle and
every 12 hours there after. A successful save means that they avoid
the effects of the circle's influence. A failure, but not on a roll
of a natural '1', means that they are dogged by the particular
feeling exuded by the circle. A character who has failed their save
in this way can be reminded that they are acting oddly, and will be
able to 'pull themselves together' for a short time before slipping
back into their previous behaviors. A failure because of a natural
'1' results in the character being completely under the sway of the
circle, and cannot recognize the fact that they are acting oddly.
Scared people on ruined streets... |
Vestibule
Manager: None
Feeling: Alone,
without protection from anyone or anything. General paranoia that
'somebody' might be out to 'get them'.
Description: While
the order of the circles may change from rumor to rumor, Vestibule is
always the first place outsiders see when they arrive in Circle City.
Vestibules' streets are strewn with bits of broken glass and
compact-discs, giving them the appearance of prismatic star fields.
The residents move from place to place furtively, as if hunted,
leaving the streets devoid of loitering and pleasure seeking. There
is no evidence of any group or individual being in control of
Vestibule, be it official control or criminal. The entirety of
Vestibule has the feel of being over-worn without the luxury of
maintenance. Streets are littered with trash and dilapidated
vehicles, streetlamps flicker until they burn out without hope of
repair. Flickering holograms dance above most of the buildings, each
a false advertisement of liveliness. Within the places, people shed
only a small part of the anxiety they show on the streets.
Interactions are subdued here, reduced to the fewest words or
gestures to get the point across. When approached, people have a
tendency to act as if cornered, which can make interactions
unpredictable at times.
People of any species
or ethnicity can be found in Vestibule, but few are willing to
interact with outsiders. Shopkeepers, bartenders, and motel staff
only talk long enough to conduct business before receding back into
another part of their establishment or themselves. Getting
information usually requires a bit of effort, or money on the part of
the questioner.
Morning: Drunks
stagger out of the bars, gazing about warily as they make their way
to whatever cheap motel of flop-house they call home. People walking
or driving to work as quickly as possible without speeding or
running. People avoid each others gazes or an unnecessary
interactions.
Mid-Day: The
streets are a bit more populated, with people willing to engage in
very short interactions before shying away. Those on the street
continue to look about nervously while going about their business.
Those in businesses and bars might linger for a few moments to talk.
Night: Streets
are practically deserted, with people running or speeding to their
destinations. If approached on the street people will either flee or
become violent unless effort is made to calm them down. Shopkeepers,
bartenders, and other business people will openly carry various kinds
of weapons as they do their job. Business interactions are kept as
brief as possible, real effort is needed to get anything more from
the individuals.
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