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GM's General informationThe name of the gameStreets on Fire is meant to be played low and dirty, you go ahead and bump those punks around like scumbags, and you're right to do it, 'cause they are. There are a few things you must never forget as GM of this campaign:
How will the PC's playThe first thing the PC's will want to do is get good weapons and equipment. Make this nearly impossible by being kicked out of weapon stores and not having enough money to buy 'em on the black market. The first scenarios will have to be played the hard way. They have to understand they walked around with shitty weapons all their life and it's not gonna change from one day to another. Coming from different gangs, the PC's could be some sort of enemy of each other. Like a Booster and a Guardian or two Cultists from different cults. Do not repress hate and mistrust between the players as it is an inexhaustible source of roleplay fun. A word on NPC's in SOF-scenarios
Greasy Joe - FenceIn a reinforced concrete blockhaus, somewhere near the waste water canal, Greasy Joe has set up his business of buying (and selling) anything that's stolen and or illegal. This pawnshop is the only place where the PC's know the right passwords. Everything illegal costs about 4 times of the normal price. Use the usual haggling rules. Greasy Joe gets a +2 to his roll because he knows the PC's are desperate. Greasy Joe has about anything in store of 'E'- availability, mostly 'C' - items and some other 'specials' under the counter. One thing, Greasy Joe is out of armor so come again later chum...
Venom - DealerVenom is a typical drug & braindance dealer. His stuff is not of the finest but he has some pretty illegal stuff in his pockets. He sells his wares at the base cost for the common stuff and at 150%-200% for the illegal things.
Stitch - RipperdocStitch has an underground clinic located in the basement of an old brewery in the combat zone. He can do anything from patching up a wounded to fitting those retractable vampires in your mouth. He has also limited knowledge of (exotic)biosculpting. His operation room is of poor quality, he's often tired, but has a fair price (80%-100% base cost). He also asks no questions. He has a -3/-7 modifier to his roll. You can also buy him some basic medical supplies.
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