Stormfront Bar

GM's General information

The name of the game

Streets 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:

  • The PC's are scum. Handle them like scum. Insist on the fact they have an addiction on something, be it cigarettes, smash or braindance, something must pull them right back into the sewers where they came from.
  • Nobody will ever treat a ganger with real respect, people in the street will either react scared or with violent antipathy against them.
  • Scum isn't welcome anywhere even where other scum lives. Gang hate is still very much alive even between different gangs.
  • The corporate district of the city is a big no-no in bright daylight. At night it's only a place for the big boys because security patrols sweep the area and shoot on sight.
  • Make them pay for everything, food, TV, drugs, sleeping place, toilet paper. They must not have much money at the end of the week.
  • Regularly steal equipment from them, it doesn't have to be big things, but be sure they never have any money savings. Life is hard and they will have to fight for a dead rat or starve in a dark alley near to this fancy restaurant.

How will the PC's play

The 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

  • Most NPC's in Streets on Fire aren't written out completely, only roughly lined out with their most useful skills and attributes. I made it like this to involve a possibility for improvisation (& to save me useless typing).
  • NPC's are not gods, they can die, but they can be deadly too. Corporate security and corporate agents are the worst enemies of a dumb booster. So when the PC's encounter some of these, make them deadly too, use tactics and traps, Hi-tech weaponry chipped to destroy itself when used incorrectly (or by the wrong person). If they get killed... that's the way it is.
  • PC's will need some "model NPC's" all along their street adventures, people they knew before starting the campaign. Three of these NPC's are a Fence, a Dealer and a Ripperdoc. These are (at least in the beginning) the only individuals the PC's know they can go to for the various services. But remember, these NPC's are contacts, NOT friends. Everything has a price.

Greasy Joe - Fence

In 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...

INT 6 COOL 9 REF 5 EMP 7 BODY 9 TEK 7
Streetdeal 7/16+ Awareness 5/11+ Persuasion 7/14+
Intimidate 6/15+ Fight 6/11+ Forgery 7/14+

Venom - Dealer

Venom 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.

INT 7 COOL 11 REF 8 EMP 3 BODY 5 TEK 4
Streetdeal 7/18+ Awareness 8/15+ Persuasion 7/10+
Intimidate 8/19+ Fight 7/15+ Chemistry 4/11+

Stitch - Ripperdoc

Stitch 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.

INT 8 COOL 6 REF 5 EMP 6 BODY 4 TEK 8
MedTek 7/16+ Surgery 3/12+ Pharma 5/14+
Streetwise 4/10+ Fight 3/8+ Diagnose 4/12+
CyberTek 4/13+