Step One

Theme & Mood

The war for reality begin here, on the streets, in a place with so much to gain and so much to do. Place and time are important to establishing a story’s mood. Las Vegas is a city of extremes, where everything is bigger, brighter or more bizarre. An adulterated Disneyland glimmers like a billion fallen stars in a black desert swallowed by night. During the day, sun-bleached ostentation stands silhouetted against the distant mountains. Time flows strangely here, racing by in the twinkling of an eye while fortunes are made and lost, or standing still while bleary eyed tourists stare at congealing breakfasts and wish a silent death upon jangling slot machines. Outside of the tourists’ playground, known as The Strip, a city like any other bakes in the sun. Its houses are perhaps a bit too cookie-cutter in design, its yards perhaps less green than elsewhere. Nonetheless, a burgeoning populace struggles to achieve its own piece of the American Dream, even if soccer moms are showgirls by night and church-going Mormons deal cards and serve hard liquor. Vegas has a thousand tricks up her sleeve, each designed to make you forget the real world long enough to risk it all on a few dice throws.

The current year is 2001, early September. One year since the events of Season One.

Optional Rules Used for the Chronicle

The following optional rules can be found in the M20 core rulebook.

Hobby Talent, Profession Skills and Expert Knowledges; p. 277
The Well-Skilled Craftsman; p. 279
Body Control; p. 285
Differential Backgrounds; p. 302
Thresholds; p. 387
Complementary Rolls; p. 389
Initiative (Once per Turn); p. 399
Things Man Was Not Meant to Know; p. 407
Mook-A-Palooza; p. 414
Weapon Length; p. 420
Drunken Style; p. 424
The Peaceful Way; p. 428
Dodging the Blast; p. 438
Data Sphere; p. 467
Avatar Storm; p. 479
Acclimation; p. 482-483
Umbrood Magick; p. 490
Wild Talent; p. 527-528
Death-Strike; p. 528
Dividing Success; p. 538-539
Domino Effect; p. 539
Rite, Ceremony, Great Work; p. 541
Protective or Offensive Countermagick; p. 545
Anti-Magick; p. 545
Unweaving; p. 545
Night-Folk Counterspelling, Optional Limits; p. 546
Paradox; p. 550
Significant Instruments; p. 588
Management and Human Resources; p. 595
Social Conditioning and Reprogramming; p. 605
Powers of Truth Faith; p. 645
Advantages; p. 658

Step One

The Fallen Tower Rajak101