Step One

Theme: Big Risks, Big Rewards

The war for reality begin here, on the streets, in a place with so much to gain and so much to do. All In, or Not at All. 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.

To win those rewards, though, it seems you have to take big risks. You can’t hedge your bets in Las Vegas – you have to “go all in.” Do any less and the city won’t notice you. Betting millions doesn’t count when you’ve got millions to lose. The bets the city cares about are the last few bucks in your pocket that separate you from homelessness, or the raid on a vampire den that your entire cabal goes on, knowing it could be a trap that gets you all killed.

Las Vegas is known as the Land of Second Chances. The potential for that second chance gives hope to the people of Vegas. Sure, today you’re a nobody, but tomorrow you may be on top of the world. The city has circus performers, actors, student activists, and aspiring wizards who all believe that if they put everything on the line, they just might be the one to make it big.

Conflict: Unavoidable Collateral Damage

The current year is 2001, early September. One year since the events of Season One. The events from Season One left behind seems to have created an intractable problem for the city. The demise of the leadership of the Grim Legion, the higher ups of many street gangs, the Giovanni Prince, and the Camarilla going underground has shaken up the supernatural underworld. The saying goes that nature abhors a vacuum. The supernatural, it seems, is the same way. Every player of significance in the city, as well as a handful of nobodies who are in the know, and new players arriving on the scene, compete over the vast labyrinth of resources and influence these organizations left behind. The worst part is that the victims of these fights are the everyday people being swindled, sold, and sometimes slaughtered as part of the factions’ disputes.

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