Vous êtes sur la page 1sur 6

The Auroura Shanty Town - Western Ameracan Confederation

A short History of Post-Conflict Denver


The city of Denver was a gem in the west of the old American Empire State.
When the flood of Asian refugees flooded the northern hemisphere in the early
2000s Denver was over run. The refugees and troops fought many battles in and
around Denver, the fight lasted only two weeks and when it was over the city lay in
ruins. Though several attempts were made by the various local and area
governments to resurrect the city, the lack of resources and people to populate the
shell of the once great city cause all these attempts to fail. In 2031, WAT was able
to get consortium resources dedicated to leveling the city and creating new
production resources in the area. Finally, in 2055 the WAC confederation moved in,
took control of the area, and created two E-Zones both used to process ore from the
mountains as well as take advantage of the natural defenses the mountains
provided. The two E-Zones are large and two of the oldest in the WAC, as
economics and technology has changed in the last 70 years a small shantytown grew
up sandwiched in between the two zones. This Shanty Town is nestled in the
remaining structures of old Denver and has grown to have over 45,000 people
working and living for its greater glory. While most of the old structures have been
leveled and used to build other structures, the remains of an old pre-conflict high
way go through the town and are used as a kind of zone separator by those who live
there. The Auroura Shantytown is known through out the world as a center of
trade. Goods from around the world travel here to be purchased and shipped to
their new owners. The town survives by providing some of the best docking and
access to pirates, corporate users, StrikeForces, or anyone else needing a quiet
place to do a trade.
The below list describes the buildings, areas and prominent people in the
Shantytown Auroura.

Buildings and Areas


1. Main Administration Square This building area was one of the first built
in 2123 as the E-Zones began attracting a more entrepreneurial class of
people to the area. Since then the numerous buildings in the area have
expanded in function and size, almost paralleling the city itself. All the
buildings here are used to administrate the city of Auroura, the financial
transactions that take place there, and the Police theta are hired to
protect its citizens. In this 5000 m2 area there are 5 buildings:
1. Trade Center- The focus of this building is to link Businesses to
potential clients. They keep an up to date list of all businesses in
the city and what their specialties are. The center is run by
Stanliy Gaph and two assistants.
2. Administration- the heart of Auroura, administration keeps the city
running. Coordination of power supplies and food import and
distribution are only a few of the tasks that administration does.
Their greatest function is to work with the local E-Zone personnel
and arrange special favors, allowing blimps to doc, Defense zone
legs who would defend the City should it ever be attacked.
Whatever the city needs the Mayor and his staff of 25 will find a
way to get it.
3. Business Practices Center- When the daily disputes of cheating
and bad business crop up. The BPC is always the arbiter of who
was or has cheated in Business. The burden of proof lies with the
accuser and the BPC works hard to stay impartial. Rumor has it
though that the right amount of money can influence a decision in
your favor. Run by one of the first traders in Auroura, Jasic Fink is
no one to trifle with.
4. Justice Administration- When non-business law is broken in
Auroura the Justice administration is called in to arbitrate justice.
The JA is run by Bartels Cammerin an ex-IJC administrator who
left to find some adventure. Cammerin has an unparalleled
reputation for running a smooth, efficient, and fair JA. Bribes
work only for the most minor of crimes and capital crimes are
punished quickly and permanently.
5. Police Headquarters- Managed by the JA Police HQ is also the
barracks for those Police on duty. Auroura has over 1200 police
officers with 400 on duty at any time. The police concentrate on
Business and Zones 1-3 first; every other zone has a response time
double to normal cities. While many communities do self-police, a
practice the JA encourages, this militia only has the power to hold
someone while a real cop is called. The police are usually legs or
ex-city gang members trying to improve their lot.
2. McTaggert Trade Emporium -- Founded over 25 years the McTaggerts have
over 25 stores in this large wood and steel Lodge. The Emporium holds
some of the oldest and most reputable shops in Auroura. The top 5 shops
here are:
1. Beaties Pub and Rest stop -- World famous for its beer and the
ability to supply information at the right price this is one of the
oldest bars in the North Ameracan region.
2. McBolens Pawn Shop With the reputation of keeping the most
wanted things safe until their owners can buy them back,
McBolens is a truly remarkable establishment. The only second
floor business in the Emporium and the most secure in Auroura, if
its valuable and in Auroura it is probably here.
3. Casterini Jewelry import -- Need hard currency like gold, silver,
platinum, Kronus Steel or jewels? Casterini is your man. A family
run business for 15 years they have excellent contacts for
obtaining or reselling anything of Value.
4. Madame Zeldas Fortune Palace While most partakers of
Madame Zeldas services are looking for a fun time, for those
looking for a more detailed source of information that to can be
had for the right price.
5. Davies INC. -- A smaller pawnshop that deals mostly in
electronics and stolen goods, Davies has a horrible reputation for
taking ad vantage whenever he can. He has been in front of the
BPC over 30 times and never lost. His luck, or his funds, seem to
be unlimited.
3. Tahisas Bording House A reputable place that holds 40 80 borders
and feeds them well. Tahisas has little of interest other than the food
and entertainment.
4. Centennial Park This Park joins Tahisas and the Emporium it is a
beautiful park with many areas for quiet and secret conversations.
5. Police Equipment Bunker A mere 200 meters from the barracks, the
police weapons and Cruisers are kept here under Palm Scan lock (TEF
40). The equipment is good quality, but limited to: 800 Level 1 and 2,
300 Level 3, and 300 weapon Level 4. The Town has 50 old Chicago
Police cars (how they got them only the last mayor knows). This plus
some explosives and 900 suites of Cop Frame armour (No Analysis Chips)
is stored here. Please note that 400 of these items are gone at every
shift, which rotates every 8 hours. There is a 35% chance that 1d10 cops
may enter the bunker every 5 minutes.
6. Old Power Switch Used until 15 years ago this switch took power form
the fusion generator stations and sent it to the various zones. It is now a
backup. The Door is locked with a TEF 50 electromechanical lock. SP -
4500
7. New Power Switch Built 15 years ago this switch now routes power form
the fusion generator stations and sends it to the various zones. It is the
primary and always has two police guards. Provides power to the entire
City, except the Sub zones. The Door is locked with a TEF 50
electromechanical lock. SP - 5500
8. Sub Zone power generator A series of Vehicle power generators these
units are not guarded and provide power to Buildings 10, 16,17, and
backup power to the south farms. It is not guarded.
9. Farming Collectives Each of these collectives has between 150 300
people working their land. While they are a part of the city and use its
power they are exempt from it laws. The deal directly with
administration, which helps them distribute food to the various zones.
There are farms to the East and North as well, but they are much farther
from town and do not get the same preferential treatment the Southern
Farms do. The Southern collectives are run by a Woman named Hattie
Falls who has had the job for 25 years.
10. Sub Zone Building Area This building area is full of decrepit buildings
and has a feel of an old west town onto itself. Duals and gunfights occur
hourly and the police do very little to control the violence. The Area has
many different bazaars and shops that sell every thing from clothing to
illegal drugs and technology. The change names and locations quickly so
outside authorities have nothing to track back to. The top 3 merchant
groups in this and the other Sub Zone areas are:
1. The Free Merchants Society A lose coalition of illegal traders
who simply want to keep the Administration from taxing them.
They use many different names and shops to conduct business.
The society is run by a man simply called Hanis.
2. The Founders Alliance-- Called this because it was created by the
first crime family in Auroura almost 50 years ago, the Diego family
. The Founders work to take deals from the other groups by offing
better deals and using force when necessary to get the material.
They are the strongest and do this to keep the other two from
gaining ground on them.
3. The United Front The newest of the three it is a defense force
against the other two. It members are newer merchants who
simply dont have the money to go legit. They are the most law
abiding and the leader, Aqnita Gsic, is working to find a way to
have the administration help them expand into a different zone, or
clean up their current living conditions.
11. Swathin Trading Zone -- This zone was created by the Mayor Swathin in
2108 as a new area to compete the McTaggert zone. Newer and better
constructed this zone has attracted many new merchants and traders to
Auroura. The Zone has not expanded nor developed the reputation of the
McTaggert zone, however when Mayor Swathin was killed two years after
the Zone opened many looked to McTaggert as the culprit.
12. Offshoot Shipping a small shipping company that will take any job and
find a way to get the product to the destination. Known for their
reliability in the more delicate shipping situations, Offshoot is beginning
to grow beyond Auroura, opening their first office in Sub-Level 3 of
Chicago. The CEO is named Bertrand Deslavi and he is extremely savvy
at dealing with authority of any type a skill that has saved him and
Offshoot numerous times.
13. Fusion Generation Stations Used to power the town and the various
zones these stations are well defended. With almost 6000 SP and at least
2 police outside the main entry at all times. The main entrance has a TEF
50 electromechanical lock.
14. Will Salaam Zone 1 apartments -- One of the more affluent apartment
areas in Auroura this is adjacent to the Morelli advanced trading center.
The apartments are about half full at any time, the remainder being
rented out, costing between 650 -1000 crds a night, to traders who are
visiting Auroura and looking for a higher level of protection during their
stay. All the apartments have Kronus Steel doors and there is a private
militia paid to protect those in the apartments and who are trading in the
Morelli center. The police consider this to be their highest priority and
frequently patrol the area.
15. Middle Town apartments These apartments are much less opulent then
the Zone 1 level, but cost 60% less to rent. These are about three
quarters full and have a good location between the McTaggert, Sub Zone,
and the Morelli centers for trade. The police do an above average job
protecting this area, partly because of the high amount of additional
bonuses Middle Towns management throws in, and respond in about 70%
less time than normal for a level 4-7 zone.
16. Phanti analysis station Actually a Tech guild station founded by a
renegade NanoTech, the guild uses the station to track the technologies
that flow through Auroura. The station is well known for it ability to
analyze goods and determine if they function as advertised. Their
credentials are impeccable and they have never been brought before the
BPC. The guild uses the information provided by the shop to track items
of interest and has purchased many for further study. The Tech that runs
the station is named Galeia Derst and is a tech level 6.
17. Administration Warehouses These Warehouses are rented by the
administration to companies and individuals. Offshoot shipping manages
the rentals and is authorized to use any that are not being rented for their
own uses. The warehouses have enough area to store over 30000 KG of
goods. Each one has 3000 SP.
18. Auroura Shipping Terminal One of the most capable non-city terminals
this terminal can hold 6 Blimps, 18 shuttles and up to 30 vehicles for
loading unloading and storage. The terminal is guarded by 45 60 police
at any one time. While all transactions are considered private, anyone
threatening the terminal with violence can have their goods confiscated
and their lives forfeited at the administrations discretion. The Terminal
has 4000 SP per wall and the docking and storage areas have 3500
Protection and 2500 SP.
19. Auroura Monorail Terminal -- Originally, a pirate station that stops only
occurred at with enough money this is now a normal stop. The station
can hold 25 people on the platform and has stairs that rise up almost 150
m high to the platform. The elevator can hold 8 people at a time. The
Monorails WILL NOT STOP is there is any form of combat occurring on
the platform. The trains run about one every 1.5 hours.
20. Vasic Pleasure and Fun Globe a globe with 5 levels and 200 different
shops all dedicated to pleasure of any type, any desire. The E-Zone
defense forces frequent this globe for hours of fun. Gambling, drinking,
sex, and drugs anything a man can think of can be found here. The Globe
is patrolled by 25 cops at any time mostly there to make sure the drunks
behave and the sex is not too rough. Staying here costs and average of
250 300 a night plus tips. Most legs stay for two nights max.
21. Morelli Advanced Trade Center -- This center was founded in 2126 to
handle the new influx of advanced technology trading that was starting to
filter into Auroura. With private kiosks to conduct private business as
well as the focus on continuous surveillance and protection for the buyers
and sellers, the MATC (match as it called by the locals) is the safest place
to conduct business without any issues or interference. To enter the
building you must have a pass code card valid for that day. Violators of
the peace, or those who would break into the center are considered
hostile and eliminated by the local militia and its Droid troops.

Detailed Plans of McBolens Pawn shop

Entry into the pawnshop is only through the elevator system from the first floor.
The Pawnshop has to activate this elevator and send it down to the ground floor.
The elevator has a TEF 50 to block overrides.

1 Elevator Entry -- This 24m wide x 16 meters deep area is surrounded by 2


large Kronus Steel walls with 2050 SP. The doors of the elevator are also
made of KS and have 1050 SP. The entire area is targeted by the two
Chemical Project Level 3 weapons mounted on the counter. Should the clerk
determine anything is wrong they will open fire. The Guns are pre-targeted
in the box, all attacks are at a +200 EF, and all targets dodge at a . The
Guns and ammo used are up to the GM. However, McBolen only uses
ChemProject weapons, a personal bias.
2 Corner Mounted Guns Another set of ChemProject guns that are sighted
using modified Optics Trackers. The targ have a TEF of 22 with targeting
chips and are controlled by the Counter user. Guns and Ammo are up to the
GM.
3 Scanner Bay Anyone entering this area is Scanned by a TEF 75 Scan using
Chemical and Electro forces to determine if the scan subject has any
unknown explosives. The scan takes 1 second.
4 Counter The proprietor, usually McBolen or one of his sons, watches the
going on in the store from here. At the push of a button an advanced
reactive screen of 1200 protection, plus the counter has a Clear KS screen
with a protection of 2000.
5 Locked Doors to the Storage Area These doors have a TEF 30
Electromagnetic lock and have 2050 SP.
6 Droid Chutes These are working tubes that allow the Two Droids that
McBolen owns and uses only in the direst situations. The Droids are simple
combat types he bought a long time ago. Again they have ChemProject Level
4 weapons Guns and Ammo are up to the GM.

Cases 1 5: These hold normal goods under 50,000 Crds. Each has 500 SP

Cases 6-9: These are specialty cases that have 1000 S.P. and retract into the floor
at the set off an alarm. The retraction takes 1 second and has a reaction of 50. The
goods kept in these cases are valued at 1,000,000 crds plus (maximum of 1.5
million)

Cases 10 and 11: These cases hold items that exceed 1.5 million credits and are
only shone to those who can display they have the credit BEFORE they enter the
area. The Cases have 2050 SP and a protection of 1000.
Safe 1 A large Safe with a protect of 1500 and 3000 SP. Holds 350 Enc in goods

Vous aimerez peut-être aussi