Its Hollywood. As expected, its a city composed mostly of The Don's enemies, with a bunch of crime and progressives. Well actually is apprently
several towns to that effect, explaining the plural form. The government apparently cares about the people here (so we're told), and there is rich and poor people like the other towns.
If you didn't get the pattern from the last two towns there is a rich part and a poor part. Here the poor part is "Comm Town", a manufacturing hub with a bunch of ores and oil. Which is weird since nobody mentioned oil products or vehicles up to this point. There is apparently a bunch of crime, but the new mayor is supposed to be a good guy. There are some magical three things that collect water because this is California (I think?) and magic is the only way they could possibly sustain themselves. There is a ravine going down the middle of the city because of all the Earth quakes (Its California). There is a "King Martin" hospital with some history (Spoilers: He's Martin Luther King), a community garden ranch thing, and a tree that kinda looks like a dragon.
Comm Town is part of "Tong City", the main part of which is towery and rich. Its got a capital building where not-Arnold Swatzineger lives. And also "Birdie Sanders", head of the communal party, for some reason. A sidebar informs us that they're openly preparing for war against The Don, and that scientologists support him.
Tinsel town: The Hollywood part. Where actors act. Where "studio lords" rule over everything. There is the walk of stars (no mention of Trump's), Church of Xen (Scientology), Holly Hills (Beverly Hills), etc.
As you may have figured out they're basically stuffing all of California here for some reason. If you haven't, the next district is "San Monka", a beachy tourist trap. Some people are poor because working in tourism doesn't make you rich. So they have crime (and communist hippy druids for some reason).
For factions and people we start with "Schwartzukadnezze". His description name drops a bunch of Swatzinager movies and thinks its clever. It has cool art. Following him is "The Warder systers", a gender-flipped Warner brothers. The game jabs at itself on how parody is the lowest form of comedy. They have political power comparable to the governor. In the Communal Party's new blurb it goes over some of the things that where already tread upon in its previous blurbs (They're commies! Still! Some people think they're naive! Still!). For unspecified reasons the Scientologists tried to kill Sanders.
I wonder what politicians this book supports :thunk:. Like the Communal Party the Anti-Gang pretends like it didn't have any blurbs in the last two cities. Like the last ones its basically "They're violent but also totally right and justified". There is a short bit of history when the Commies made universal healthcare and raised taxes, some people didn't pay, so the Anti-Gang robbed them and gave their money to the Communal Party (who had the Anti-Gang arrested, so you don't have to feel bad about supporting them!)
There is a blurb where I
just figured out that two "tribes" mentioned earlier - The Scarlet Swords and the Coldfire Tribe - are probably the bloods and the crips. In the previous context the mayor had made a cease-fire between them. Here they're doing rap and hiphop.
In any case Mythatology = scientology with funny names for its founders and such. They're the local bad guys. Bribes and mind control etc. Basically a cult trying to get political power and money, kinda allies with Trump for no clear reason. Like in universe too.
Plot hooks: A journalist hires you and you end up seeing Tom Cruise perform an evil Scientologist human sacrifice ritual. Someone admits to a secret, ruin or don't ruin their career if you want. Warner And Disney are fighting and will pay you to spy on the other guy. Anti-gang is attacking a house that maybe is owned by someone who supports The Don, the Communal party and cops are stopping them, do whatever you feel like. The Scientologists want to kill the governor! Stop them! The three that kinda looks like a dragon IS A REAL DRAGON! Go awaken it!
Chapter 6: Finally we get to the Guns. Equipment and treasure.
The economy sucks. There is special currency, one going above platinum and one going below copper. Former is the "Buck", the coin they're selling in the kickstarter, worth 10 Platinum. The other is Exposure (OK, I might have smiled at that) worth 1/10 a copper.
Firearms have two special rules; Jam and Knockback. They Jam if you roll under their Jam value and you have to spend a bonus/attack action to clear it. Everyone hit by a weapon with Knock Back has to make a DC 10 strength test or gets pushed prone-getting pushed back 5 feet if they make the test or not. Special firearms are a flamethrower (works like the flamer in Fantasy Flight's games in that the target rolls to dodge instead of the attacker rolling to hit) and the gunchucks.
Explosives are...some combination of weak and over-priced. They act as throwing weapons and the flamethrower thing from above. Throw the explosive, everyone in range rolls to get away, 1/2 damage if they succeed. So like New-X-com grenades, you won't miss if you use them. A hand grenade does 2d8 (1d8 force, 1d8 fire) to everything in 10m radius...for 100 gp per use. Dynamite does 2d10 force 2d10 Fire for 1,000 gp. C4 doubles that again for 6,400 gp. The strongest and most expensive is a special magical bomb that requires a human sacrifice. I don't think it actually like says the weapons are lost when they're used, but I figure its pretty much common sense.
There is a lasso for the cowboy character, it can be used to grapple and restrain but can be escaped by a DC10 strength check.
Firearms have most of a page, and run across the tech spectrum for no clear reason. Only one actually has knock back and the explosives basically all did before this, so I'm not sure why Knock Back was placed under the firearms rules. Small calliber weapons deal 1d8, slightly larger deal 1d10, rifles deal 1d12, shotguns do 2d12, some assorted others do 2d8. Most low-price firearms are 1 shot, the higher tier ones have up to 30. They're a bit pricier than core weapons, the cheapest light sidearm will set you back 50gp while the most expensive Tactical Assault Rifle is 3,000. If your enemy uses guns reselling them will probably make you wealthy fast.
Now we get into a surprisingly long section of magic weapons. I'll cover this in list form. There is art for almost all of them:
Baker's Dozen Donut box: A box with a random number of magic donuts that do things like "Teleport you to the place you most want to be", "Randomly become frightened of a random creature", "Double all your damage rolls for a day", "Kill all your friends for the next five minutes". Like half the effects are bad, two are permanent and kinda great bonuses, the rest are just kinda random things.
Bath Bomb: A bomb that cleans things.
Belle's Bathwater: Gamer girl bathwater. Drink it for a penalty or 8d4+8 hitpoints if you follow Belle as a deity. There is a picture.
Brotien Powders: Give a resistance to damage based on their flavor.
Concentrated Jingoism: Drinker becomes super patriotic and adds 1d12 damage to all attacks for a minute. Disadvantage on INT and WIS saving throws.
BIRCHLEY'SRAY-BANNERS: Not capitalized in the original but there was no way I could spell that so I copied it over. Sunglasses. Give you advantage to persuasion checks. Do a CSI Miami type joke and you get truesight.
Corporate Sponsor: Gain money by plugging sponsorship into dramatic moments. You get 50gp for every creature who sees you do this.
Cursed Book Series: Read for 1 forever wisdom. Roll DC20 to become obsessed with this book.
Da Waefinder: A dead meme. Points to where your target is.
Direct Mailbag: A bag that can transfer things to other Direct Mailbag
Dwarf Foreman Grill: AKA George Foreman Grill. Cook food on it for a hitpoint bonus. Roll badly and you lose an iron bar.
Hat of the Scion of Stet: A cowboy hat. Power depends on caller, White can disengage, Brown can Smite, Black can create undead.
Hair of Kooky Cat Lady: Random effect to give you catlike abilities like night vision and claws. Turns you into a furry on 20.
Hypetrain wistle: A wooden train whistle that summons a magic train. Summons fake audience members.
Instagraph: Its a camera
Jar of Anti-magic dirt: Pirates of the Caribbean reference. No magic can get in or out.
Legendary GreatSword of Balance, Truth, Questing, Insight, and More (LGBTQAI+): "Forged by the strong, black, trans warriors of Stonewall" A rainbow sword that deals 1d4 of...10 types of damage and can cast prismatic spray. 10d4 +4 to rolls.
Magic Conch Shell: A sponegbob reference. Says the things it said in the show.
Mantle of Old Glory: A not-American flag outfit. You can throw the stars which explode like a spell.
Map of Flat Urth: Displays a detailed map with one glaring inaccuracy.
Mask of the Horse: Advantage on Animal and Deceive, disadvantage on Perception.
Mountain Mist: Gives free Haste when drunk, gives three levels of exhaustion when it wears off.
Nana's Homemades: Cookies that give free Heroe's Feast and Bless. Might be accidentally drugged (lmao weed man) giving some bonuses and penalties.
Orb of Catching: Its a Pokeball. Captures weakened enemies and has them fight for you for 1 minute.
Red Pill, Blue Pill: BASED AND REDPILLED. Always go together and you can always choose only one. Red pill gives +2 int -2 charisma permanently. Blue pill gives +2 Charisma -2 int permanently. Either way its a Minmaxer's wet dream since there isn't a listed limit. Taking both pills Gives the penalty of both and some damage.
Rush Ship in a Bottle: Speeds up any action you're doing.
Scope, Sidearm: A scope for a pistol giving +2 to attacks in normal range.
Scope, Spyglass: A scope for a rifle. Three options that let give you +2 at short or long ranges and a disadvantage at the other, or +1 at all ranges.
Seemingly Legal Contract: Sell your soul for something. Whoever made the contract gets your soul when you die.
Slamball Helmet: Football helmet. +1 AC and advantage against getting knocked down or incapacitated.
Star Killer: Lightsaber. Can block bullets, throw it and magically catch it, deals extra damage to spellcasters.
Sword of Damocles: A sword that lets you auto-succeed on death rolls. If you ever roll a 1 you'll have to make a low-difficulty WIS saving throw or fail the number of successes you auto-passed.
Teevo's Remote: Has a variety of remote-flavored spells. Or can rewind time.
Thunderflash: Flashbang. Probably could have been an explosive. Some combination of blinded, deafened, and stunned depending on how close you where to it when it went off with a harder difficulty check to not be those things.
Timbers: Boots that let you ignore terrain and give bonus to Charisma. Allow you to use enhanced ability.
Two-Ton Tunic: A Shou-lin-showdown reference (there is no way I spelled that right). Can turn into 18AC armor.
Wand of Firearms: A gun shaped wand that can turn people into guns for an hour if they fail a save or want to become a gun.
Wand of the Forgotten Password: Unlocks things if you succeed a roll. Makes noise if you fail.
The Stones of Destiny: The Infinity Stones. But they're dice. Presumably the thing from the plothook in Seattle. Between the lore, pictures, and cruch they take up another 5 pages combined.
There are a bunch of them.
-One Mostly just points to the others with some minor side effects (The one from the plot hook.)
-One gives proficincies with some other effects
-One boosts healing with some other effects
-One boosts Warlock stuff
-One does a bunch of random things like let you cast reincarnation and turns 7s into nat 20s. Is sentient.
-One boosts melee users
-One gives a free advantage on everything, and a double advantage on anything you had advantage on. Lets you change rolls to a roll you set earlier. Disadvantage on all death saves.
-The Destiny Gauntlet: Lets you use all of them at once and summon some weapons and ammo. Most just add extra dice. Can explicitly only be used by one character meaning the rest of your party gets to watch as you throw out 8d12 shotgun blasts.