Thursday, December 1, 2016

House Rules for Internment Camp NY-1


As I mentioned, I'm using +Chris McDowall's excellent Into the Odd rules for Internment Camp NY-1. The biggest change I needed to make was a new starting package chart, which you can see in the original post. I'm also using these house rules:

アドバンテージ/欠点 ADVANTAGE/DISADVANTAGE

Lifted straight from D&D 5e.

損傷 INJURY

The damage and death rules still work almost the same, but every time you take Critical (Strength) damage you also roll on the following chart. I'm considering expanding it to something more like my D&D chart.


d20
Effect
1
Lose a leg.
2
Lose an arm.
3
Lose a hand.
4
Lose d4 fingers.
5
Lose an eye.
6
Internal bleeding. Unable to move until healed.
7
Broken leg.
8
Broken arm.
9
Broken ribs.
10-11
Scar or burn.
12-20
Flesh wound. Looks worse than it is.


弾薬 AMMUNITION

In the spirit of streamlining things as much as possible, Into the Odd doesn't track ammunition. This makes sense in the context of the original game, where players lead relatively well-equipped expeditions from a big, functioning city. It's fine to assume you brought enough ammo. But this setting is about scavenging whatever you can find in a city-prison cut off from the rest of the world, so yeah my players are counting bullets.

素手による戦闘 UNARMED COMBAT

Most unarmed attacks still do d4 damage as normal, but characters trained in martial arts do d6 damage as indicated on the starting package chart.

交す DODGE

This game grew out of an ill-advised attempt at playing the TMNT RPG. Even after I managed to boil most of the game down to a 10-page document, I still scared my players away. I love it but it's a goddamn mess. This is my one tiny nod to it:

You can skip your next turn to try to dodge an attack against you. Roll a d20 and try to get between the attack's damage and your Dex score.

メカ戦 MECH COMBAT

Haven't finalized this yet, but I'm considering a hit chart like this:


2d6locationarmorhit effect
2power cell5shuts down
3weapon arm7can't fire weapon
4-5legs8can't walk
6-9core10explodes
10melee arm7can't melee attack
11thrusters7can't fly
12sensor array5blind, erratic

Instead of HP, any hit that does damage would disable that part. Disabling the core makes the whole thing explode, but you'd need a direct hit with something on the order of a rocket launcher (d12). Taking out the power cell or sensor array would also put the mech out of action, and while they're less armored, they're also small and harder to hit.

So for a normal attack, you'd roll on the hit location chart. You could also target a specific part of the mech and attack with disadvantage. Spending an entire turn to aim before attacking would overcome this disadvantage, as would  other situational benefits like luring the mech into a vulnerable position, etc.

Monday, November 28, 2016

Internment Camp NY-1: A setting for Into the Odd

歴史 BACKGROUND

1957: The Second World War comes to an end with the surrender of the Allied Forces. The Empire of Japan assumes control of the former United States.

1997: Manhattan island becomes an open-air prison for criminals, enemies of the empire, and mutant animals created by fallout from nuclear weapons used during the war. It is placed under the command of Colonel Oroku Saki, known to prisoners as "the Shredder."

2017: You are now an inmate of Internment Camp NY-1.


土地の上に LAY OF THE LAND

A huge seawall isolates the island, erected on the far sides of the Hudson, Harlem, and East Rivers. The water and bridges are mined. Police air drop basic supplies every so often, which often incites a feeding frenzy among the inhabitants. Basic weapons are abundant, but even military-grade firearms and ammunition seem to leak into the prison. Rumors suggest the police themselves smuggle them in, hoping the prisoners destroy each other.

Glorified street gangs have carved out petty fiefdoms for themselves. The major players:

  • The Foot: Ruled by the Duke of New York from the World Trade Center, they control the Financial District, much of Lower Manhattan, and Midtown. The Foot is notoriously human supremacist, subjugating mutants wherever possible. Their rallying cry is, "Feet over paws!" The Duke's main advisor, Brain, operates out of the Public Library.
  • The Riffs: These mutant rights fanatics have wrested much of Gramercy Park and surrounding blocks from the Foot. Cyrus, their leader, is a mutant mole who can often be seen on the front lines in (faux) leather jacket and beret, shouting, "Can you dig it?"
  • The Rogues: A notoriously shifty gang who currently hold sway over much of Chelsea thanks to an uneasy truce with the Foot. Their main claim to fame is control of Madison Square Garden, where they host gladiatorial matches.
  • The Lizzies: A self-styled "tribe" of primitivist Amazons, mostly mutant reptiles and all female, who control the Lower East Side. They love to hunt outsiders, particularly the warm-blooded ones.
  • The Furies: This gang prowls Central Park decked out in sports gear, divided up into rival "teams" who compete to see how much loot they can score each night.
  • The West Side Republic: Founded by political dissidents, they've set up a sort of "government" on the Upper West Side modeled after the old United States. The barter town they've set up at Lincoln Center is the biggest on the island and draws traders from across Manhattan. Recently, the Duke has decided he wants the market for himself, and has launched an all-out assault on the Republic.
North of that lie only tiny gangs and unclaimed territory. Rumors swirl of highly trained vigilante bands, AI mech-constructs, and other fantastic Japanese tech and dangerous experiments buried among the city ruins.

The police mostly allow the turf wars to play out unchecked, but they crack down fast if they suspect any escape attempt or other action that could endanger the empire. They employ:

Semi-autonomous surveillance drones

Anthro-mechs, the first to investigate possible threats

Panzer cop death squads usually follow

Piloted assault-class mechs, the last line of defense

始動装置 STARTING EQUIPMENT/CHARACTERISTICS

最高の能力スコアを持つマッチヒットポイント
Match hit points with highest ability score:

1 HP
2 HP
3 HP
4 HP
5 HP
6 HP
3-9
sniper rifle (d10)
3d6 ammo
flak armor (2)
mutant bird
Fly
Talons (d6)
2 molotov cocktails (d8)
psychic
mind attack (d4)
lift small objects
leather jacket (1)
pistol (d6)
3d6 ammo
flashbang
katana (d8)
Smoke bomb
shovel
mutant animal brute strength (d6)
10
knife (d6)
2 grenades (d10)
flak armor (2)
submachine gun (d8)
3d6 ammo
leather jacket (1)
silenced pistol (d6) smoke bomb night vision goggles
2 pistols (d8) 2d6 ammo
carrier pigeon
bat (d6)
6 shuriken (d4)
Walkie talkies
Sai (d6)
Can of gasoline
11
Psychic
read minds
trained monkey
Pistol (d6)

mutant animal natural armor (2)
sai (d6)
Pet boa constrictor
shotgun (d8)
2d6 ammo
generator
assault rifle (d8)
2d6 ammo
radio
bo staff (d6)
molotov cocktail (d8)
jewelry
Pipe (d6) Flashlight
net
12
assault rifle (d8)
3d6 ammo
Leather jacket (1)
blowtorch
bat (d6)
2 molotov cocktails (D8)
loyal dog
bo staff (d6) smoke bomb
binoculars
nunchaku (d6) 6 shuriken (d4)
Boom box
revolver (d6) 2d4 ammo
Bat (d6)
Land mine (d8)
13
submachine gun (d8)
Mech pilot
Motor oil
shotgun (d8)
2d6 ammo
Smoke bomb
pistol (d6)
2d6 ammo
Land mine (d8)
mutant animal natural armor (1)
Bow (d6)
2d6 arrows
bow (d6) 2d8 arrows
lantern
Knife (d6)
ramen
14
mutant bird
fly
Katana (d8)
mutant animal climb
knife (d6)
Hockey stick (d6)
net
Bo staff (d6)
rope
mutant animal
claws/fangs (d6)
Martial arts (d6)
Land mine (d8)
15
Shotgun (d8)
2d6 ammo
toolkit
bow (d6)
2d6 arrows
Can of gasoline
Nunchaku (d6)
Motor oil
mutant animal
claws/fangs (d6)
liquor
hockey stick (d6)
hockey mask
martial arts (d6)
twinkies
16
2 pistols (d8)
2d6 ammo
Walkie talkies
mutant animal (claws/fangs d6)
bat (d6)
flashlight
chain (d6)
toolkit

knife (d6)
binoculars

cricket bat (d6)
watch
17
Knife (d6)
2 smoke bombs
Sai (d6)
Pots and pans
stove
pipe (d6)
rope

martial arts (d6)
liquor
brass knuckles (d6)
scarred
martial arts (d6)
mute
18
sentient robot
interface with machines
armored (2)
chain (d6)
Six pack beer
martial arts (d6)
jewelry
mutant animal swim
Jaws (d6)
martial arts (d6)
matches
Snake Plissken
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