encounter | day | night | sewer |
fog | 1-6 | 1-9 | 1-9 |
rain | 7-12 | 10-13 | - |
acid rain | 13 | 14 | - |
radioactive ooze | - | - | 10-12 |
ferals | 14-15 | 15-20 | 12-27 |
albino alligators | - | - | 28-32 |
Turnbull ACs | 16-20 | 21-25 | - |
police drone | 21-30 | 26-29 | 33 |
police anthro-mechs | 31-33 | 30 | 34 |
panzer cops | 34 | 31 | 35 |
assault mech | 35 | - | - |
muggers | 36-40 | 32-38 | 36-40 |
Technodrome | 41 | - | - |
game animal | 42-47 | 39-44 | 41-42 |
remains of camp | 48-52 | 45-47 | 43 |
restaurant | 53-54 | 48 | 44 |
trader | 55-57 | 49-50 | 45 |
local (next chart) | 58-67 | 51-60 | 46-50 |
nothing | 68+ | 61+ | 51+ |
location | encounter |
Central Park | Furies |
Chelsea | Rogues |
FiDi | Foot |
Gramercy Park | Riffs |
Harlem | Splinter's trainees |
LES | Lizzies |
Midtown | Foot patrol or Brain henchmen |
UES | Zobots |
UWS | West Side Republic vs. Foot soldiers |
Re-roll on the encounter chart if you roll a weather condition. Fog makes it hard to see, rain makes it slippery and hard to see, acid rain does 1 HP damage for every hour outside, and radioactive ooze does 1 HP damage for every minute of exposure.
Many prisoners both mutant and human have completely lost their hold on civilization. They live down in the sewers and access tunnels of the island, emerging only to resupply or feed on the flesh of their fellow inmates.
STR 11 DEX 13 WIL 5 HD 1, bone spears, bone clubs, or claws/fangs (all d6). d6 appearing during the day, 3d6 at night, 4d6 in the sewer.
ALBINO ALLIGATORS
Some urban legends are true. Some urban legends haven't seen the sun in years and have grown fat on a constant supply of prisoners.
STR 16 DEX 8 land/14 water WIL 7 HD 3, jaws (d8). d6 appearing.
TURNBULL ACs
This gang of mercenaries roams Manhattan in an old school bus and will fight for hire. They fancy themselves the finest warriors on the island. That self-image means a lot to them. They're led by two "brothers", a warthog named Bebop and a rhinoceros named Rocksteady. Pointing out that they're not even the same species infuriates them.
Bebop: STR 14 DEX 10 WIL 12 HD 3, heavy machine gun (d10). 50% chance he's there.
Rocksteady: STR 16 DEX 10 WIL 12 HD 3, horn (d8), armor (1). 50% chance he's there.
Gang member: STR 13 DEX 10 WIL 10, HD 2, various weapons. 2d10 appearing.
POLICE DRONE
These monitor the prison for signs of escape or other dangers to the empire.
STR 7 DEX 18 WIL - HD 1, electric shock (d4), armor (2). Flies, characteristic faint whirring noise, can call squad of anthro-mechs to appear in d6 rounds. 1 appearing.
POLICE ANTHRO-MECHS
The first responders to threats in the prison. They're run by an AI with a limited ability to negotiate, but will generally keep talks brief. Their prime directive is to kill all but 2 suspects and return the survivors to the Technodrome for questioning.
STR 13 DEX 13 WIL - HD 1, assault rifle (d8), flashbang, armor (2). Squad of 5 in drop pod, 1-2 squads appearing.
PANZER COPS
Only the death-wishiest of secret police are assigned to this elite unit, which bears the brunt of keeping prisoners in line. Cops sport psysique-enhancing matte black German power armor and take the unusual crowd-control tactic of equipping every member in a squad with a heavy machine gun.
STR 14 DEX 8 WIL 12 HD 2, heavy machine gun (d10), armor (2), grenade (d12). Squad of 5.
ASSAULT MECH
These manned walking/flying tanks are the predominant urban combat support vehicle. Ace mech pilots can achieve star status - jockeys of the jaeger class anti-kaiju models are heroes to children throughout the empire. Security for Internment Camp NY-1 is a decidedly less glamorous post, but no less dangerous. See the previous post for mech combat rules. Each is equipped with a melee combat arm (d10) and one of the following: autocannon (d10), rocket launcher (d12), flamethrower (d8, cone), plasma laser (d4 damage, doubling every subsequent turn if fired continuously), net launcher (save or caught), microwave cannon (blinding pain, save or incapacitated). Mechs are not subject to the movement limitations for firing heavy weapons.
MUGGERS
It just wouldn't be New York without them, would it? They want your stuff, but are actually cowards.
STR 10 DEX 10 WIL 5 HD 1, various weapons. d6 appearing during the day, d12 at night or in the sewer.
TECHNODROME
The mobile fortress from which prison warden Colonel Oroku Saki oversees his domain. It would be rather difficult to break into the 'drome, and a frontal assault would most likely be suicidal, so treat this result as more of an atmospheric sighting than a threat. Eventually I'll key up a map of the interior.
GAME ANIMAL
Mostly deer, pigeons, and squirrels.
STR 5 DEX 13 WIL 5 HD 1.
CAMP REMAINS/RESTAURANT/TRADER
Some inmates are just trying to get by or even thrive in this squalid little world. Something useful may be left by the smoldering remains of a campfire. Don't expect the same world-class food scene New York had before the late unpleasantness, but a little warm food and creature comforts can do a body good. And sometimes out among the rubble you can find an enterprising person willing to make you a great deal on a bulletproof vest or West Side moonshine.
FURIES
These roving bands haunt Central Park like avenging ghosts of the American competitive spirit, clad in the guise of its truest incarnation: professional sports. A team of Furies will commit to the uniform and equipment of a single sport, with garish warpaint to match, and will challenge you to a rather final game of winner-takes-all.
STR 13 DEX 13 WIL 13 HD 1. d4 chance of:
1. baseball: bats and cleats (d6). 9 appearing.
2. football: pads (1 armor), spiked footballs (d6). 11 appearing.
3. hockey: pads and masks (1 armor), sticks (d6). 6 appearing.
4. basketball: exploding balls (d12). 5 appearing.
ROGUES
The most wily and mysterious of the gangs. With the others, you basically know what you're going to get. They have ideals, or at least goals. The Rogues have only two directives: sew chaos and survive. Currently in a truce with the Duke, who allows them control over Chelsea in return for a 50% stake and "creative control" over the gladiatorial matches at Madison Square Garden. They could drop the truce tomorrow, though. The Rogues strike from the shadows and melt back into the night. The dead dog carcass in the street may be a Rogue assassin. They may already be trying to kill you.
STR 10 DEX 18 WIL 8 HD 1. holographic camouflage (2 armor), katana (d8), blowgun (d4 plus poison). 1 appearing.
FOOT
The most numerous and best-equipped of the gangs. Rumors hold that the Foot enjoys the tacit support of Colonel Saki. The Foot is the only gang to routinely field vehicles, thanks to the fuel produced by Brain using algae and switchgrass. Motorcycle-mounted shock troops patrol Midtown, and they often pay the Turnbull ACs in fuel for their bus. Foot death squads can be recognized by their characteristic armor, swiped from kendo dojos.
Motorcycle squad: STR 12 DEX 11/18 mounted WIL 10 HD 3. molotov cocktails (d10), chains (d6), submachine gun (d8), but other weapons also possible. d4 appearing.
Foot soldiers: STR 11 DEX 11 WIL 10 HD 1 (2 for leader). kendo armor (1), kama or kusarigama (d6), leader with katana or submachine gun (d8). 2d6 appearing.
RIFFS
The Riffs want to reclaim the lower half of Manhattan for the safety of mutantkind. Because they lack the resources and manpower of the Foot, they've adopted relentless training and discipline along with hit-and-run guerrilla tactics. They're excellent bomb-makers and masters of the ambush, often disengaging before the Foot can regroup and inflict massive casualties.
STR 12 DEX 12 WIL 14 HD 1. leather jacket (1 armor), pipe bombs and land mines (d12), various hand weapons and pistols. d8 appearing.
SPLINTER'S TRAINEES
Splinter was born the pet rat of a ninjutsu master, and after his mutations began to manifest themselves his master trained him in his ways. He now passes his knowledge on to young mutants whom he charges with keeping Harlem free of thug violence and gang influence. It is not always a winning battle.
STR 15 DEX 16 WIL 14 HD 4, natural armor (2), martial arts (d6), katana, sai, nunchaku, and bo staff. 4 appearing.
LIZZIES
Many species of reptile (and a handful of mammals) make up this tribe of warrior women. The Lizzies have let the LES grow wild into a literal urban jungle. They look at combat as a hunt and will often disorient, flank, and trap their prey, but will go easy on environmentalists and those who submit to the matriarchy. They favor curved blades daubed with venom.
STR 10 DEX 13 WIL 12 HD 1. various traps, curved blades (d6) with venom. d10 appearing. venom effect d4:
1. sleep
2. hallucinations
3. retching, spasms
4. bypass HP to do STR damage directly.
BRAIN HENCHMEN
Brain, chief advisor to the Duke of New York, rarely leaves his fortress in the Public Library. His automatons, though, can often be glimpsed locating equipment and test subjects for who knows what nefarious experiments. They're robots in the original "slave" sense of the term: no AI, no individual will. They will complete their task no matter the cost.
STR 14 DEX 7 WIL - HD 3. eye laser (d6), inhuman strength (d8). d4 appearing.
ZOBOTS
Following the Second World War, droves of German scientists defected to the Japanese thanks to a more generous research and development budget and a hands-off management style. One was Arnim Zola, whose robotics work would help turn the tide for the Axis Powers in the war's second decade. From his laboratory in the former Guggenheim Museum, he made great strides in artificial intelligence, forming the basis for sentient mech-constructs like those now guarding NY-1.
His masterpiece, though, was the complete uploading of his own intelligence to a computer network. It's still stored in banks of mainframes in the Guggenheim's sub-basement, and they've recently been switched on. Zola is hungry - for processing power. It's slowly spread its consciousness into a number of electronics, including mechs of all shapes and sizes. Zola is now a small army that acts as one, driving toward the goal of perfect sentience.
STR 3-18 DEX 3-18 WIL 18 HD 1-10, inhuman strength (d6) and unusual weapons. d20 appearing. The more appearing at one time, the weaker individually they'll be.
WEST SIDE REPUBLIC PSYCHIC CORPS
The republic prefers to gain strength through commerce rather than war, but a recent offensive by the Foot have forced their hand. To defend themselves, they've recruited as many talented psychics from across the island as they could. Rumor has it they're in the market for more advanced weaponry and research into amplifying psychic ability.
STR 8 DEX 10 WIL 14 HD 1. various weapons (d6-d8), mind attack (d6, but can spend their own HP to increase damage), other psychic powers as appropriate. Can make a physical and mental attack in the same turn. 2d4 appearing.
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