SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[NEED IDEAS] Kowloon Hong-Kong post Nuclear Disaster [RISUS]

Started by OdnsRvns, July 09, 2015, 09:40:10 PM

Previous topic - Next topic

OdnsRvns

My gang got together and created a world and PC's this week. Thought I'd share it with the group as they did an amazing job. I'm running the game in RISUS with a few house rules to make things more interesting. Since I crowd sourced a back story thought maybe I could do the same with some encounter ideas for them.

BACKSTORY
Kowloon Hong Kong, China circa 1993 after a nuclear disaster.

   They say that the the discontinued FJ ABM is what spared Hong Kong. Chongqing and Shanghai they were not so lucky. In 1984 over a dozen countries let loose their arsenal of nukes. Now almost a decade later some of us wish we had perished with the rest. The refugees from the north fled south to escape these blast zones. Burned, radiated, and with nothing but what they could salvage, they came in droves. Almost immediately the chinese government fell, and the bandits took rule.

Their calling Kowloon the "Sanctuary of the East". The Reclaimers movement is strong, and has many followers. At any cost their believers will remove the scum and villainy from this city. The head of this group is a reclusive eccentric known as the "Grand Architect". He has commissioned the building of the largest self sustaining habitat ever made. "Project Gaia" is a mammoth undertaking, with the promise of clean water and food, safety and schools, as well as law and order.

The reclaimers progress does come at a cost. Outside the walls of Project Gaia little in the way of law exists. The people relocated by the project face a city of hardships. The city blocks around the project are littered with makeshift dwellings rising high into the air. Folks stay for a chance at redemption, a chance to be taken in by other side of the wall. You can find anything in these "Kowloon Slums".
In these slums, in the back alley's of the wall "The Rebellion" is taking rise.

The project has taken its toll on the citizens here. Many have died building someone else's dream in this city of darkness. The relocation efforts are nothing more than class warfare to the rebels. The reclaimers call them skilless and unworthy of a place inside the wall. No longer will the reclaimers just take their city.

PLAYERS
  • An enforcer for the Reclaimers that isn't sure he is doing the right thing
  • A hot headed rebel spy deep undercover working along side the enforcer
  • A brute mutant chemist that got buff after the bombs and can't resist a payday
  • A surgeon turned road warrior that's out to save humanity
  • An ex-Triad smuggler who's lost faith in humanity

HOUSE RULES

Combat & Checks
  • Best Of – Determine the winner of a combat or check round by rolling opposing cliches and comparing the single highest die rolled ie.. [4/4/1/1] beats a [4/3/3/2]
  • Underdog – if highest die is tied then the opposition rolling the least die wins that round.
  • Advantage - Any attack roll with double sixes creates an advantage on that opponent. The next attacker may reroll 1's and 2's. Sixes rolled by an advantage roll do not create an additional Advantage.
  • Split Attacks - An attacker may choose to split his dice and attack multiple opponents in their attack. Defenders roll full dice to defend Attacks and do so at Advantage.
  • Support - Any PC/NPC may use their turn to assist another PC/NPC giving them Advantage. The PC's receiving the advantage may reroll 1's and 2's on their next attack or check.

spaceLem

Quote from: OdnsRvns;840849
  • Best Of – Determine the winner of a combat or check round by rolling opposing cliches and comparing the single highest die rolled ie.. [4/4/1/1] beats a [4/3/3/2]
  • Underdog – if highest die is tied then the opposition rolling the least dice wins that round.

These two rules might not work together so well, as it means a 1 die character will always succeed against any stronger opponent if they roll a 6.
Currently playing: Shadowrun 3e, Star Wars: Edge of the Empire, Half-Life 2 post apocalypse homebrew
Currently running: nothing currently