Progress Update: V1.16 is now playable! (Conditions, AoE, Roll Tables, Additional Game Modes and MORE)
Hello all! Version 1.16 is now available for download and ready for play! What's really amazing about this version above all others before it is that the game is truly nearing completion at this point. All planned features, game mechanics, and systems have been written and included in the basic rules. Below, we've included all the updates made to the game since the previous version. I'm so excited to share this with all of you, and I can't wait until you all play it.
On that note: PLEASE play the game! I wrote the game so it could be played. I do hope you give me some feedback using the form at the left. As this is a draft, it will be modified, I'm sure that certain parts will need to be rewritten, and some mechanics will have to be rebalanced to assure fair play. So please let me know what parts are working and what parts are not.
One new document I've added is the Items to Playtest document. If you want to be a superstar and do a deep dive into the mechanics of the game, areas that need to be playtested will be included in this document.
Updates included in this version:
- Changed and simplified the way Techniques can be purchased using skill points
- Combined the Other Skills section (Cooking, Crafts, and others are now in a section together).
- Added rules for repair and dismantling in the crafts section.
- Differentiated damage immunity, resistance, and vulnerability
- Locked down the character sheet to protect it from accidental changes.
- Placed rule references (may add more in future if needed)
- Added rules for sleep, centralizing sleep energy rules and perception deficits.
- Fixed some errors in the rules for sleep in the Compounds section
- Added mention of conditions for players and compounds in the basic rules and prepping section.
- Removed the Panicked condition
- Removed the Immobilized condition
- Fixed the Compound sheet so that Hunger Points, and Exhaustion points are included. Also added compound conditions including: Starving, Thirst, Low Water/Power, Happy, Unhappy, Mutinous, Unstressed, Stressed, Unified, Divided.
- Added the above compound conditions to the appendix.
- Added the "More is Better" rule - i.e. most stats count down, not up (25 hunger is good, 5 hunger is bad).
- Added rules for radiation and rad poison.
- Explained Missions vs Campaigns
- Added Docks to Compounds (opens the possibility of watercraft prep)
- Explained Area of Effect (AoE) rules
- Added attack of opportunity to combat.
- Modified some food recipe benefits.
- Added the Bunker Radio Glossary
- Added a section explaining how to write a campaign setting.
- Wrote Appendix C: Special Rules, which adds special rules for Amateur Radio (Field Day, SOTA, Contests, Fox Hunts and more), as well as modifications to gameplay (like norm-core for easier play, and hardcore for those of you that are sadists).
- Wrote Appendix D: Roll Tables (Added random Encounters, Loot Tables, Foreagable plants for each biome)
- Incorporated all techniques into the basic rules
- Map Building: How to turn Google Maps into an adventure map.
- Modified all skill listings to remove the prerequisites, higher levels, and max level.
- Added object weights (because somehow they got left out lol).
Here's what I have planned for the future:
Aside from rigorous playtesting of the game as it is right now, and any modifications that will require, I am mainly shifting my focus now to making the game pretty, producing icons, logos, emblems, artwork for the book, color schemes, and a GM screen. I may also produce a better character sheet, preferably in PDF form with automatically generated sections using Javascript - that would be neat (similar to the MPMB D&D 5E character sheet if you're familiar).
One other thing I will be producing is page 3 for the character sheet, which will include the character backstory, actions/bonus actions/reactions, and any passive abilities.
Comments
Post a Comment