post-apoc game

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lgm

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Hey all!

New to the forum though I've been lurking here and at therpgsite for quite a few years. I appreciate that people actually talk about gaming here.

Some years ago, I ran lots of Kult (1st and 2nd ed.) campaigns for our f2f group amidst D&D and other games. My players were at their best playing characters in the Kult-verse but I was never happy with all the rules. I looked into many modern rulesets and none really sat well with our group. I just threw some rules together as we used to did back in the 80s and things took off from there. We moved away from Kult and shifted into post apocalypse campaigns. I compiled the rules after teaching myself a tidbit of InDesign and wanted to toss it out there for other people to use if they wanted. There's no art but I threw in some NPC quotes as place holders if I take the next step.

A quick overview: The game is called Bleeding Planet. The rules have a passing resemblance to Savage Worlds (I discovered this after creating the game so I did look into swiping anything that could make my home game better!). The premise of the game is a post apocalypse colony world in which the original terraforming of the planet failed and lead to life mutating, colonies (civilization) collapsing, and PCs having a special power called 'mindbleeding'. I think it's a bit of a fresh take on the genre.

Basic mechanic is to roll 1d10 + another die; roll high
Damage is the difference between opposed rolls if successful
6 attributes are rated by die type (and no, not more D&D. Attributes are used frequently)
Skill rates by die type as well
Attributes stay important but do determine initiative, movement, and endurance (hit points with a little difference)
Initiative is pretty standard high-goes-first but one can attempt a roll to jump up in the order at the risk of losing action or movement
Evolutions are randomly rolled, favorable mutations that characters have (I have yet to add detrimental mutations for PCs)
Mindbleeding power is mental powers allowing the players to perform great and supernatural deeds (they receive an additional die type for their roll to possibly hit very high target numbers or damage).

There are very simple rules for vehicles, building, survival hiding, sneaking, and other parts. I leave a good bit up to the GM/DM to administer judgement. I didn't want a rule for everything. I wanted the rules to be more of a guide to play rather than a bible on how to play. If anyone wants to take the game for a spin, I'll be happy to drop the GM Companion that has a couple dozen creatures, a few random charts, tech, and a few guidelines to scavenging and making creatures/npcs. I have to rearrange a chapter or two yet.

It's 64 pages and organized in the suggested order of making a character before the other rules.
(Now to post and see if I can add attachments on a first post to the forum)

Thanks for taking a look.
 

Attachments

  • bleedingplanetPHB1.7.pdf
    1.2 MB · Views: 6
Looks interesting, thank you for sharing. I like the post apocalypse twist of the failed terraforming.
 
Nice. Lost colony worlds make for a great setting, with or without an apocalypse. Great title.
 
Thanks! I'm going to go ahead and get the companion book edited to post as well. Everyone has different system preferences but the companion book has a couple pages on accenting the three themes of the setting (sci fi, horror, survival) along with a couple pages of concepts for adventures. There's also 4 pages of ideas for many different campaigns within the setting. Each idea has many prompts to run one campaign idea in a ton of different ways. At the least, one should be able to adapt many of the ideas for whatever PA game they want to run.
 
Made a decent edit of the GM Companion for Bleeding Planet. My group and I have been using it for quite awhile and I just hope others can have fun with it too. It's definitely written for people already experienced in roleplaying games as there's nothing written to introduce newcomers to gaming. My real concern is that we're so used to the game that I didn't write it well enough for others. In any event, there's hopefully good ideas in here to at least borrow for your own games.

Again, there is no art. The GM companion includes:
  • 4 pages of adventure and campaign ideas/prompts
  • Two dozen creatures
  • Random scavenging table for raw materials (common, uncommon, rare)
  • Example list of items to create with needed raw materials
  • Random mutations table for NPCs (40 but with no powers/rules)
  • Random terrain table for vehicle chases to encounter (30)
  • Random name table for the setting (first names, last names, and nicknames: 30 each)
  • Random town population table with chance of specialists (craftsmen, etc)
  • Random table of weekly events that may occur to a town
  • Random table of unique town features or problems (60 total)
For those who want to give the game rules a try:
  • Advice on using the main themes within the setting: sci-fi, survival, and horror
  • Template for making human NPCs (settlers and travelers)
  • Clear and hopefully easy advice on making your own creatures
  • Advice on characters building and creating
  • Optional rules/advice to bend the game closer to how you may want to play
When (if) I can get more time, I'm going to learn a little more of InDesign and get both PDFs bookmarked and properly indexed. I'm a business owner and coach with a family so things can take a bit of time. I welcome any kind of feedback and hope someone can have fun with this.
 

Attachments

  • GMcompanion.pdf
    1.3 MB · Views: 1
Wanted to add the character sheet. It's a big help with equipment since it's slotted instead of tracking encumbrance. It includes additional sections for backpacks and sacks that allows characters to slot additional items. Not sure my players would be able to keep up with how much equipment they can carry anymore without the character sheet.
 

Attachments

  • BPCharSheetColor.pdf
    663 KB · Views: 1
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