lgm
Legendary Pubber
- Joined
- Jun 5, 2021
- Messages
- 117
- Reaction score
- 360
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.
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.