STALKER: The Zone RPG: Difference between revisions

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STALKER: The Zone RPG is a PNP Roleplaying game based on the Dark Heresy and Black Crusade systems currently being developed by an assortment of Neckbeards from /tg/
STALKER: The Zone RPG is a PNP Roleplaying game based on the Dark Heresy and Black Crusade systems currently being developed by an assortment of Neckbeards from /tg/
This game will include such features such as:
+ Career-less system unlike Dark Heresy but with relatively free advancements mimicing Black Crusade
+ Starting kits to "specialize" your character, ranging from a regular soldier, medic, mechanic, etc.
+ A "Quick Inventory" system integrated into protective vests, where you can only use the inventory you have equipped on your vest, like a Molle system
+ A system for working out radioactive areas, a modified version of Corruption Points
+ Bleeding, which unlike earlier discussions and ideas will not be about "losing X amount of Wounds every Y turns", but will be a status effect with inherent modifiers, including narrative ones (predators smelling blood, etc.)
+ Empty/full magazines, as you may have 150 bullets, but only 2 magazines to fill them up with. Keep those empty magazines!
+ Weapon degradation that isn't a giant pain in the butt to keep track of.

Revision as of 21:54, 27 May 2012

STALKER: The Zone RPG is a PNP Roleplaying game based on the Dark Heresy and Black Crusade systems currently being developed by an assortment of Neckbeards from /tg/

This game will include such features such as:

+ Career-less system unlike Dark Heresy but with relatively free advancements mimicing Black Crusade + Starting kits to "specialize" your character, ranging from a regular soldier, medic, mechanic, etc. + A "Quick Inventory" system integrated into protective vests, where you can only use the inventory you have equipped on your vest, like a Molle system + A system for working out radioactive areas, a modified version of Corruption Points + Bleeding, which unlike earlier discussions and ideas will not be about "losing X amount of Wounds every Y turns", but will be a status effect with inherent modifiers, including narrative ones (predators smelling blood, etc.) + Empty/full magazines, as you may have 150 bullets, but only 2 magazines to fill them up with. Keep those empty magazines! + Weapon degradation that isn't a giant pain in the butt to keep track of.