icekatze's rules: take 2
Posted: Mon Sep 24, 2012 10:09 pm
hi hi
I've been working on this new ruleset for a few months now, and I think its to the point where it could be playable. I'm already going to be subjecting my players in Blue Team to it this upcoming week, but I figured if there was anyone else interested in taking a look at something different, I had best post a link.
Fallout Equestria RPG version 2
The above link should send you to an index page that has links to the different rules documents, the core rules document probably being the one to start with.
There are a few odds and ends that still need ironing out. I'm the kind of person who is better at making things up on the spot than going through and making a list of everything ahead of time, so you'll notice that a lot of the lists are not filled out completely. This is the bane of my GMing existence, and I'm still plugging away trying to figure out how to make everything fit in just right. (read: not be broken) But the basic framework for making your own spells, guns, perks and armor are at least ready to go. Vehicles, critters, explosives and parts of melee weapons are still being tweaked with so that they don't produce unexpected results.
Why should you care? Well, admittedly, Sunrise et al.'s rules have a number of rather substantial advantages. (completed lists like the ones I mentioned before being a big one.) But perhaps the experience and the magic systems will strike your fancy, if you're into that sort of thing anyway.
I've been working on this new ruleset for a few months now, and I think its to the point where it could be playable. I'm already going to be subjecting my players in Blue Team to it this upcoming week, but I figured if there was anyone else interested in taking a look at something different, I had best post a link.
Fallout Equestria RPG version 2
The above link should send you to an index page that has links to the different rules documents, the core rules document probably being the one to start with.
There are a few odds and ends that still need ironing out. I'm the kind of person who is better at making things up on the spot than going through and making a list of everything ahead of time, so you'll notice that a lot of the lists are not filled out completely. This is the bane of my GMing existence, and I'm still plugging away trying to figure out how to make everything fit in just right. (read: not be broken) But the basic framework for making your own spells, guns, perks and armor are at least ready to go. Vehicles, critters, explosives and parts of melee weapons are still being tweaked with so that they don't produce unexpected results.
Why should you care? Well, admittedly, Sunrise et al.'s rules have a number of rather substantial advantages. (completed lists like the ones I mentioned before being a big one.) But perhaps the experience and the magic systems will strike your fancy, if you're into that sort of thing anyway.