Progress Update: v1.15 (Techniques, Character Sheet, Skill Updates) Now Available for Download!
Firearms and Gunsmithing are both skills in Bunker Radio. |
Version 1.15 is now ready for your reading pleasure! As a reminder, if you play Bunker Radio, do me a favor and give me constructive feedback on how the game ran using this form. It will help me improve the game for future versions, so you and everyone else who plays has a better time.
You can find the downloads for the new Basic Rules v1.15 and the Techniques v1.15 in the Downloads section. The new character sheet is coming soon, but it's not quite ready yet. Update (11/16/23) It's ready now, go check it out!
The focus of v1.15 is on overhauling the Techniques, which form the main body of player customization in Bunker Radio, with all the cool abilities and special features you can buy with skill points to make your character feel powerful and unique from the other players.
Falconry can help you hunt, or alert you to coming danger as you listen for the cry of your avian friend. |
There are 216 Techniques, and some of them were, in previous versions, just not that interesting. Buying them really just gave you a little bonus to some skill check, or even combat, but I really needed to sit down and spend a good amount of time coming up with interesting game mechanics for each of these. To do this, I utilized more of the conditions that can be applied to characters, such as Stunned, Diseased, or Joyous, modified the combat economy, adding in an initiative system to determine who gets to go first in combat, a gun jamming mechanic, which also means guns can be upgraded by a gunsmith to be more reliable. On, and on, and on, this is no small update. The changes made to the Techniques is huge.
Fishing is an efficient way to secure food. |
Updates to version 1.15:
- Tweaks and fixes, fixed some typos, etc.
- Added a section on how to use techniques, and when some of the abilities from techniques reset (typically at midnight).
- Rules for Hunting (and fishing, tracking, skinning, trapping, etc.)
- Descriptions for each disease.
Naturopathic remedies - basically the post-apocalyptic version of potions!Parkour helps you evade your enemies. - Reworked the character sheet (forthcoming)
- Reordered the ability scores to alphabetical
- Reduced the real life player info
- Reduced the size of health scores to just straight numbers rather than a progress bar.
- Coded in some unused skills.
- Added a second sheet for Compound tracking.
- Added a second sheet for displaying which Techniques you have acquired (and their descriptions)
- Added materials to the rules.
- Added sand to the compound sheet.
- Added refinement processes and their associated buildings (lumbermill to turn wood into lumber, etc)
- Added warehouse for storage of supplies (materials only)
- Added silos for storage of food.
- Modified some building supply requirements
- Reworked the compound needs rules (Some systems made no sense. It's much more streamlined now.)
- Added extra requirements to some buildings utilizing some previously untouched factors such as population when building buildings.
- Added space requirements for buildings.
- Renamed followers to citizens.
- Reworked supplies - consolidated, and new rules. Now they're all in one place, as a table.
- Solidified the need for the Unity mechanic in a compound.
- Wrote a new alternative combat structure.
- Wrote an initiative system to determine who goes first.
- Removed the Force skill, reincorporated some of it's Techniques into Athletics.
Reappropriated some major and minor abilities for skills.Foraging for food. Careful with mushrooms! - Added Animal Handling skill
- Wrote a gun-jamming mechanic
- Completely overhauled Techniques!
- Rewrote boring Techniques
- Wrote new, exciting Techniques
- Some alter the combat economy
- Added the burning condition
- Added the stunned condition
- Separated Deception from Leadership
- Reordered the Skills in the character sheet
- Fixed some broken calculations in skills in the character sheet.f
AND MORE!
Coming soon, I am going to be adding some extra rules for the crafts skill to build in mechanics for repair and dismantling objects, some extra rules on sleeping, radiation, attacks of opportunity, docks for boats and other watercraft in your compound, and many many roll tables. We're going to be building a GM screen with handy rule references for gameplay that you can print out to use at home, producing some artwork for the final product, writing a campaign setting in which you can play out your adventures.
We're getting to a point in writing this game here where it's starting to take real shape, and I'm so excited to share it with everyone.
Q: Will Bunker Radio Be Free Forever?
"I think a lot of people started as a player, and the DM was the only one with a copy of the book."
"Roleplaying games extend far beyond the game table."
Folks, we ain't even done yet, but we're getting there! Enjoy!
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