Thread: Extinction Event Release
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January 2nd, 2015, 05:48 #1
Extinction Event Release
Many moons ago now I wrote a core ruleset called Extinction Event.
The ruleset was based on my desire to create a mechanically lite but detailed ruleset for a modern apostolic setting. I ran a couple of Alpha tests earlier in the year and displayed it at the mid Year Con. As a GM I was very happy with the results and the very gritty atmosphere and game play that was involved.
The ruleset is complete however there are still a number of things I would like to include, however I will do over time. I look forward to people using the ruleset and enjoying it. I am open to any suggestions or improvements people would like to see me make. Feel free to send me a PM at any stage and I will endeavor to answer it as quickly as possible.
Download Ruleset
Current Version 0.90 Tested with 3.2.3
Old
Current Version 0.80 Tested with 3.2.0
0.71 Beta
0.7 Beta Use only with 3.0.9
Download Module
Current Version 0_9
0_7 Beta
This is an except from the introduction
Code:Extinction Event is a Tabletop Roleplaying game that brings together various concepts to suit a modern and post-modern setting. It is a survival game at heart where the setting is unknown to the characters before they start. This makes character selection and creation very interesting, as well as game play. There are various settings that this game mechanics are aimed at, however they are not limited to. Some of these setting include - Alien Invasion - Post Nuclear Holocaust - Chemical/Virus induced human manipulation - Hollow Earth event The characters start their various lives are normal every day humans, that have a variety of skills. The world over night changes causing these every day humans to stretch for survival. The gameplay is an hour by hour event, in most cases. The mundane is much apart of the survival as the fantastic, and most time interlinked. The search for food, water and shelter are necessary requirements but hindering this is the setting that the characters find themselves in. A GamesMaster has a little bit of work to do before a campaign starts, however there are parts of this manual to help a GamesMaster quickly create the desired creature and lore quickly.
Last edited by Ardem; February 14th, 2017 at 06:31.
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January 2nd, 2015, 06:48 #2
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Thanks for sharing! I'll have a look.
Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
Find me on G+ to get in on one-shots, check out my YouTube and Twitch channel and follow me on Twitter @Mask_of_Winter
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January 2nd, 2015, 07:25 #3
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January 2nd, 2015, 07:48 #4
Bravo. Will be taking this one for a spin.
- Obe
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January 3rd, 2015, 13:37 #5
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- USA Eastern Time Zone (GMT -5/-4)
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It looks great!
Keep in mind I don't know the rules but every time I click on the die icon for a skill or what not I get this error: Script Error: [string "desktop/scripts/modifierstack.lua"]:241: attempt to index field 'targeting' (a nil value)
Not sure if it's because of what I'm doing or because I'm using 3.0.10. I remember this test release causing all kinds of conflicts with other rulesets and it was the same error.Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
Find me on G+ to get in on one-shots, check out my YouTube and Twitch channel and follow me on Twitter @Mask_of_Winter
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January 3rd, 2015, 15:24 #6
Works fine in 3.0.9
Do we know what the fix was for 3.0.10 in the other rulesets?
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January 4th, 2015, 01:25 #7
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January 4th, 2015, 02:11 #8"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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January 4th, 2015, 07:18 #9
Created a new version 0.71 which will work with 3.0.10, There is an error using this version in 3.0.9 in combat window due to extra information please only use this version in 3.0.10.
Note: Please remember on skill rolls the modifier just changes the target number, it does not show up in the die roll on skill checks. A negtive modifier bring down the target number whereas a positive modifier increases the target number. It does not modify the dice rolled, the reason for this is the ruleset can limit the modifier so it does not go past 9 or less then 1.Last edited by Ardem; January 4th, 2015 at 08:06.
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January 14th, 2015, 03:00 #10
Just curious does anyone know how I would get this added to the Wiki under community rulesets so its not lost.
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