What was the RPG Pipeline

The RPG Pipeline was a posting board to keep track of upcoming tabletop rpgs from 2015 to 2021 (this Blogger version began in 2019). It covered new English language ttrpgs and ttrpgs going into crowdfunding.

Thursday, 2 January 2020

Strike Out - Quickstart Rules [Free]

Strike Out - Quickstart Rules [Free]:

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Here you can find the free Quickstart Rules for Strike Out. Feel free to leave comments here, and check out or message @StrikeOut_TTRPG on Twitter.

The Character Sheets for Strike Out can be found here!

The artwork shows the 5 playable Ancestries and is by the phenomenal @KromiPrice on Twitter, and our logo is by Max who does not have a Twitter.

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Strike Out is a d8 based tabletop roleplaying game set in an original setting.


The core mechanic of Strike Out is the ‘lives’ that each of the player-characters have, and the effects that happen after each one. Each character has four lives; that is they may die three times and come back, while the fourth death is permanent. After the first two deaths, the characters each suffer a Minor Detriment and after the third are provided with a Major Boon. This creates an interesting balance between life and death, including the choice of whether or not to risk permanent death in order to receive a Major Boon. It also creates vast role-playing opportunities surrounding loss and coping mechanisms.


The Setting itself is a world in turmoil. After the Old Government (as it is now called) refused to heed the signs and warnings of a huge natural disaster, the world suffered greatly and the Old Government fell. The remaining world was split as different Factions emerged, each with their own idea of how the new world should be ruled. These Factions constantly vie for power and even in their truce and treaties often plot to undermine those that disagree with them.

From the ruins of this world rises adventurers, people who have some undefinable desire to combat the ever-present conflict. Though they may use reasons like 'a desire to travel' or 'a thirst for knowledge' as an excuse, each adventurer has an inexplicable drive to change the world, small scale or large scale, for better or for worse.

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