Futuristic Firearms and combat

Hyperstorm is a science fiction roleplaying game set in far future of the humankind and what would science fiction be without futuristic weapons. Because the 5th edition SRD does not provide specific rules for modern firearms we had to come up with rules for those. The rules presented here are based on the available rules […]

Compatibility matters

Just a quick post about compatibility of Hyperstorm with the other 5e products. At first we had plans to deviate from the 5th edition SRD rules a bit more, but our playtests and benchmarking has proved that we should not drift away too much from the basic rules and try to keep things as simple […]

Character Resources – Hit Points and Focus Points

  UPDATE: This post has been updated on 27th of October to reflect the latest design. This is the first post in a series where we introduce various slight modifications to the 5e SRD rules in Hyperstorm RPG. The rules are currently in development & testing and can change, be tweaked or dropped altogether along the […]

Minor Course Adjustment: Using the 5th Edition SRD

Last week Wizards of the Coast announced big news by publishing the System Reference Document for the 5th edition D&D rules under Open Game License. This caused some discussion within the Ironcore Engine development team, and between me and Hans. This opened a new window for us with some very interesting possibilities. The latest version of Ironcore Engine is […]

Robots, AIs and Frac-tech

Robots and artificial intelligence are standard issue tropes in many science fiction stories and games. In some games you can even play a robot or an artificial intelligence without a physical form, or a morph. In Hyperstorm we decided to make outlines for the use of robots, AIs and uploaded personalities. We will handle uploaded personalities, or ghosts […]

A Brief Update and the Wreck Crawling in Hyperstorm

It’s been awhile since the last dev diary entry. We’ve been a bit busy with Chthonian Highways for the last few months, but that has not been away from the development of Hyperstorm. As mentioned in the previous post, Chthonian Highways uses the same core system as Hyperstorm will be using. Consequently we have now a […]

Status Report 09-2015

It’s been a bit quiet on the Hyperstorm front lately, but not because nothing would have been happening. We have been just too busy with developing the rules to make dedicated updates 🙂 We have now the core rules pretty much revised and set up and the Chthonian Highways demo game is coming out in […]

News about the Ironcore Engine

Earlier I wrote in the Game Mechanics page that Hyperstorm would be using a d10-based system. Well, it did, but during the summer we playtested the rules more in the context of Hyperstorm and felt that something was off. After long debates and discussion about the system, we decided to upgrade the die type from […]

Engage!

The development of Hyperstorm RPG is now officially kicked off. We had a modest kick-off presentation at Ropecon yesterday. In case you are interested, you can download the presentation slides here. The Plan We have a project plan with nine broad milestones: Concept Design – Initial setting design Prototype – Core game mechanics, character creation and basic setting Alpha […]

Into the Hyperstorm!

It’s almost 10 years since I published my first role-playing game, Heimot, and what would be a better way to design my first English role-playing game than to reboot my first Finnish role-playing game. This all started as a common discussion about role-playing games between me and Hans. After a while we both came to a conclusion that […]