For those three people or so that actually visit this Sub-Forum. A couple years ago I decided to try and make a Fallout P&P system that was more faithful to the classic games but that didn't require a calculator to be played. I did quite a lot of work on that, but I couldn't come up with good ways of implementing stuff I wanted. I was too restricted by it being Fallout. That factor in addition to there already being many other good Fallout P&P systems out there, lead me to put that project "six feet under" and call it a day. But I still have the bug of working on a P&P system. And I thought that the major problem I had with the Fallout one was that is was too restrictive... Well... I should just come up with my own P&P universe from the ground up. So it starts. I decided to call my P&P "No Mutants Allowed" because if I do ever finish this one, I would like to gather people from here to actually try and play this. I would also like people to give me suggestions, their opinions on stuff and to help me if I ever have a problem. I have been posting random stuff over at the NMA Discord P&P channel. But I thought that more people could see if I post over here too. I am making the rules and all of that in a document that I can turn into a pdf at any time so I can share it once I have anything substantial. It is very bare bones at the moment because I only started to work on this recently. I have a basic backstory and I come up with the Attributes and some Skills. I made up a Mutation system and a Berserker state (once a character gets a mutation, it will have a chance of going berserk when under stress, the more mutations, the higher the chance). And I am now working on a basic combat system. So there isn't that much to be seen yet. I am trying to make it so the game uses mostly d10 (dice with 10 sides) for rolls, but I think I am gonna use other sided dice for stuff like weapon damage (we can't have all weapons deal d10 damage). I am also thinking that characters will not have levels. They will expend points to increase anything from skills to attributes and maybe HP too. Skills will have a maximum of 10 "ranks". The first 5 ranks are always put into the basic skill, but some skills will branch into sub-skills once you have invested the first 5 ranks on them. Then each sub-skill will have another 5 ranks. For example the Firearms skill will have 3 sub-skills: Firearms - O O O O O One Handed - O O O O O Two Handed - O O O O O Heavy - O O O O O Once the character has learned the first 5 ranks of the Firearms skill (considered the basic and general knowledge of the skill) he can start specializing in any of the three different sub-skills. The character also rolls 1d10 for a skill roll if they have 1-5 ranks, if they have 6-10 ranks they roll 2d10 and pick the higher value. In combat skills, having rank 6 also gives the character an extra attack per turn. Maximizing a rank will provide some kind of bonus, maybe something like a special perk for that skill (this is work in progress). Anyway, I could write more stuff, but I don't even know if anyone will be reading this. So for now I will stop. This post was mostly to inform you guys about what I am doing these days.