IC thread here!You've come to chase the edge of the world, then? Well, you ain't the first, and you ain't gonna be the last. New land keeps coming in every day, keeps lurin' you in, long as the seas keep fallin'. It might be frozen and blasted now, but hold on for a decade and two, hell, you've got yourself some prime Thawed land. But maybe you're after some other dream? You a sixshooter, a gunslinger, come to blast out a life from the barrel of your gun? Did you come to hunt the white bears and the deep crocs, a proper trencher? Or to delve deep into the icy black sea, lookin' for riches beneath the waves? You fleein' something, or chasin' it? Or maybe you've been here all your life... born in the cold and dark or down in the frozen depths themselves?
Well, there's room for all kinds here in the Rime, so long as you remember to keep your fires burnin' an' your belly full. Night in the Rime kills a man without his heat. Reckon the cold might not be the worst of your troubles, though. If the coal bandits, or the beasts, or the Mer don't get you - who's to say your mind's strong enough to take the Rime? Stare long enough into that black ocean, don't know what'll stare right back at you. Will the vast dark frontier break you, like so many - or do you have what it takes to survive? Life's short, cold and unforgivin' for a Rimer... but there's glory and profit to be made here, for the good and the lucky. It's the free frontier; the Wild East, and it's nothing if not a land of opportunity.***
Welcome to the Rime. A world far removed from ours, where humanity survives on an expanding stretch of land in the grip of an endless icy black sea. Out on the wild, icy frontier, men and women fight for survival and a place in the sun. The sea level's falling every year, revealing new land to be claimed - but it's land that's bare, frozen and dead. Give a few decades, and the sun will do its inevitable work, warming up the earth, bringing in fresh green growth from the interior. If you can hold on for those few decades, you'll have acres and acres of prime land to pass down to your descendants - a fact that brings thousands and thousands of pioneers in to settle the rim of the world. Others, less keen on tending to the earth, find other employment. Many try their hand at ranching. 'Kelpers', or sea cattle, are raised and butchered in their thousands and thousands by enterprising cattle barons. Oceanic trenches scar the rising land, forming frozen 'rivers' as the waters around them drop away. Trappers and kelp farmers make full use of these trenches and the aquatic life they hold, competing with native beasts such as the terrifying white bear or the cunning trencher croc for the bounty of the waters. Others mine the earth or even venture underwater for prime veins in makeshift cold diving suits. Some come simply to run businesses or make new lives in the scarce frontier towns, trusting in community for survival.
Everywhere, fuel in the form of wood and coal imported from the thawed-down and settled interior is desperately fought over. Temperatures drop to levels too low for humans to survive on Rime nights, and running out of heat is a guaranteed death sentence. Bandits prey on coal trains and stashes of frontier towns. The further one gets from the interior and its railroads, the scarcer fuel is and the harder it is to replace, making sure only the bravest or most foolhardy venture to the very edges of the world.
No rules or laws govern men here. Life is struggle... but it is also opportunity and freedom. This is the Rime, the edge of the world. If you can survive here long enough for Thaw, you can be set for life.
While the land may be barren and almost lifeless, the oceans are not. Though entirely inhospitable to humans - death is almost instant, should one fall into the waters unprotected - the black seas support the Mer; a race of nimble and slender humanoids well-adapted to underwater life. Yet the seas continue to fall, and the Mer, their homes lost to the capricious land, grow ever more aggressive and lost, their settlements left open to the skies and men to destroy. They face the choice of venturing deeper into the ocean - or rising to land, either to attack the world of Man or to join it. With enough water to fill their lungs and to keep their flesh hydrated, a Mer can survive indefinitely on the surface, unbothered by the deathly cold of the weather.
So, in short, it's a western set in an icy frontier - 'Frostpunk' in the sense of aesthetics and themes, nothing to do with the game of the same name. You take the role of gunslingers, explorers, hunters, scholars, con artists and various other inhabitants of the Rime, making new lives in the dark and cold. Danger and opportunity await!
This will be a self-contained 'episode' to start with - something with a set end in mind - as a way to introduce the world and see how the mechanics shape up. The game might continue after that, but I intend there to be at least the one episode (and wouldn't it be something, having a game that actually reaches its end?).
***
The d20 and DCs
The game uses a basic d20 system. Players roll a d20, adding modifiers. Most actions have a Difficulty that the total of this roll must equal or pass. Generally, any result lower is a failure. Some actions inflict different consequences for different Degrees of Failure or reward great rolls with Degrees of Success. Every 5 under or over the target is an additional Degree of Failure or Success. Natural 20s and natural 1s always succeed and always fail, respectively.
For example, a mystery gunslinger attempts to intimidate an opponent facing her off on an icy street at noon. The difficulty of this action is 15, and the gunslinger rolls 19. She adds her Presence bonus of +4, getting a 23 – a success! The unlucky opponent is rattled, and perhaps slower on the draw.
Assisting
A character can assist someone else in an action if they're in a position to do so, adding half of their relevant ability bonus to the target's roll. Only one character can generally assist in an action at a time.
Stats
Characters have stats, which represent their ability and skill in certain things. These stats are added as modifiers to relevant action checks.
Might: Strength, physique, stamina and hardiness. Might allows one to perform feats of strength, as well as survive difficult conditions or injuries.
Speed: Agility, speed, swiftness and body control. Speed allows one to move nimbly over obstacles, outrun opponents, move without being seen, or be the faster draw in a shootout.
Learning: Intellect, expertise and insight into specific topics. Learning allows one to recall important lore or information, perform medical operations, mix chemicals and debate philosophy.
Wits: Streetwise, quick thinking and base cunning. Wits allows one to make discreet investigations, blend in unsavory crowds, perform sleight of hand, and survive in the wild.
Presence: Charisma, authority and force of personality. Presence allows one to talk over others into your point of view, coerce them into line, or charm them witless with your silver tongue.
Mind: Determination, focus and willpower. Mind allows you to continue on despite overwhelming odds, sustain terrible pain, and keep your wits about you in dangerous situations.
For Combat, your Aim is determined by your Speed and your Mind, your Melee by your Speed and Might, and your Defense by all three.
Combat
Combat in the Rime is unforgiving and fast. Getting hit is often fatal, and a smart gunslinger makes sure they're faster on the draw to get that crucial first shot off.
In combat, the attacker rolls a d20 plus modifiers, trying to surpass 10+their target's Defense. With 1 Degree of Success, the attack becomes a Graze, dealing a minor wound. With 2 Degrees of Success, the attack becomes a Wound, dealing a minor but persistent wound. With 3 to 4 Degrees of Success, the attack becomes a Severe Wound, with a major and potentially crippling effect. With 5 or more Degrees of Success, the target dies. These effects are cumulative in the sense that further damage increases Wound Level by one stage, so two hits of 1 DoS Grazes will become a Wound, and a 1 DoS Graze when you are already Severely Wounded is enough to kill!
Combatants take action according to the initiative order. The order is determined by a roll of d20+their Speed. With an equal score, characters take action at the same time.
For example, our mystery gunslinger and her opponent draw, both attempting to gun the other down. Our gunslinger gains 14, adding her Speed bonus of +2 for a 16. Her opponent gets a measly 6, adding his +2 Speed, but receiving a –2 penalty from the previous intimidation. Our gunslinger fires off a shot first, with a 19 plus her +5 Aim, for a 24. Her opponent's Defense is 13, so this attack is worth 3 Degrees of Success – a Severe Wound!
A natural 20 on an attack roll is always a hit and is counted as a wound level higher than it would otherwise inflict.
Wounds and Injuries
Characters who take damage suffer additional hindering effects. Getting the first shot in can be paramount, as any damage has the potential to severely hinder your character's ability.
A Graze is painful, but not terribly dangerous. It inflicts a –2 impairment penalty to your rolls until the start of your next turn.
A Wound is painful, hindering, but not necessarily lethal. It inflicts a –2 impairment penalty to your rolls until healed or recovered.
A Severe Wound is life-threatening and severely hindering. It inflicts a –2 impairment penalty to your rolls until healed or recovered, and an additional Injury from the list below. Going a day without treatment for a Severe Wound demands a Might DC 15 check, with failure resulting in death. Severe Wounds may have lingering effects even after treatment, depending on the quality of that treatment.
Potential Injuries
1-2: Blinded: An attack has damaged or destroyed your vision. You cannot see or attempt actions using sight, and suffer a –10 penalty to Aim, a –5 penalty to Melee, and a –5 penalty to Defense.
3-4: Deafened: An attack has damaged or destroyed your hearing. You cannot hear or attempt actions using hearing, and receive a –5 penalty to Defense.
5-6: Arm Crippled: An attack has damaged your arm or hand. You suffer a –5 penalty to all actions using your arm. You cannot hold anything in your damaged arm or hand.
7-8: Leg Crippled: An attack has damaged your leg or foot. Your movement speed is halved, and you suffer a –5 to Defense and a –2 to Melee.
9-10: Bleeding: An attack has left you bleeding heavily. You must pass a Might DC 10 check or die, with the difficulty increasing by +1 every turn you're Bleeding.
11-12: Severe Pain: An attack has inflicted extreme pain. You must pass a Will DC 15 check every turn to take actions. You are severely impaired (-5) instead of impaired.
13-14: Knocked Out: An attack has knocked you unconscious. You immediately become incapacitated (Defense drops to 0, unable to take actions) and must pass a Might DC 15 check to wake back up.
15-16: Trauma (Fear): An attack has inflicted mental trauma upon you. You're overcome by fear, and must flee. You can only move away from the battle and are unable to make attacks.
17-18: Trauma (Paralysis): An attack has inflicted mental trauma upon you. You're overcome by fear, and seize up. You're considered incapacitated (Defense drops to 0, unable to take actions) until the end of combat.
19-20: Trauma (Panic): An attack has inflicted mental trauma upon you. You're overcome by fear, and act in a panic. You may fire upon a random target, flee out of cover, or take another unwise action determined by the GM (though player input is appreciated!).
Death is death, but player characters are exceptional individuals. With a DC 10 check, a character may Cheat Death once in a combat when confronted with a lethal result from damage. On a success, they receive a Severe Wound instead and may choose either to continue the fight or to pass out and appear dead.
The penalties from different Wounds do not stack. New results replace the previous ones.
Healing and Treatment
You recover from Wounds with a night's rest or treatment. With Severe Wounds, treatment is necessary. Treatment is a DC 10 Learning check, with 1 or 2 Degree of Success healing Wounds and partially healing Severe Wounds – stabilizing the patient, but with potential lingering effects. 3+ Degrees of Success is a full heal, with no lingering effects. 1 Degree of Failure result in bad treatment, increasing the difficulty of future Treatment attempts by +2. 2 or more Degrees of Failure is enough to kill a Severely Wounded patient or increase a Wound into a Severe one. Trauma Injuries may also be attempted to be treated with Presence.
For example, our gunslinger's foe receives a 17 on their Severe Wound Injury, suffering from paralysis. The shock of being hit and the overwhelming pain leaves the man standing, holding his gut with a pale grimace on his face. Our gunslinger decides he's not worth the trouble and leaves him to be mended back to care. Unfortunately, the backalley doctor who sees to him is not particularly skilled, and his result of 4 is worth 2 Degrees of Failure, and the patient dies on his operating table!
Heat and Survival
Fuel, in whatever form, is necessary for survival in the Rime. Every night consumes 1 Heat per person, and there must be a source for that Heat. It may be the firewood or coal of a camp fire, or it may be the heating provided by a saloon you're staying at. Anyone looking to survive in the Rime makes sure they have a solid supply of Fuel for the near-future and prepares well for any journeys in the wilderness. Temperatures may drop to levels where the ordinary amount of fuel doesn't quite cut it, though:
Thaw
Zero degrees or more. Warmly-dressed humans can survive without additional Heat.
Chill
A warmer period of –5 to –20 degrees in the Rime. Heat requirements are halved, and warmly-dressed humans can survive without Heat with a DC 10 Might check.
Cold
A period of ordinary Rime cold. Heat requirements are normal, and humans will die without Heat.
Icy
A colder period in the Rime. Heat requirements are doubled, and humans must pass a DC 10 Might check or be impaired (-2 to all rolls) for the following day. Humans die without Heat.
Frost
A period of extreme cold in the Rime. Heat requirements are tripled, and humans must pass a DC 15 Might check or be severely impaired (-5 to all rolls) for the following day. Humans die without Heat.
Deathfrost
A period of deathly cold in the Rime, a time to huddle around the pyre or flee inland. Heat requirements are quadrupled, and humans must pass a DC 20 Might check. With 1-2 Degrees of Failure, they are severely impaired for the following day. With 3 or more Degrees of Failure, they die. Mer must pass a DC 10 check or be impaired (-2 to all rolls) for the following day. Humans die in seconds without Heat.
Characters also require water and food in the form of rations, fresh kills, etc. to survive, though death will not be as instant as with lack of Heat. Mer die without access to liquid water.
Everyone must come from somewhere. What's your story?
Thawer
You're from a little ways inland – a place of plenty, warmth and growth. Comparatively speaking, anyways. It wasn't so long ago that the same land would've been solidly Rime, locked under ice and snow, but the sun's done its work and nature and the farmers are settled in. Steady meals, hard work and fresh air and sunshine have left you stronger and taller on average than most. The wilds are still a familiar thing to you, if real frostborn Rimers might scoff at you.
+2 Might, +2 Presence, -2 Mind.
Rimer
You're frostborn, no doubt about it. The Rime's been your home since you first drew in a cold and painful breath. Out here, under the grey sky, kissed by a cold black sea, weathered by ice and snow, you've learned to survive, whatever the cost. You've got little care for the laws and rules of the Thaw – you know you can only rely on yourself and the few you trust. The slightest mistake, the slightest bit of bad luck can mean death here. Pragmatism and constant vigilance mark your people out. Once you grasp that survival is all, well, the Rime is yours – a land of freedom, independence and profit.
+2 Mind, +2 Wits, -2 Might.
Inner
You're from deep inland, a city slicker from a place so blessed by the sun a Rimer would find it sweltering. It's overcrowded, smog-skied cities and factories that you've grown around, not this godsforsaken wasteland of ice. Unlike these country yokels and maniacs, you know the comforts and vices of civilization. You've learned to use your tongue and your education to make it in the cities. You're not exactly used to living on the edge of the world, with all its terrors and uncertainties, but you're going to have to make do.
+2 Learning, +2 Presence, -2 Mind.
Mer
You're not human at all. You're a Mer, one of the sea-folk. You don't really belong here, on the land, but something's brought you from your waters nevertheless. The cold doesn't really bother you, but it's not good for you to be out of water for too long. With your blue skin, webbed hands and feet, and inhuman ways, you're a stranger in a strange land, where you know very little of how things are done. Many look at you with disdain or fear, or even shoot you on sight. Yet there are some obvious advantages: you're fast and nimble, even out of the water, and can take them by surprise if they're looking to start trouble.
+4 Speed, -4 Learning. You're unbothered by cold under Deathfrost conditions, but have to bathe in water every day or dry out and die. Humans may treat you with suspicion, disdain or outright hostility.
Everyone has something that marks them out, that makes them exceptional. What is it for you?
Characters come from a variety of backgrounds. Their origins and expertise grant them special Traits, which allow them unique abilities and capabilities in the Rime.
Combat
Fastest in the East: Always win Initiative in combat.
Lethal Shot: Ranged damage inflicted is always increased to next level; Grazes to Wounds, Wounds to Severe Wounds, Severe Wounds to Death, and so.
Lethal Strike: Melee damage inflicted is always increased to next level; Grazes to Wounds, Wounds to Severe Wounds, Severe Wounds to Death, and so.
Alert: You are never surprised (cannot take actions for a turn, Defense halved) by enemies.
Unseen Killer: Attacks from stealth do not automatically break stealth.
Defender: You can watch out for a single friendly in battle, granting them +4 Defense for the duration of a combat.
Hunter: You can mark a single target in battle, halving their Defense against you for the duration of combat.
Hardy: Damage taken is always reduced by one level; Grazes to nothing, Wounds to Grazes, Severe Wounds to Wounds, and Death to Severe Wounds. This does not stop cumulative damage from increasing your wound level.
Quick Attack: Make two attacks in a turn with half of your regular attack bonus.
Social
Menacing: Intimidation results in severe impairment (-5) instead of impairment, or has a stronger effect otherwise.
Team Heart: Assisting others grants them your full ability bonus instead of half, and you can assist several people at once (when physically possible).
A Face You Can Trust: Never suffer from suspicion- or prejudice-related difficulty when deceiving or persuading others.
Shared Wisdom: Add half of your Learning to your Presence for Presence checks, dazzling all with your sagely wisdom.
Survival
Frugal: Heat requirements halved in the wild.
Prepared for the Worst: Never suffer impairment from environmental conditions such as Icy, Frost or Deathfrost.
Frontier Cook: With ample food, create meals for up to 5 people that grant a +2 inspiration bonus for the day.
Pathfinder: Wilderness travel times are halved.
Utility
Keen Senses: Never suffer increased difficulty from environmental conditions, such as blizzards, for perception checks.
Hard Bargainer: Pay less and sell for more when trading, by –25%/+25%.
Expert (Chemicals, Medicine, Explosives, History, Nature, the Rime, or other): Double your Learning bonus for a specific topic or test, such as crafting explosives or identifying a feature of the Rime.
Unfazed: Never suffer adverse effects from experiencing frightening or shocking things, such as grisly murders, unexplained phenomena, or the loss of a loved one. Reroll Mental Trauma on the Injury chart.
Name: What do you want the narrative to call you?
Gender: How do you want the narrative to refer to you?
Description: What does the narrative think you look like?
Origins: Where does the narrative think you come from? Choose an option from above and give us much backstory as you like. Feel free to ask setting questions as needed.
Stats: Allocate 14 points between these attributes as you wish, and add the modifiers from your Origin.
Might:
Speed:
Learning:
Wits:
Presence:
Mind:
Chosen Traits: Choose 2 Traits from the list above. You will also receive a Trait based on your background.
Player List1. Stirk -
Ronald "Frostbite" McCarthy2. Egan_BW -
Ulien Inervios3. Dwarmin -
Fiona McDougan of Cormwall ('Fry')4. IronyOwl -
Sir Rimelight "The Croc" (Alaric Addington)5. hector13 -
Cormac HessWaitlist1. Persus13 -
Albert Tremain2. Interus -
Warren Heath3. Jerick -
Doc James Leary4. dgr11897 -
Falerion ('Octo-Faced Freak', 'Avalanche')5. crazyabe -
'Jonah'6.
This is not first-come first-serve! Quality and effort will be rewarded. Feel free to ask whatever questions pop into your head. Rules and mechanics might be fine-tuned as we go along.