Who doesn't love them some Frostpunk? Eh? EH?! But seriously. Great game, wonderful setting. Ebbor's doing a regular adapation, I'm going to be doing a fantasy one.
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The world is crumbling. The last winter, did not end. Your seers and diviners have been plagued by visions that are difficult to interpret. Some think the Gods have gone to war, and this winter is the result of their furious struggle. Still others think mortal hands have plunged the world into chaos for personal gain or demented schemes.
There are even madmen who rave that this was always meant to be, and that no God or man can stand against Winter claiming its due.
But mortals always find a way.You and your people have gone North, into the frigid recesses of the world. Long thought uninhabitable, it offers salvation in the form of untapped resources, as well as plants and animals adapted to the cold.
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This is a game about the city, not a character. There may be notable Heroes, villains, Gods and Demons, but your concern is the City. Every turn you will take actions, construct buildings, gather resources, and try to survive.
Events may occur, giving special choices for good or ill.
Resources(Lifted Directly from Ebbor's game) Resources are tracked in pools, which gradually refill themselves each turn. For each resource, there's therefore 2 figures. The maximum capacity to which the pool fills, and the temporary value. Most actions will deplete the current value. For example, constructing tents will consume some Temp Wood, but leave your permanent supplies untouched. Others may consume permanent values. For example, setting up a charcoal burner will take away some of your Wood stat, to increase coal.
Resources are as follows
initially.
Wood: A basic construction resource.
Steel: An advanced construction resource
Coal: A source of heat. Not the only one by any means.
Food: The lifeblood of your colony's population.
: What lies beneath, what fevered dreams awake.
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Colony Name:
Colony Description:
First and Foremost, Pick Your Race!Not all races handle the Winter the same. I fully intend for the various races to play much -much- differently.
Humanity: Ah humanity, the most numerous of the races. But you are a fractious lot, many people pulling in many directions.
(+Starting Pop, More factions will spawn. Regular Tech, Regular Magic speed.)
Dwarves: In your holds you have weathered the cold and dark before. This will be no different. The dwarves always led the world in innovation, though it is oft kept secret from the other races.
(Regular Starting Pop, +Starting Tech or Magic, Irregular Tech, Irregular Magic.)
Elves:Long have you lived within nature, and while your histories do not speak of another such event, it is no matter. Seasons pass, and the Elves stand eternal.
(-Starting Pop, Irregular Tech, Special and Improved Magic, ++Starting Magic.)
Write-in! Feel free to suggest another major fantasy race, I will try to stat them appropriately.
3 Points for the followingHold Back The ColdNothing: We are the Lost, and there is nothing standing between us and the cold. (All)(+2 Points)
Magic: A tenuous barrier holds back the encroaching Frost. It will falter before long. (All)(+1 Point)
Dig Deep: It will take time and labor, but the Underground is still warm. (Dwarf Only)(0 Points)
The Great Forge: It is fed Coal and provides heat. (All.) (-1 Point)
Faith: The Gods have not abandoned us, though they are weak. Supply Faith, and the Gods will grant you protection from the cold, and perhaps other boons.(All)(-1 Point)
The Spire of Seasons. It is fed Mana, and gives your land an approximation of seasons (Elf Only)(-1 Point)
PopulaceThe Nobility: Best poised to bring people and resources, they took the best and the most to this new land (-2 Points)
The University: Sent its best and brightest pupils. The fire of knowledge to hold back the dark. (-1 points)
The Merchant Guilds: Those with wealth to spare bankrolled this venture. (-1 points)
The Tradesmens Union: Steady hands, and solid laborers. Men and women accustomed to rigorous work.(-1 Points)
Refugees: Those who fled with little more than the clothes on their back. (0 points)
Transportation to the New Land The Archway: A grand magical endeavor, it funneled people and goods through to the new land. It is lifeless now. (-2 points)
Airship: Dwarven ingenuity purchased at a high cost. (-2 points)
Merchant Fleet: Ships of oak carried you across the freezing sea, and when they could go no further they were left behind (-1 points)
The Pack Train: Sleds and beasts of burden carried you over cracking ice almost as quickly as it formed. (-1 points)
Foot and Hope: You had nothing but what you carried, and what you hoped to find. (0 points)
ResourcesPlentiful (-2 points)
Normal (-1 point)
Limited (0 points)
None (+1 points)
Magic and Technology.Advanced and Prepared (-2 Points)
Some examples (-1 points)
None. (0 points)
And of course, suggestions if you want em.