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Frostpunk the RPG Quick-Start Rules With Characters

The document provides quick-start rules for the Frostpunk RPG, detailing the game's setting in a harsh, cold world where survival depends on a central generator. It introduces key concepts such as the importance of community, the relentless pursuit of survival, and the role of automatons in aiding human efforts. Players engage in a shared narrative experience, making decisions that impact their characters and the city they inhabit.

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0% found this document useful (0 votes)
30 views

Frostpunk the RPG Quick-Start Rules With Characters

The document provides quick-start rules for the Frostpunk RPG, detailing the game's setting in a harsh, cold world where survival depends on a central generator. It introduces key concepts such as the importance of community, the relentless pursuit of survival, and the role of automatons in aiding human efforts. Players engage in a shared narrative experience, making decisions that impact their characters and the city they inhabit.

Uploaded by

playerofpixels
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 38

QUICK-START RULES

FROSTPUNK
QUICK START RULES
• WORLD OF ICE AND STEAM ............... PAGE 2
• QUICK START RULES ..................................... PAGE 5
• FOR THE PEACE OF THE CITY .......... PAGE 22
• PEOPLE OF NEW LONDON ............... PAGE 29
FROSTPUNK THE RPG

FROSTPUNK

A WORLD OF
ICE AND STEAM
There are three constants: This is the first thing we will tell our children, when
Cold. those born in our new home are old enough to under-
Work. stand. You depend on the city—and the city depends on
And the Moan. the generator.
The first is an ever-present danger. The second is Then we will tell them how it got to be that way.
our best weapon to fight it. And the third is proof that
our weapon is working. VOICES OF THE NORTH
We have had bad nights in our city, many bad nights,
but the worst was the night the Moan stopped. There INTERRUPTED MOAN
were other close calls—times when we weren’t sure I remember the Moan.
we’d have enough coal to last until morning, or when It stopped, and there was another noise—a low
we noticed critical wear on a regulator, and frantically wail. The temperature dropped immediately. The gen-
had to repair it before it snapped and shut everything erator pushes the cold back constantly, but once that
push stops, the cold invades. Even in the earlier times,
down. Those events caused plenty of stress and con-
when the frost first hit, I didn’t see a moment like that,
cern, but each time we figured out a way past the prob-
because back then we didn’t know. Back then we
lem before it erupted into a full-bore disaster.
were scrambling all the time, thinking we could fix it,
But then, one night, as we huddled under blankets
we could stop it.
and tried to relax overworked muscles after a twelve-
Once we had gone north, though, we knew. The
hour shift, the Moan that is the constant noise at the cold had beaten us, and it would never be defeated,
center of our settlement stopped. The city became qui- only held at bay. So, when the generator went off, we
eter than the first days after our arrival, and heat rap- all knew it had won again. It would claim some of us in
idly fled from our buildings. We looked out doors and its unrelenting advance.
windows, hoping to see something other than what we, By morning, the generator was working again.
deep down, knew to be the truth. And nearly sixty people were dead.
Our hopes were dashed. The generator had shut
down.
The generator is the center of our city and our ex-
istence. If they break down on an especially bad day, REMARKS BY THE RIGHT REVEREND
people in the city will start dying in a matter of hours. NAOMI SUSSKIND ON THE
Hours. You may have ingenious plans, a hardworking FIRST ANNIVERSARY OF THE GREAT FROST
attitude, and plentiful resources, but if your generator Somewhere, well outside our city, sits a mound of
is not working, none of it will mean a thing. snow and ice that covers the remains of one of our own.
When we first arrived at our city sites, there were A citizen—more than one, in truth—wandered away
two things there: piles of resources and a steam gener- from our city at night, sat in the snow, and waited for
ator. Those who came before us knew our efforts would the inevitable to overtake them. It cannot have taken
be pointless without the generator, so they made sure long. Then snow and ice covered their tracks and their
we had one. Even in the pit that holds New London, the remains before we could find them, so they remain out
generator emerges above the rim as a landmark, show- there, a permanent part of the stark landscape that sur-
ing anyone nearby where the city is. Steam pours out of rounds us.
it in large pillars, kept compact by the frozen air. Can any of us say we do not understand their mo-
We build around the generator, quite literally. Our tivation? They lived the life we all live. A life of little
streets are either circles that surround the generator or sun and even less warmth. A life of long work days fol-
spokes leading out from it. All roads lead to it, and all of lowed by not enough rest, and days like that stacking on
our strength flows from it. each other and extending indefinitely into the future,

2
A WORLD OF ICE AND STEAM

OUR RECENT PAST


1847: Charles Babbage leads the construction of the first analyt- 1883: The first automaton is put to work in a forest in Wales,
ical engine. A global engineering arms race follows. doing the work of dozens of lumberjacks. A scientific set-
tlement known as Winterhome is built in the lands north.
1862: To respond to the engineering competition that has cre-
As the Balkan War escalates, the United Kingdom institutes
ated needs for new resources, the Imperial Exploration
military conscription, which is met by popular resistance.
Company (IEC), backed by the British crown, launches its
first survey of “lands north.” 1885: A functional generator prototype is finally completed.
The IEC decides to immediately start deploying them in
1863-69: As IEC expeditions continue, other nations launch mis-
the lands north, with the first one being built in Winter-
sions of their own to compete for resources.
home. Continual escalation of hostility to English military
1874: The American Association for the Advancement of Sci- conscription ends when mechanized lancers shatter pro-
ence hosts a presentation of a paper by Eunice Newton tests. Official body counts are never released, but esti-
Foote showing that a recent trend of cooling temperatures mates go above one thousand.
across the globe appeared to be accelerating. Most gov-
Fall 1885: The Last Autumn. An unprecedented cold wave dev-
ernments dismiss her conclusions, but scientists seek to
astates crops in India and the Southern Hemisphere. Many
confirm and further investigate the cooling trend.
British colonials decide to return to a country already pressed
1881: Evidence of global cooling has become overwhelming, for resources and are met with anger and resentment.
and already temperature declines are upsetting agricul-
1886: The Great Frost. While this was initially perceived as a
ture, commerce, food supplies, and more. Governments
unique event, it actually was the first of multiple waves of
realize they need to prepare for the worst. Plans for the
continually declining temperatures. Spring and summer
first generators, which will be the lynchpin of future settle-
never arrive in this year, replaced instead by deeper and
ments, begin.
deeper freezes. Famine and cold take millions of lives, and
1882: International tensions in Europe erupt into the Great Bal- the British Empire collapses. Planned expeditions increase
kan War, which is focused on gaining control of coal re- in pace, and refugees also start flooding northward, hop-
sources in the region as well as exploiting critical shipping ing the settlements there will provide more stability than
lanes. the collapsing civilizations around them.

the same way the white land stretches into an indistinct city. Each other. We are not just living for what we can
grey horizon. And so some see no purpose in that labor, gain for ourselves, but for the life we can give to each
and they lose hope, and they walk out and become one other. We can remember the life we lived before, and
with the grey. we know this life is different. We depend on each other
You, however, have not. All of you hearing my voice like we never have before. In all we do, in every decision
right now have chosen not to give up. Chosen not to we make, four words stay in our minds, pointing us to
give in. I have asked myself a simple question: Why? what we need to do to make life and any chance at a
Some of it is the stubbornness of humanity. I have future possible:
walked through our infirmaries and seen people suffer- The city must survive.
ing from crushed limbs, struggling lungs, and all other
manner of ill health. I have seen them breathe what I THE WORLD BEFORE AND THE WORLD NOW
was sure would be their last breath, then breathe again.
I have seen people many believed would never walk
THOUGHTS OF
again lead a work crew back into a mine. For all their DEPUTY MARSHAL
weakness, our bodies sometimes simply do not seem to
know how to give up. CARVILLE BANKS
We are driven by more than mere instinct, though. Our settlements have many gathering places—
Every day we survive attests to the fact that we can sur- fighting pits, public houses, churches, cookhouses, and
vive. And in the course of that day, someone smiles, more. There is an unspoken agreement in all of them
someone laughs, and someone fights off the cold that we don’t talk about the old days. Our pubs, with
through the warmth of company of others. They may their shaky wooden walls and plain benches, are no
be brief moments, but that does not make them any less match for the taverns back home, with their abundant
real. Even if those moments were not ours as individu- flower boxes and polished wood. Our soups, which
als, they were ours as a community. are flavored with salt if we’re fortunate, are no match
That, in the end, is truly what keeps us going. Our for the delicately seasoned dishes we sipped in cheery

3
FROSTPUNK THE RPG

restaurants. And our churches are impressive for the FRIVOLITY IS LESSENED
fact that they haven’t collapsed on themselves, rather I am well aware that many among us do not see this
than for any stunning feat of architecture. as an improvement. They miss the grand theaters, the
Just because we don’t talk about it does not mean we magnificent orchestras, the long afternoons and nights
don’t remember, though. We do, and it stings. Some- of chatting and playing cards or dice.
times, rather than relying on smoldering coal, we burn Our pleasures are simpler today. A warm meal, a
wood, and the scent of woodsmoke traveling through good story, and a quick song before shuffling wearily
cold air reminds us of cozy fireplaces on a winter’s to bed. Our free time, such as it is, is often spent doing
night. Or when the light of a church is dim, and people tasks that are not our primary job but are still, by all
bow in prayer over a small candle, the glow of their fac- reasonable definitions, work. We build, we scavenge,
es looks the same as it did back then. we tend the young, we organize what we have. Time is a
We see those things, then we turn away. resource, and resources are not to be wasted
We are not well served by memory.
Still, the changes are not all negative. The world as it WE SHARE THE BURDEN OF WORK
was before was far from perfect. If I press myself, I can We have much work to do, and it takes large parts of
develop a list of ways the world has changed for—well, every day, but we also occasionally have assistance with-
if not the better, then not the worse, either. out which survival would be impossible. Before the Great
Frost, civilization developed the mighty automatons,
PRIORITIES ARE CLEARER and a select number of them continue to function to this
It was easy, in the times before, to sometimes get day. While the knowledge to create them is lost, some of
lost in many competing demands for our time. We wor- the machines are sturdy enough to keep working, and we
ried about obtaining tasteful trappings for our homes, have even been able to make some basic repairs.
attending the proper social gatherings, and making When functional, an automaton performs perhaps
good impressions on the right people. ten percent of our city’s work. When in human history
Most of that is now cast aside. We have one priority, have we had something non-human that does as much
day in and day out, and that is survival. What machines of our work for us? The only correct answer is never.
need to function to keep us warm? How much food do we While we still must work long hours to survive, autom-
need? Are the sick receiving proper care? These are clear, atons have pitched in to do more work than we could
elemental needs, and they take up almost our entire lives. have done for ourselves, making survival possible. As
We don’t have to worry about whether or not we are they age and fall to the wayside, we salute their creators,
making progress on these items. While in the past we may and hope someday to rediscover the knowledge to build
have wondered about our social standing and how we were them anew.
viewed, in our present, we know when we have succeeded
in fixing a machine, feeding a family, or healing a patient.
The needs we face are relentless and demanding, to
the point that they are our only considerations.

WASTE IS REDUCED
You could not walk through one of our old
cities without seeing how much we wasted. Pro-
duce rotted in merchants’ stalls, industrial fa-
cilities dumped materials into rivers and lakes,
and buildings full of useful bricks and beams
were left to rot and crumble.
Now, we waste nothing. Anything that
can be used is used. Any part of a plant or
animal that is at all edible is consumed.
Anything broken is repaired. The nail
you salvage today may be critical in
sealing a gap and keeping out a deadly
wind tomorrow. We know that every
last thing we have is precious.

4
QUICK START RULES

FROSTPUNK

QUICK START RULES


Frostpunk: The Roleplaying Game uses the Dice Core Important Terms: The first time an important term
system explained in this booklet. A quick review of the is introduced, it is bolded.
rules and the adventure, and you’ll be ready to embrace
the challenge of the hope, discontent, and societal sur-
vival in the icy cold.

A CONVERSATION
Engaging with Frostpunk: The Roleplaying Game is a shared conversation, whether around a physical or virtual tabletop. The
gamemaster shares details of what’s around you, and what other people are doing. For example, they might say: “You leave the
food tent. It’s still bitterly cold as the sun—that you never see—hasn’t risen yet. The fresh snowfall from last night crunches as
you sink past the ice-encrusted top layer to the soft powder underneath. The Beacon Master tromps by, face stoic as ever, but
glances in your direction. What do you do?”

Then the players will join the conversation, narrating what their character’s are doing, or even speaking as though they
are the character. For example, they might:
• Aleksy (as Clara): “A good day to you sir.” I nod my head to the Beacon Master. GM: He nods stiffly in your direction.
His frown deepens a touch.
• Qadira (as Martha): I ignore him, huddle more in my furs, and start walking toward the supply tent, muttering about
how we’ve a long trip ahead of us. GM: Okay. You notice the challenges of walking in the new snowpack.
• Joaquín (as Arnold): “Martha, where are you going?” Qadira: “To the supply tent. Big trip coming up.” Joaquín: I
follow her. Qadira: I’ll follow, too. GM: Great.
• Emilee (as Justin): I wait until everyone is moving away from me. Is the Beacon Master still looking at us? GM: He’s
a little ways down the street, but he looks back again. Emilee: I give him a hand signal saying I want to talk. GM: You
know him well enough? Emilee: I speak with everybody. All the time. And you said he had a knack for spotting things.
Pretty sure an unsubtle hand single will get his attention. GM: Okay, sounds good. He gives you a nod and abruptly
steps toward an alley. Emilee: I follow.
• GM: What are the rest of you doing right now?

As you think of the next thing to say and the next thing to do, the story will unfold. Just as an especially engaging con-
versation at a party will last longer and draw more interest, the more the players participate, the more they will create an
engaging and unforgettable gaming session.

5
FROSTPUNK THE RPG

ATTRIBUTES 3 SKILLS 4 DEFENSE (13) 8 WOUND TRACK 9


EXPEDITION CLOTHING
ENDURANCE AGILITY FEAT = D8 + SKILL + RELATED
ARMOR AGILITY RESOLVE SKILL
ATTRIBUTE + MODIFICATIONS (IF ANY)
NO SKILL = D4
D4 + D4 D10 ANOTHER 2 SKILLS

D8 1 D4
AWARENESS (Ingenuity)
CRITICAL CRITICAL CRITICAL
ATTRIBUTE

WOUND WOUND
D4 +
CLOSE COMBAT (Agility)
WOUND

AGILITY
INITIATIVE
INGENUITY RESOLVE
7 ANOTHER 2 ATTRIBUTES

ALL FEATS
D8 D10 D10
CONVICTION INGENUITY WOUND D4
WOUND WOUND WOUND
MEDICINE (Ingenuity)

D6 D10 D8
WOUND UPGRADES/ WEAPONS & EQUIPMENT
DOWNGRADES

2
PERSUASION (Influence)
WOUND WOUND
D6 D12 ITEM RANGE WOUNDS CRIT SUCC. MODS
WOUND
Knife 0 1 5
D10
INFLUENCE RESOLVE SCAVENGING (Conviction) Glow Worm: An ingenious personal device worn on your jacket.

D8 Keeps a character warm enough, despite low storm temperatures. Can melt enough snow
D6 + WOUND D6
for the water needs of one person. Provides light as a flashlight.

D6 D10 SCHOLARSHIP (Ingenuity) D4


When a character takes more than one Wound from the same attack, attacker makes a
Damage Item Feat roll of 3D8 (10). Failure damages the glow worm, which can only be
fixed with a Repair Electrical Device (16) roll.

WOUND WOUND
D6 + WOUND FATIGUE TRACK
Rope: 30 feet of rope. Food: Two days food rations.

Leather-Enhanced Expedition Clothing: Keep character warm, unless there is a storm.


Adds D4 + to Defense.

RUN/SPRINT FEAT ROLL MARTHA Trauma Kit: Can be used to make an Apply Trauma Care Feat.

SWEENY
6
D12
10m/20m

5
UNARMED = WOUNDS: 1 CRITICAL SUCCESS: 6 MODIFICATIONS
PASSIONATE DOCTOR

CHARACTER MARTHA
SWEENY
SHEET
The folded character sheet should be placed on
PASSIONATE DOCTOR

I hack the bone. The blood gushes. The warmth is…inviting. <Shudder> Is
this what I’ve become? All my life wanting to heal. Kept out because those
men couldn’t handle breasts! Now I have my chance—at the end of the

the table in front of you when you’re ready to play the world. Did I really want this? This cold, where the only warmth
is blood?
Can’t let that out. I can help. I can heal. I can protect those
game. Your character’s illustration and name will face who need protecting. And they’ll never know my thoughts, be-
cause I will never let them be seen.
the players at the table, allowing for easier immersion WHILE ROLEPLAYING, ASK YOURSELF WHAT
MARTHA’S RESPONSES ARE TO THE FOLLOWING QUESTIONS:

in the game, while the character sheet faces you. •



Would you treat someone who actively supports a cause you oppose?
If Pierce betrays you, how would you respond? Would you betray him

Each character sheet tracks the pertinent infor- •


in turn?
Will you ever let anyone–even Pierce–see the anger and darker

mation about the character’s abilities to succeed in a


emotions inside you?

challenging situation, along with the details of weapons ABOUT MARTHA

and equipment. (These character sheets are truncated


Background: Tailor
Disposition: Inquisitive, but not to extremes.
Integrity: The city must survive, but people come first. They are the city.

for ease of leaping into the game. The Frostpunk core Personality: Very dedicated and warm on the surface, always ready to
defend those you know.

rulebook contains the full-page character sheets used Bonds: Arnold Pierce, Healing

during campaign play.) In the old world, Martha’s gender prevented her from practicing
medicine in an official capacity. She worked in secret instead, help-
ing those around her as best she could.

As you read through these rules, you will see red-cir- When the frost began spreading, things deteriorated quickly in London.
Many groups tried to bring order to the chaos, but almost all of them made things
worse, killing people who didn’t listen to them and forcing people into obedience.

cled numbers corresponding to numbers on the char-


During this time, Martha built a deep hatred for most organizations and especially
ideological groups, who she believes caused tremendous damage during the fall of
London.

acter sheet. These areas will explain the rules for that
She met Arnold Pierce soon before leaving for New London. He saved her from a
looter, and she fixed a leg injury he had suffered. They traveled together to New Lon-
don, helping each other to cross the perilous frostland. While they appreciated each

part of the character’s game stats.


other’s skill and expertise, they learned that they have very different political views,
which have caused tensions between them.
During her time in New London, Martha’s skills mean that she must always be
ready to perform medical duties. Her recent assignment to the Commonwealth Ex-
pedition Forces is an exciting change from the ten years she has spent working in the
infirmary.

CHARACTER DETAILS
Rolling dice is only a small part of what makes role-
playing so enjoyable. The rest comes from becoming

6
QUICK START RULES

the character at the gaming table, making the decisions color-coding on the record sheet, allowing them to use
the character would make as they respond to the chal- colors to prompt them which dice to grab, e.g., a green
lenges the game throws their way. die. Whichever way works best for you, run with it!
The inside of each pre-generated player character is a
first-person fiction vignette, along with some questions
the players can ask themselves that will help them ease
into how they wish to play the characters. There is also
ATTRIBUTES 3
Attributes represent the core elements of your
a more in-depth background description, along with a character. Everything else, from skills to the actions
series of keywords that serve as tags the player can use to you take, including combat, rest upon the bedrock of
help them decide how they’ll react in a given situation. these natural elements. Attributes are represented on
the character sheet by color-coded polyhedral icons, as
• Background: Your profession before the Great Frost. described above.
• Disposition: Your inherent world viewpoint: Dice Core uses the following Attributes:
positive or negative, optimistic or pessimistic,


hopeful or discontented.
Integrity: Your inner moral values, the lines ENDURANCE
you will not cross. What people cannot see on Endurance represents your character’s physical
the surface but can only perceive through your strength and stamina.
words and deeds as they observe your life.
Personality: The attitude and body language

you portray; what everyone sees and feels the AGILITY
moment they encounter you. How easily can you dodge through a street of rush-
• Bonds: Even in a post-apocalyptic world— ing people or snag the falling piece of evidence of a ter-
perhaps especially in such a world—who you rible crime before it disappears down a crevasse? Agil-
care about, along with the people and places ity is your character’s ability to physically react quickly
you know, are crucial. These Bonds provide and with finesse in a given situation.
compelling reasons for why you want to protect
your city or your people—or why you don’t.
CONVICTION
DICE 1 When the pain is too much, will you still stand back
up? When there’s an innocent person in your way and
Dice Core uses the following polyhedral dice, with a a hundred other lives are on the line, will you pull the
series of corresponding icons throughout the rules and knife with a steady hand? Your character’s Conviction
on the character sheets: D4 4 , D6 6 , D8 8 , D10 10 , measures their mental strength and drive.
and D12 12 . Building a Dice Pool and taking actions
will be covered shortly. But from the very start, keep
this in mind: the Upgrades/Downgrades graphic on the INGENUITY
character sheet 2 shows that your odds of succeeding Who’s currently the best hunter feeding New Lon-
at a given action increase as the dice grows; i.e., a 6 is don? How damaged can the automoton you stole be
better than a 4 , a 8 is better than a 6 , and so on. and still function? If I punch a guard, will I be arrested?
Your character’s knowledge, decision-making process,
DICE ICONS and general wisdom about how to react in various situ-
ations is represented by their Ingenuity.
As indicated, the character sheet uses color-coded
dice icons to help players easily select dice during the
game. Each icon is color-coded, shape-coded, and INFLUENCE
word-coded. This allows any player to decide which When you walk into a room, do others orient to-
code they’ll use for their dice and play style. For ward you? Can you quirk a smile and raise an eyebrow,
example, some will use polyhedrals they already have and suddenly there are extra food rations on the table
and will use either the word-code (D4) or shape-code for you? Or can you talk the toughest thug into divulg-
(triangle) to clue them which dice to grab. Others will ing their feelings? Your charismatic ability to influence
find it useful to acquire polyhedrals that match the events is covered here.

7
FROSTPUNK THE RPG
• Scavenging: Just a little bit of scrap and you’ll
RESOLVE have a makeshift weapon or a firing engine.
Does karma love you? Do you always seem to have • Stealth: Slipping through the snow, or standing
an edge just when you need it? Do you have the flair to unseen in a crowd, you know the benefits of not
unleash a burst of energy, luck, or both? Resolve rep- being noticed.
resents that ephemeral knack for the coin always land-
ing on your chosen side, the sudden energetic charge,
or the lucky break opening right as you need it. INGENUITY
SKILLS
• Awareness: Whether in a deep conversation or
hanging on a cliff, you notice the unusual.
• Engineering: You dream of cogs and understand
While attributes represent the inherent elements of how to visualize and plan any construction.
your character, skills are learned areas of knowledge.
• Forgery: A letter, a footprint in the snow, or a
These cover a wide range of abilities, from combat and
splash of blood—you can fake nearly anything.
engineering, to scholarship and general book learning
and knowledge. While any character can attempt any ac- • Investigation: Who stole the food? What’s that
tion in the game, skills increase the odds you’ll succeed. sound in the night? What’s this pile of junk for?
Dice Core uses the following skills; each contains a You look into all of those things.
cursory description. Also note that not all skills are found • Medicine: From first aid to dietary and physical
on all character sheets. Instead, the full list is provided for upkeep, you know how to keep others well.
the gamemaster to use as guidelines during each game. • Mechanic: Engineers plan and build, but only
Linked Attributes: Skills are organized by their you keep it running—or bring it back to life.
Linked Attribute. This means that in a Feat, when • Scholarship: A special job classifications skill
you use that skill, you must use the corresponding that ties into your character’s Background.*
Attribute, as noted in the Sample Feats section (see p.
• Agriculture, Husbandry, and Fishing
12) and as indicated on the character sheet with each
• Armed Forces
skill (in parenthesis next to each name).
• Building
• Factory
ENDURANCE • Mines and Quarries
• Professional, Clerical, and Local Gov’t
• Athletics: You can keep climbing, keep working, • Retail, Foodstuffs, and Hostelries
keep running, or even just keep walking. • Transport and Communications
• Intensity: When others give up because of • Workshops and Handicraft
mental or physical exhaustion, you keep going. • Theology
• Survival: Trapped, alone and in the cold, you
know what must be done to survive.
INFLUENCE
AGILITY • Acting: Bluffing past a guard or hiding as a
convalescent in the corner, you can fake your
• Close Combat: Whether hand-to-hand, a knife way through many situations.
or a staff, you put your opponent down.
• Animal Handling: A pet dog, a horse, or even a
• Gymnastics: Leaping, jumping, dodging: action
wolf out in the dark—you have a way with animals.
is a fine dance you master with ease.
• Ranged Combat: Whether you’re using a bow, • Persuasion: Whether you need an extra meal,
javelin, or gun, you know how to aim and hit a another pair of gloves, or a covered workshift,
moving target. there’s always a mark to provide it.
• Sleight of Hand: The coin dances, the coin
disappears; distraction is always the game. * As noted above, Scholarship is divided into nine sub-Schol-
arship Skills, each of which is connected to a character’s Back-
ground. In other words, if your character has Scholarship, it is
CONVICTION automatically centered on your character’s Background.
If you are attempting a Research Feat (see p. 9) for information
• Engagement: You’re always on alert, finding a that is found within another Background that is not part of your
concealed weapon or discovering an escape route. skill apply a . The GM may apply if the Classifications are
• Leadership: It’s not about stepping in front, but very removed from each other, such as Armed Forces and Factory.
knowing those behind will follow.

8
QUICK START RULES

SKILL STAGES FEAT ROLLS & THE FEAT POOL


As noted previously, the higher a die, the better (THE BASICS)
your actions. To reflect this there are nine skill stages For every action that requires a dice roll to deter-
of progression, as shown (lowest to highest outcome of mine its success or failure—a Feat Roll—you build a
possible success). Most of the characters do not have Feat Pool.
the highest levels; they are provided as a reference. That pool always involves three polyhedral dice.

BUILDING THE FEAT POOL


SKILL STAGES
You always begin building a Feat Pool by select-
(no skill) ing the Feat Die, which is always a 8 . Then, based
upon the Feat in question, you add one skill die.
(If there is no applicable skill die, the player adds
+
a default 4 .) Finally the player adds one Linked
Attribute die.
So the Dice Pool equation is as follows:

+
+ Linked + Upgrade/
Feat Die + Skill Die
Attribute Die Downgrade
8 + 1 Die + 1 Die + or
+

UPGRADES/DOWNGRADES
Once the Feat Pool of three dice is built, based
+
upon the details from your character sheet or from
the GM, there is the possibility of Upgrading the
+ dice (i.e., exchanging a lower-value die for a high-
er-value die) or Downgrading the dice (i.e., ex-
Upgrade means automatically Upgrading one of changing a higher-value die for a lower-value die).
the dice in the Feat Pool by one better value; see below
for more details. MAKING A FEAT ROLL
Once the Feat Pool is finalized and any or
made, the player rolls the dice and totals the rolled

FEATS numbers. This number is compared to a Difficulty


Rating (DR) generated by the GM—based upon a
specific table (see p. 11). If it equals or exceeds the
(THE ACTIONS OF THE GAME)
number rolled, success!
When playing Frostpunk, many actions your charac-
ter takes don’t really have a possibility of failure, or the
possibility is so small it’s basically irrelevant. In those
instances, the characters simply take those actions. A MORE IN-DEPTH
However, any time you take an action that has a signif-
icant chance of failure or the failure will have a mean- LOOK AT FEATS
ingful impact, the dice should come out. Below is a detailed look at building the Feat Pool.
Feats are any action that requires rolling dice to re- You always use the following steps to determine which
solve whether you are successful or not in that action. dice will be rolled for a Feat.
Dice Core is designed to be quick and smooth to play,
making the dice rolling fast and easy to resolve so the
story and your players’ imaginations can take center BUILDING THREE
stage. As such, the Feats in Dice Core are kept to rela- DICE POOL
tively wide categories. It is up to you, your gaming group,
and the gamemaster to take the broad strokes provided 1. First Die ( 8 Feat): You tell the GM what action
in these rules and flesh them out for any given situation. you want to take (i.e., Feat), which is often built
off the Sample Feats (see p. 12). You then start to
build the Feat Pool by always grabbing a 8 .

9
FROSTPUNK THE RPG

2. Second Die (Skill): The Feat indicates which


skill applies. You then look at the applicable skill AT THE TABLE
on your character sheet and select the indicat- Rather quickly, the GM will get a handle on the
ed die. (If there is no applicable skill, the player Dice Pool and how to use it in conjunction with their
players. They should learn how to easily tell the play-
adds the default 4 .)
ers what’s needed. For example, a character may
3. Third Die (Linked Attribute): The Feat also say “I’m running down the street, trying to see if
indicates which Linked Attribute applies. You I can find the person who ran out the back of the
then look at the applicable Attribute on your tent.” In the first game for everyone, the GM is like-
character sheet and select the indicated die. ly to be formal so everyone can easily understand
what’s occurring: “Sounds good. That is a Search
For a Person Feat, so that’s a 8 + Engagement
UPGRADES/DOWNGRADES + Conviction. However, since you’re both running,
4. Make Any Modifications ( or ): Once the let’s put a Downgrade on that.” But then, perhaps
three dice are selected, the player may then have even in that same first session, the player may say
to apply and . These can be situational (i.e., “The blizzard is coming? Can I repair the sled?” and
they came from the GM), or from Weapons or the GM simply responds, “Sure, give me a Mechanic
Equipment. Once all or are noted, apply + Ingenuity + a Downgrade roll,” since it can be as-
them to your dice pool. You can either cancel one sumed by then that a 8 is always included.
with one , or you can apply them all, as you
see fit. So if you have three and two applied
to the Feat Pool, you may simply apply one (by
canceling two with two ), or you can apply
UPGRADES/
them all, as you choose (see the Upgrades/Down-
grades, at right, for more details).
DOWNGRADES
D12

MAKE THE FEAT ROLL D10

5. Roll Feat Pool: With your dice assembled, you D8


now make a Feat Roll by rolling all three final D6
dice, adding the numbers on each die into a to-
D4
tal and informing the GM of that total.
• Success: If the final amount is equal to or
Dice and come in three forms:
greater than the Difficulty Rating (DR) assigned
• Situational (GM): When spears are being
by the GM, the action was a success, and you
thrown in your direction, did you find some
can bask in the heady euphoria of victory!
good cover? Or are your teammates helping you
• Defeat: If the final amount is less than the
pull on a rope to keep the sled from falling into
Difficulty Rating, the action failed, with the
the ice? Every situation can apply both and ,
corresponding consequences (see Difficulty
some coming from your actions, others coming
Ratings, p. 11, for more details).
from the GM.
• Critical Successes: When making a Feat
• Equipment & Weapons: Various equipment
Roll, every 3 over the Difficulty Rating
and weapons may bring an or (see character
is 1 Critical Success (this value can be
sheets).
modified by other rules). A variety of
effects in the game are applied based on the • Opposed Feat Roll: When making an Opposed
Critical Successes of a Feat Roll. Feat Roll directly against non-player characters
(NPCs), you may cause a against that NPC,
• Critical Failures: These are identical to
or that NPC may cause a against you. For
Critical Successes, but instead of counting
example, you may be in a superior position to the
above the Difficulty Rating, count below the
NPC, giving the NPC a .
Difficult Rating for how badly they missed.
A variety of effects in the game are applied
based on the Critical Failures of a Feat Roll.

10
QUICK START RULES

YOU CHOOSE THE DICE


CHANGING
You always choose which dice you wish to or ,
but you can never go above 12 or below 4 . A player DIFFICULTY RATINGS
Shifting the Difficulty Rating is a quick and easy
must always or if the rules say they need to.
way to adjust the challenge without adding more
Maximum Dice: If you must but have 12 12 12 ,
or to player calculations; if the GM sees elements
simply add 2 to the final result of the die roll. (You never
that help or hinder the player, they can adjust the DR
4 4 4 .)
down or up 1 (respectively) for each such element.
As a note, for every one-point change in the
DIFFICULTY RATING Difficulty Rating, the chance to succeed decreases
around 5 to 9 percent, depending on the Feat Pool
The Difficulty Rating is a number generated by the and the starting Difficulty Rating. For reference, a
GM representing how hard (or simple) it may be to ac- single tends to decrease the chance of success by
complish a Feat. When a player makes a Feat Roll, the a slightly higher margin, depending on how elevated
sum of their three dice must equal or exceed the Diffi- the dice pool is.
culty Rating for a success.
The Difficulty Ratings are shown on the table below:

DIFFICULTY
RATING TARGET
FATIGUE
The failure of a Feat may cause Fatigue, depending
Very Easy 7 or more
upon the severity of that failure. For example, a Breaking
Easy 10 or more Down the Door failure likely wouldn’t cause an actual
STANDARD 13 OR MORE
Wound that would need to be tracked in the game, but it
could leave you with a bruised shoulder, represented by
Hard 16 or more Fatigue. If you have enough Fatigue, Wounds can occur.
Very Hard 19 or more Anytime a player attempts a Feat and the die roll re-
sult has 3 or more Critical Failures (i.e., is 9 or more
Master 22 or more
below the Difficulty Rating), a box is checked off of the
Legendary 25 or more Fatigue Track.
What Feats can end in the loss of Fatigue is based
The gamemaster always starts at Standard difficulty upon the Feat in question. A Sway or Pick Lock is not
and then shifts the difficulty up or down based on a va- likely to end in Fatigue, whereas a Jumping or Close At-
riety of factors. Difficulties generally shift up in steps of tack certainly would. The final decision on which Feats
three, but the gamemaster can choose to use the num- may apply Fatigue in failure is up to the GM.
bers in between if they desire a little more granularity
in their Difficulty Rating. FATIGUE APPLIES
DOWNGRADES
OPPOSED ROLLS For every Fatigue point, apply a to all Feats.
Feat Rolls against NPCs are called Opposed (Feat) This is cumulative, based upon the number of Fatigue
Rolls and follow the same basic format above for build- points. However, a character should never have more
ing the Feat Pools on both sides; in this instance, the than applied to them from any source after
GM will often tell you what dice to select for your Feat all have been applied (see Using Upgrades/Down-
Pool if an NPC is targeting you. The result of the target’s grades, p. 13).
Feat Roll generates the Difficulty Rating against which
the active participant rolls.
ADDITIONAL RULES
The following additional rules apply:
• Wounds: If a player needs to check off a Fatigue
box and the track is filled, automatically take a
Wound (see p. 16).

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FROSTPUNK THE RPG

• Non-Feat Actions: Certain non-Feat Actions, • Intimidation: 8 + Intensity + Influence


such as sprint, may automatically apply a
• Jumping: 8 + Athletics + Endurance
Fatigue point (see p. 11).
• Notice Something:
• Recovery: Players may spend Resolute Points
to recover (see p. 20). • Identify Object: 8 +
Awareness + Conviction
• Sneaking: 8 + Awareness + Ingenuity
SPENDING RESOLVE • Unusual (Outdoors): 8 +

(AFTER A FEAT ROLL) Awareness + Survival


• Unusual (Social): 8 +
On your character sheet, underneath the Resolve Awareness + Influence
Attribute, is a 12 icon, with a certain number of cir- • Pick Lock: 8 + Engineering + Ingenuity
cles. This represents your character’s ability to spend
• Question Individual(s): 8 +
Resolve.
Persuasion + Influence
After any Feat Roll, but before any success or failure
against a Difficulty Rating has been resolved, you may • Repair
choose to spend Resolve. To do so, you roll a 12 and • Electrical Device: 8 +
add that to the total sum of the Feat Roll. (This is the Electronics + Ingenuity
only instance when a player effectively rolls four dice • Mechanical Device: 8 +
for a Feat Roll.) Mechanic + Ingenuity
Times Per Session: Spending Resolve can only be • Research: 8 + Scholarship + Ingenuity
done once per roll. However, you can spend Resolve in [Must be information related to
different rounds a number times a game session equal the character’s Background.]
to the number of circles on your character sheet. Each • Search:
time Resolve is spent, mark off one of those circles.
• An Area: 8 + Engagement + Resolve
Wounds: If the Resolve Attribute is Wounded, the
player may still spend Resolve, but they roll a 10 (see • For A Person: 8 +
Wounds, p. 16). Engagement + Conviction
• Sneaking: 8 + Stealth + Resolve

SAMPLE FEATS • Sway: 8 + Persuasion + Influence

Below are sample Feats that you may use in a game.


They also act as guidelines to help determine the dice
pool of other Feats you come up with that are not cov-
ered below.
AWARENESS VS.
• Animal Handling: 8 + Animal Handling + ENGAGEMENT SKILLS
Influence While most of the Feats above are very self-ex-
planatory, the interaction of Awareness and Engage-
• Apply First Aid: 8 + Medicine + Ingenuity
ment Skills is worth a closer look.
• Apply Trauma Care: 8 + + Medicine + Put simply, Awareness is passive while Engage-
Ingenuity [Requires Trauma Kit] ment is active. For example, looking on the Sam-
• Attack: ple Feats list, you have Identify Object and Notice
• Close Attack: 8 + Close Combat + Agility Someone Sneaking. Both of those are passive, inher-
ent capacities where people use their innate abilities
• Ranged Attack: 8 + Ranged
to notice differences and contextualize new objects,
Combat + Agility
which means they would use Awareness. Meanwhile,
• Breaking Down Door: 8 + the Search an Area Feat requires dedicated, active
Athletics + Endurance thought, and so it falls under Engagement.
• Called Shot: 8 + + + Ranged Use that active/passive litmus test in any event
Combat + Agility [If any Wound(s) where situational awareness is important and
is applied, apply 1 extra Wound] you’re unsure if you should be using Awareness or
• Con: D8 + Acting + Influence Engagement.

• Evading Guards: 8 + Stealth + Conviction

12
QUICK START RULES

EXAMPLE a multiple weapons attack, or by making an error in


You are attempting to fire a Makeshift Bow at judgment as to what their best approach should be),
a rare, lone street light to sneak through the city are the best response.
easier. The following guidelines should be used when
First, despite your arguments that it’s a run-of-
distributing and .
the-mill shot, the GM decides it’s a Called Shot due
to the size of the target, and so they impose a • In an Opposed Feat, the effects of on one
+ . What’s more, you’re trying to be as silent as player or on another are virtually the
possible, lying in the snow, and so another is same. This means that when all options are
applied. equal, choose the effect that changes the
Next, the GM starts with the standard Difficulty player’s roll, rather than anything that the
Rating of 13, but the target is at long range, and it’s gamemaster is rolling.
dark, so they shift the Difficulty Rating up to 19.
• One should be a relatively common
You start building the Feat Pool by grabbing 8
and mentally noting the (or marking it with phenomenon, whether it is due to equipment,
tokens or chits or whatever is most useful). circumstances, or other effects. should
Next, you and the GM note that Ranged Combat be significantly more rare. is the
Skill is attached to the Feat of a Ranged Attack. Your most that can be given, and that should only
character doesn’t have a great skill in that yet, with be distributed in the most extraordinary
only a 6 , so you add that to the pool. circumstances. The same is true for . A
Luckily for you, the indicated Attribute for the character may never have more than three net
Feat, Agility, is superb for your character, sitting at or (that is, the final result after all possible
a 10 (they usually do hand-to-hand work instead of
and have been compiled and have canceled
firing weapons).
Finally, you check under the Modifications each other out) on a single roll.
column of the Makeshift Bow. Normally, that would • The player may cancel with any or choose
not apply a Modification, but the GM previously told to apply them all. In all instances, the player
you it was a high-quality make and gave you a . chooses which die is or , as needed. While
This leaves the Feat Pool at: 8 (Feat Die) + 6 the differences between choosing one die or
(Ranged Combat Skill) + 10 (Agility Attribute) + another are small, players should be allowed to
(Called Shot) + (Called Shot) + (laying down) +
have that degree of control.
(high-quality weapon)
You could decide to cancel an and a out and GMs, here are some circumstances with defined / :
apply , or apply them all. You choose the latter

COVERT OPS
and change the final Feat Pool to: 4 + 4 + 12 .
You roll and come up with a 17. Not bad at all for
your dice… but a failure. Next time, have the better
• Sneaking: Gear and tactics to promote sneaking
bowman take the shot; you’ll have to just sneak
through with that light active, knowing the GM will should provide an . They can stack to ,
likely throw on an for it if anyone comes hunting... but not unless there are extraordinary
circumstances.

USING
• Spotting: Vision and other enhancements give .

UPGRADES/ SOCIAL
DOWNGRADES • Good argument: When a player makes an
argument that is logically sound or appeals to the
interests of the other party through roleplaying
and from a character sheet are always applied. (i.e., not by making a Feat Roll), they receive an .
However, and beyond the character sheet can When they do both, they receive .
also be awarded by the GM. They should be the primary
• Intimidating appearance: Characters with an
(if not sole) rewards for different tactical decisions
Endurance of 10 or 12 automatically receive
made in the course of gameplay. If players do something
an on Intimidation Feat rolls. Intimidating
that gives them an obvious advantage, that should be
tactics generally receive an , though
reflected by giving them an or even . Conversely,
gamemasters may use discretion in determining
if players take an action that would obviously hinder
the effectiveness of particular tactics.
them (whether by trying something difficult, such as

13
FROSTPUNK THE RPG

COMBAT NON-FEAT
• Cover, partial: Player in cover receives an on
Defense Rolls. ACTIONS
• Cover, total: Player in cover receives on In Dice Core, actions fit into one of two categories:
Defense Rolls, but on their attacks made Feat and non-Feat. The Sample Feats listed earlier in
while in cover. this section provide the basic idea for what Feat actions
• Multiple weapons attack: When using multiple are. Those actions and all similar actions fit into the
weapons in a single attack, take on each attack. same time frame, meaning you can only take one such
action per turn (during any portion of the game that

COMBAT
requires Initiative Order; see above).
There are certain non-Feat actions that can be taken
in a turn along with a Feat; on any turn, you can take
The following covers combat within Dice Core. one Feat action and up to two non-Feat actions. In the
vast majority of circumstances, non-Feat actions will

MOVEMENT 6
not involve a dice roll, though gamemasters have dis-
cretion to include a roll if they think something about a
All character movement is in meters, as is indicated player’s situation imposes significant difficulty (such as
on your character sheet. attempting to make a hand gesture while being affected
by a paralytic agent). Non-Feat actions are listed below
(if an action is not listed below, assume it takes the time
INITIATIVE needed for a Feat, and thus should be considered a Feat
If at any point the players and GM determine that action, even if there is no roll involved):
the order of various actions taken by players and NPCs • Certain Awareness Rolls: While Engagement
matters (usually combat but could be covert sneaking rolls require a Feat action, certain Awareness
into a camp), they roll for Initiative Order using the fol- rolls can be made (per GM discretion) as a non-
Feat action. This action would be for things such
lowing rule:
as looking quickly around a room, noticing the
sources of a loud noise, and so on. This should not
ROLLING INITIATIVE 7 be used to give detailed information to players.
When rolling Initiative, players select their Agil- • Drop item: If something is in your hands and you
don’t want it there, you can drop it!
ity, Ingenuity, and Resolve Attribute Dice and roll,
summing the numbers and informing the GM of the • Drop prone: You may drop to the ground as a
results. (For ease of selection during the game, each non-Feat action. The gamemaster determines
character sheet includes an Initiative box where these what effect that has on attacks and Defense based
dice are already located.) The GM then rolls for each on particular circumstances.
NPC, as needed. • Gesture: Simple hand motions—pointing, a
finger over the lips to request silence, that sort of
thing—can be made as a non-Feat action.
INITIATIVE ORDER • Run: This means moving up to or equal to the
The GM builds the Initiative Order, highest to low- distance indicated by your Run movement speed.
est value results, for all players and each NPC. The GM • Sprint: This means moving up to or equal to the
will then start at the highest value, allowing that player distance indicated by your Sprint movement speed
their Feat, then shift down to the next highest value for and greater than your Run movement speed.
their Feat, and so on, for the first round. If there are ties, This is a non-Feat action, but you receive a on
anyone who rolled second (or third, and so on), takes any attacks made while sprinting. Attacks made
against you while you are sprinting also receive
their actions second (and third, and so on).
a . If a character Sprints more than two turns
consecutively, apply a Fatigue point (see p. 11).
• Talk: You can say a few quick sentences. Basic
guideline: If you can say it in three seconds, you
can say it as a non-Feat action.

14
QUICK START RULES

• Turn Simple Device On/Off : If the power switch and PCs will use the Defense Rating, or perhaps even some
to a simple device is within movement range, you players will do it one way and some another. Determining
can turn it on or off as a non-Feat action. The beforehand what your group will use can significantly cut
basic standard for this action is a light switch—if down on potential confusion during the game.
the power switch is the same level of complexity
as a light switch, this action can be used. If it’s
significantly more complicated, it will take a full
Feat action. SURPRISE
You may attempt to surprise other characters, using

RANGED & the following guidelines.


• Attacker: Each attacker can make a Stealth Feat

CLOSE ATTACK Roll against a DR of 16. On a success, the DR


for defenders noticing the attack goes up by

ROLLS 3. It increases an additional 3 for each Critical


Success during that Stealth roll.
When combat is about to occur, you will review the
situation you are in in the game, which will help you
determine whether you use a Ranged Attack or Close
Attack Feat Roll. What you choose might not only depend
upon your position relative to a target but will also depend
upon your skills and the weapons you have at hand.
Once you’ve determined which Feat you’ll attempt,
you build the Feat Pool exactly as shown under Making
A Feat Roll (see p. 9), and toss your dice!
Sprint: A player cannot make a Combat Feat Roll in
the turn they Sprint.

DEFENSE ROLL 8
The target of the Combat roll makes a Defense Roll,
rolling their Armor + Agility + Resolve Dice. (For ease
of selection during the game, your character sheet in-
cludes a Defense box where these dice are already lo-
cated.) The result of that Defense Roll generates the
Difficulty Rating against which the attacker rolls.
The damage generated if the attacker roll is equal
to or higher than the Difficulty Rating generated by the
Defense Roll is covered under Damage (see below)

DEFENSE RATING
(OPTIONAL)
Rather than make a separate Defense Roll, some
groups may prefer to use a static target number to com-
pare to attack rolls. All NPCs (and creatures) include a
Defense Rating (in parenthesis next to Defense), which
is the average Defense roll of that NPC, that can be
used as a threshold
Your group should determine before you start a session
how this will work at your table. For example, you might just
have NPCs using the Defense Rating, or perhaps all NPCs

15
FROSTPUNK THE RPG

DAMAGE
• Defender: Generally speaking, a target needs
to make a successful Awareness roll against a
DR of 13 to notice a planned surprise attack
(assuming they have a way to perceive the As noted above, when making an Opposed Feat Roll
intended battleground, such as line of sight or for a Combat Feat, both players (or the player and the
a monitoring device at the scene). GM) roll. The defender makes a Defense Roll by select-
• Additional Effects: Characters who are ing their Armor, Agility, and Resolve dice (again, not-
surprised take an immediate –3 to their ed under Defense on their character sheet) and rolls,
Initiative roll and a on their first Defense roll. summing the numbers, while the attacker makes their
Ranged/Close Attack Feat Roll. The higher number

WEAPONS wins, with ties going to the attacker.


Defense Rating: If using Defense Rating, then only
one person will be rolling for the attack (see p. 14).
Weapons include a number of stats shown below on
the Sample Weapons table. They are also on the charac-
ter sheets for those characters carrying weapons; these
can be used by GMs to create additional weapons, as
WOUNDS
the need arises. (SUCCESSFUL FEAT ROLL)
• Item: Name of the weapon. If the attacker’s roll equals or succeeds the Difficulty
Rating generated by the defender (or the Defense
• Range: In meters. Up to the first value is a
Rating), a number of Wounds are automatically applied,
standard Feat. From the first value up to the
as indicated by the weapon.
second value, the player receives a for using
this weapon.
• Wounds: The number of Wounds applied when CRITICAL SUCCESS
a weapon is used to successfully attack a target. An Attack Feat imposes a Critical Success if it
• Critical Success: An Attack Feat imposes a exceeds the Defense Roll (or Defense Rating) by the
Critical Success if it exceeds the Defense Roll weapon’s indicated amount. For each Critical Suc-
(or Defense Rating) by the indicated amount. cess above the target, an additional Wound is inflict-
For each Critical Success above the target, an ed. For example, if the defender made a Defense Roll
additional Wound is inflicted. with a result of 9 as their initial Difficulty Rating to be
• Modifications: Any or that are applied to hit and the attacker rolled a 15 on their Attack Roll and
an Attack Roll made using this weapon. the Critical Success value of the weapon is 3, that would
• Notes: Additional rules, if any. be two Critical Successes. That means in addition to

SAMPLE WEAPONS
FIREARMS • ITEM RANGE WOUNDS CRITICAL SUCCESS MODIFICATIONS NOTES

Makeshift Pistol 15/30 1 5 +

Pistol 20/40 1 4 +

Composite Bow 60/120 1 4

Apply cumulative
Hunting Rifle 80/160 2 3 + for every 10 meters
below 30

MELEE • ITEM RANGE WOUNDS CRITICAL SUCCESS MODIFICATIONS NOTES

Knife 0 1 5

Spear 2 2 4

Sledgehammer 1 2 3 +

Sabre 1 1 3

16
QUICK START RULES

COMBAT EXAMPLE
Despite all your best talking, combat explodes in the frostland. You’re trying to use your composite bow to hit a
raider that’s running to reinforce a position to return fire on your team. It’s your turn in the Initiative Order.
The GM tells you the NPC managed to reach long range for your bow (more than 60 meters) before you could
fire, so you need to apply a . Also, the target moved behind a low snowbank and so is in cover, so you’ll need to
apply a second .
Since you know you already have , you decide to take a chance and try to convince the GM that you are
taking careful aim; they agree and give you an , but the penalty they apply is that you cannot move the next turn.
You then come up with an even wilder idea. In your conversations with the raiders—before things went
sideways—you heard them whistling loudly at each other, as though communicating. You make your argument to
the GM that for your one Non-Feat Action, you will whistle very loudly in an attempt to mimic the raiders and see
if you can’t shock the NPC into a poor decision.
The GM laughs at the audacity, agrees, and tells you to make a Con Feat [16] Roll. You don’t have Acting but
will give it your best shot and build the Feat Pool: 8 (Feat Die) + 4 (No Skill) + 10 (Influence Attribute). You roll
and get a 22! Not only did you just max out your roll, but you achieved two Critical Successes. The GM describes
the NPC stumbling and coming to a standstill, looking in confusion in your direction. As a result, you get another ;
the GM, because of the amazing two Critical Successes, decides to give you a third .
You already know this is a Ranged Attack Feat, so you start to build the Feat Pool: 8 (Feat Die) + 6 +
(Ranged Combat Skill) + 8 (Agility Attribute). You then have and . (You quickly review the Modifications
column of the composite bow on your character sheet and find there are no Modifications.) While you can apply
them in any fashion you wish, you decide to cancel the with , leaving you an . You decide to the highest
die, leaving you with a 8 + 6 + 10 .
The GM grabs the Defense dice of the NPC: 6 + (Armor) + 6 (Agility) + 8 (Resolve). After the of 8 to
a 10 , the GM rolls simultaneously with you. The NPC generates a low Difficulty Rating of 11, but your roll is only a
10! Since this is an important moment, you Spend Resolve—marking that on your sheet—to roll a 12 . You get an
8, which transforms your 10 to an 18!
You then review your composite bow stats on your character sheet. You note that by equaling or exceeding the
target’s DR, you will inflict 1 Wound. However, you also note the weapon’s Critical Success is 4. By rolling 7 over the
DR, you get one Critical Success, so instead of just 1 Wound, the NPC will apply 2 Wounds. (If you’d rolled just one
more on that Spend Resolve die, you would’ve had 19, or two Critical Successes, so the target would’ve received
3 Wounds.)
Regardless, two Wounds is a great result, and they are applied to the NPC, which will severely limit them. It’s
now the next player’s turn.

the original Wound (provided the weapon used only


applies a single Wound), the strike does two additional WOUND TRACK 9
Wounds, for a total of three Wounds.
Your character sheet has a Wound Track.
Assign Wounds to the first open cell, from top to
ARMOR CRITICAL bottom, on your character’s Wound Track.
• X Skill Wounds: You mark the Wound box on
During a successful Opposed Combat Feat, if the at- any Skill, up to the number indicated; i.e., a 2
tacker generates three Critical Successes with their roll Skills cell would mean marking Wounds for two
(as determined by the weapon they are using; i.e., if it Skills that you choose.
has a Critical Success of 2 then rolling 6 more than the
• X Attribute Wounds: You mark the Wound box
target’s Defense roll), the target player’s armor receives
on any Attribute, up to the number indicated;
a Critical; they check that box on their character sheet
i.e., a 2 Attributes cell would mean marking
(see p. 18). This is treated exactly like a Wound, mean-
Wounds for two Attributes that you choose.
ing any future Defense Rolls now include a .
Critical Already Checked: If the Armor Critical box • : You can take no more actions until healed.
is already checked when an Armor Critical occurs, instead • : Your character is killed.
the hit automatically generates 1 additional Wound.
If you cannot apply a Wound because all Skills or
Attributes are already Wounded, no further effects are
applied.

17
FROSTPUNK THE RPG

HEALING
Here’s an example Wound Track from a character
that’s advanced through many game sessions:
WOUND TRACK
When healing, you start at the bottom of the wound
list and move to the top.
SKILL

ANOTHER 2 SKILLS
HEALING FEATS
ATTRIBUTE Make a First Aid Feat or Trauma Care Feat (must
use Trauma Kit), both of which you can find on the
ANOTHER 2 ATTRIBUTES
Sample Feats table (see p. 12), against the following Dif-
ficulty Rating:
ALL FEATS

WOUNDS DIFFICULTY

Skill Wound Standard (13)

Attribute
Hard (16)
Wound
Wound Boxes: On your character sheet, each Skill
and Attribute has Wound boxes you check upon re- All Feats Wound Very Hard (19)
ceiving such a Wound. This is an easy way to determine Knocked Out
when are applied for future Feat Rolls. Multiple Very Hard (19)
(KO)
cannot be applied to the same Skill or Attribute (i.e.,
the same die).
For example, if you’ve taken an Attribute Wound
RESULTS
and choose to apply that Wound to Agility, you would • First Aid Success: Heal 1 Wound
mark the box underneath the Agility icon, as well as the • Trauma Care Success: Heal 2 Wounds
Wound boxes for Agility in the Initiative and Defense • Critical Successes: For each Critical
sections. For future Initiative, Defense, and Skill Feat Success in First Aid or Trauma Care, heal 1
rolls with a Linked Agility Attribute, after building the additional Wound.
Feat Pool, you then automatically apply the from that
When a cell is healed of damage, remember to erase
Agility Wound.
the Wounds on the corresponding Skills and Attributes.
Cumulative: All are cumulative. For example, a
If the character is healed of the Knocked Out Wound,
player with a Close Combat Skill Wound, an Agility
they immediately wake up.
Wound and an All Feats Wound would apply
For example, using the Wound Track above, let’s say
after building the Dice Pool for a Close Attack Feat. (As
that a player has received six Wounds, so when another
usual, though, remember that no more than a net three
player attempts a First Aid Feat, their Difficulty Rating
Modifications can be applied to a Feat.)
is 19. They roll a 25, giving them two Critical Success,
Specifics (Optional): To the right of each Wound
so the character heals a total of three Wounds. The next
descriptor, in each cell of the Wound Track, is space
First Aid Feat to heal Wounds on that character would
where you may, if you so choose, write in the type of
roll against a Skill Wound, so the Difficulty Rating
Wound your character received, based upon where it’s
would only be 13.
applied. For example, if your character takes a “Skill
No Medicine Skill: If a character does not have the
Wound,” and they apply it to Ranged Combat, the
Medicine Skill, they may still try to make a First Aid
Wound could be a “broken hand” for your character’s
Feat, using the usual 4 . If a character attempts a Trau-
trigger finger (you would write that in). Meanwhile, if
ma Care Feat, as they have the Trauma Kit, but do not
they continue with more Wounds and have to apply
have the Medicine Skill, in addition to the 4 , apply
an “Attribute Wound,” and you decide to apply it to In-
one (which means , as the Feat itself applies one).
genuity, that could be a nasty “concussion” (again, you
would write that in). Each of those provide a wonderful
way for you to create the roleplaying you want to expe- TIMING
rience going forward. A character can only make one Healing Feat for an-
other specific character once per day. That means, how-

18
QUICK START RULES

HOPE &
ever, that if multiple people want to try a Healing Feat
for a character in a day, they can.

DISCONTENT
Wounds can be treated daily through attempts at
Healing Feats (even if it is just one), with success treated as
described above. Failure does not change the character’s
condition unless the Feat Roll has three or more Critical No matter what, the city must survive. While the
Failures (i.e., the Feat rolls nine or less below the DR); in lack of resources can destroy your city—in which case
this case, one additional Wound is immediately applied. your characters likely die as well—nothing impacts the
Skill Wounds: Unlike Attribute Wounds, which can city more powerfully than Hope and Discontent.
only be healed through a Healing Feat, Skill Wounds • Hope: Hope represents citizens’ belief that
can heal on their own. For every two days the character things will get better and that they are not
is not involved in any strenuous activities, they auto- working in the bitter cold for nothing. The more
matically heal one Skill Wound on the Wound Track Hope a city and its people have, the more likely
(provided all Wounds below it on the track are healed). they are to work together in hard times and trust
If they are involved in strenuous activities, this increas- what they hear from their leaders. The less Hope
es to every four days. there is, the less likely they are to help the leaders
Spending Resolve: A player may spend Resolve to or anyone attached to them, and they will be less
add a die to a Healing Feat. willing to do hard things for the sake of the city.
• Discontent: Discontent represents the day-to-

RUNNING IN
day happiness and satisfaction of the people
in the city. Low Discontent means the people
enjoy their lives and are relatively happy. They

THE SNOW
are better able to endure a short-term crisis and
are unlikely to steal from each other or get into
fights. High Discontent, by contrast, can lead to
large-scale riots and looting if left unchecked.
The following additional rules and details enable
you to bring Frostpunk to your table in a way that will
make it memorable. TRACKING BOTH
Besides Hope, Discontent, and Population (which
Hope and Discontent run on a scale from 1 to 15.
are noted in the mission), you, as the gamemaster, may
Ideally, a city will have high Hope and low Discontent.
decide which of these to use or not use in your first
To start this Frostpunk game, set both Hope and Dis-
game. But we highly recommend them all for the most
content to 8. The gamemaster should track both num-
immersive Frostpunk experience.
bers in a way that is easily visible for the players. (The
quick-start rules Gamemaster Screen has an area for
tracking on the front.)
FAITH & ORDER As Hope increases, people should pitch in more to
Life in the frostland can be merciless and set-
help their city, work together, and focus on common
tlement leaders have a regular question to ask: In
problems. The PCs would benefit from this, as the in-
a world of uncertainty, how do I inspire people to
continue? For Frostpunk purposes, approaches are
creased cooperation would mean that citizens are more
grouped into two categories: Faith and Order. willing to help them out. More cooperation could mean
The primary purpose of Faith is to unite people in on Feats to persuade people to help, while lower
belief of a cause greater than themselves, to encour- Hope could result in . High Hope could result in the
age them to work toward something they cannot PCs gaining extra Resolute Points.
always perceive or understand. The organizing ideas As Discontent increases, disagreements with lead-
of Order is that proper procedures breed good hab- ers, thoughts of relocation, and public brawling all
its, and proper habits build good character. increase. The PCs will find the city increasingly diffi-
While full rules for Faith and Order are beyond cult to navigate as high Discontent turns it into a vio-
the scope of this QSR. NPCs in the mission have rat- lence-prone place.
ings for both that the gamemaster can use or ignore
as they see fit.

19
FROSTPUNK THE RPG

POPULATION AWARDING
The central job of cities is keeping people alive. Ev-
ery morning, designated teams make an exact count of
RESOLUTE POINTS
those still living and momentarily mourn those who The player group starts the adventure in these rules
died. They bring bodies to burial pits or cemeteries, with 2 Resolute Points. Resolute Points are communal,
then set about trying to keep anyone else from dying in but they are always earned individually.
the next twenty-four hours. When players accomplish one of the following ac-
Characters should feel every death, whether it’s some- tions, reward them with a Resolute Point:
one from their team or anyone in the city. Here are some • Significantly advances the plot
suggestions for how to make this impactful (whether the • Solves a problem that’s blocked the group
deaths happen during the day or are found at sunrise):
• Delivers an appropriately humorous moment
• Every time someone in the city dies, sound a bell.
• If the players are away from the city, when they • Engages in teamwork-oriented action
return, update the number so the players will • Performs especially imaginative actions
work to find out what changed—and what went
wrong. Reaching out to the captain would be a The goal is simple: Reward the players for making
good idea to get the news. the game more fun for everyone so that they are en-
• Naming every single NPC brings extra life to couraged to do it more.
your games. Have a handy list of random names
to read off to add weight to the event. The
captain could even assign the players to read the SPENDING
names of the dead to the town.
RESOLUTE POINTS
LOSING POPULATION Resolute Points can be spent by individual players
on specific actions, as noted below. (The number in pa-
For these rules, the city population starts at 642. At rentheses indicates the number of points that must be
the start of every day, change the population based on used for that specific action.) When points are spent,
what happened the previous day. remove them from the pool. Remember, though, if
The gamemaster should track this number in an eas- you’re going to ask for the right to spend the group’s
ily seen way. (The quick-start rules Gamemaster Screen
points, be prepared to make your case for why it’s im-
has an area on the front for easy tracking.)
portant and how it will advance the group’s success!

RESOLUTE If a group is struggling with how to make this work,


use the following guidelines: When a player wishes to

POINTS spend Resolute points, they explain what they wish to


do and pause to allow for any disagreement or alternate
ideas. At least half of the players (rounded up) must dis-
When it’s your shift and you must crawl out from un-
agree to stop the action from happening. If more than
der the blankets into the bitter cold, despite your exhaus-
tion. When you have to face down a raging polar bear as half say no, the player can try to persuade them. They
your team flees, hoping to bring home the knowledge of have one minute to explain their goal, after which a new
a precious new coal deposit. When the generator breaks round of voting occurs. If half of the players (round-
down and you refuse to let your fellow citizens die, so ed up) still don’t want to allow it, the points cannot be
you leap to fix it. When you must force a once-precious spent on that action.
friend out into the cold because their sedition might de- • Interfere (1): Declare the use of this feat when
stroy the city. an opponent’s Feat roll is about to happen and
In all these circumstances, you must be resolute. you want to interfere with it. You must be close
Resolute Points are awarded for good decision-mak-
enough for the gamemaster to judge that there
ing and actions that make the session more enjoyable
for all. is a plausible way to interfere with the test. To
Tracking: Players should track Resolute Points as interfere, you roll the same Feat-Skill-Attribute
they are earned and spent, preferably using physical combo the character is attempting, but with your
items, such as coins or tokens. The group can never hold Skill and Attribute ratings. If you get a Standard
more Resolute Points than double the number of players. success (13), the character with whom you are

20
QUICK START RULES

interfering immediately takes a . Each Critical


Success you roll means an additional . If you
Interfere, you lose your next action (the Interfere
ENVIRONMENT
attempt counts as your action), and your Initiative Gamemasters should always be ready to impose
decreases by 2 for the rest of this Initiative Order. and based on how well characters are prepared for
and respond to the weather. In opposed Feats, characters
• Natural Healing (1): Reduce the difficulty
who are better prepared for the weather should gain .
level of a Healing Feat made this turn by 3.
The weather also affects visibility. On sunny days,
• Counterstrike (2): Immediately attack an the glaze across the snow and ice can be intense, so
enemy who just attacked you without using a characters should get on Awareness and Engagement
Feat Action. Feats involving vision, unless they have some kind of
• Extra Resolve (2): Activate Resolve, even if eyeshade. Obviously, blowing snow and fog would im-
you’ve already spent all your Resolve for this pose on tests involving vision.
session (see Spending Resolve, p. 12). Cold and snow also make it harder to hear and smell
• Recovery (2): Performing this action means things, so for Feats associated with smell and hearing
you re-center and recharge yourself, attempting can also be imposed as conditions deteriorate.
to eliminate your accumulated Fatigue (see p. Lowered blood flow in cold temperatures make
healing more difficult, so any Healing or First Aid Feats
11). You cannot take any other actions (Feat
performed in extreme cold should receive a .
or Non-Feat), nor Spend Resolve, during the
Glow Worm: Each character’s sheet includes a
turn you work on Recovery. If you take any
Glow Worm, which can mitigate the effects of the en-
Damage on the turn you are Recovering, the
vironment.
Recovery doesn’t work. Once the turn in which
you took this action is over, remove any and all
accumulated Fatigue points.
Players are encouraged to come up with new and
unique ways to spend Resolute points, and convince
the GM of why they should let it happen!

21
FROSTPUNK THE RPG

MISSION

FOR THE PEACE GMs


ONLY!
OF THE CITY

In this adventure, the players will be thrown in the the players move from this path, that’s okay; the game
middle of the various tensions, factions and hardships will still be fun.
of life in the “last city on earth.”
THE GOAL
This mission’s goal is to highlight the many aspects
The following are the pre-generated player char-
of the world of Frostpunk, from dissatisfaction with
acters in this mission (they are bolded in the text):
the government to the constant fear of freezing, as
• Clara Kevin: Passive Tinkerer
well as working with the different factions spreading
• Justin “Holy” Camburn: Bard Priest
their influence in order to make the city match their
• Martha Sweeny: Passionate Doctor
vision.
• Arnold Pierce: Dedicated Servant
For example:
• People are angry with the child labor laws
If an NPC is bolded, you can find their description
• The Bishop and the Marshal will try to
and game stats in the Characters of the Frostland (some
convince the players to support their cause
will only have the game stats).
If a Feat is suggested and it is not found in the Sam- • Fear of low supplies will make people afraid of
ple Feats, it will be displayed as: (D8 + Gymnastics + working faster and disregarding safety
Agility [13] Feat). When running this mission, it’s important to give
This mission is divided into three parts, breaking up time and energy to these elements so players can
the major sections of the plot. This helps with pacing. If understand the disparate aspects of New London.

22
FOR THE PEACE OF THE CITY

PART ONE

BOOK OF LAWS
As the city is founded and an influx of refugees
TROUBLE IN
spurs growth, the need to govern and ease pres-
sures of people living in a community and trying to PARADISE
The session begins with Leftenant Westover speak-
survive expands exponentially. Many laws are pru-
dent, easing discontent while drawing out hope. ing to a crowd, celebrating the opening of the prosthetics
Others are more strident, alleviating issues while in- factory that will allow many people to get new arms or
troducing oft-times unintentional ramifications. And legs and return to work. It’s around 9:30 a.m.
some laws come as the city and its people move Westover is standing on a small movable podium.
perhaps too strongly on the path of Faith or Order, The players are all standing to the right of the podi-
spawning pernicious and even horrifying conse- um. Behind him is both Bishop Alistair and Marshal
quences. Burnham, the leaders of Faith and Order within the
As with Faith and Order, full rules for these city. They both seem calm, but the players can tell there
laws are beyond the scope of this QSR. Howev- is tension between the two of them.
er, the mission directly deals with those laws, and The players are here on Westover’s request; he said
how players’ choices connected to them will de- he wished to talk to them after he finished with the fac-
termine the outcome. tory opening.
Westover will thank Clara Kevin personally for
their help in creating the factory. After Westover gives

INTRODUCTION his remarks, there is applause, and a child walks up to


Westover. The child is given a prosthetic by Westover.
There is some cheering, and the assembly starts break-
For the last ten years, the city of New London has
ing apart, though most of the crowd mingle in conver-
stood as the capital of the Dominion of New London.
sation with each other.
While there have been struggles during this time, things
As the crowd disperses, the Marshal walks up to the
have been more or less calm since the Great Storm, the
group. He will comment how content he is that there
subsequent conflict with the Edge settlement, and the
will be fewer useless people in the city. Burnham will
concurrent plague that raged through the city.
ask Arnold personally if they are pleased to be in the
The legendary Captain of the city has gone into
new expedition group, saying that he got Arnold the
complete isolation for reasons only his closest confi-
position knowing he would serve the city well. The
dants have clues about. In his stead, Leftenant Westo-
Bishop will start approaching, so the Marshal will an-
ver has been given the reins for the day-to-day running
noyingly bid the players well and walk away before she
of the city. During this time, one of his new policies
arrives.
was the creation of the Dominion Expedition Forces
Bishop Alistar will chuckle at the Marshal running
(DEF). These would differ from the pure exploration
away, then ask how Justin is handling no longer giving
and resource acquisition-focused standard expedition
sermons every week. She will also comment on her dis-
groups. They would be prepared to handle whatev-
taste for Burham.
er tasks Westover or other leaders of the settlements
The players at this point can be given time to talk to
within the frostland may need.
people in the audience about how things are going in
The player group is the second such created team,
the city if they so wish. The following information can
the first team having been loaned to Edge in good faith.
be discovered if the players engage some discussions:
Westover has personally selected three of the members
• Most are excited that more people will be
of this crew, Burnham selected Arnold Pierce.
getting back to work
Recent accidents and short supplies in the last year
has caused tensions to rise within New London, and • A person is concerned about the coal mine
Westover desperately needs the help of his new expe- collapse last month that injured a kid and
dition force to deal with a recent crisis that may lead to slowed production
violence in the streets if not resolved properly. • Some are wondering if automaton repair can
be managed next

After walking off the podium, Westover shakes


hands and approaches the players. He thanks them for

23
FROSTPUNK THE RPG

coming and standing at attention for the first time as PART TWO
new expedition members. He then asks you to follow
him back to his office. HUNTING
• • • FOR RABBITS
Westover leads the players to his office on the sec-
ond floor of the town hall. From there, the players are The following is not set in chronological order,
invited to sit while he takes his seat behind his desk,
as the players will largely dictate where and when
after making sure the door is firmly closed and no one
they look and how they want to proceed. As such,
is listening in. The room has little in the way of personal
items but does have papers and books everywhere—the this section will give all the different places the
largest collection of books in the city, in fact. players may go to find clues. If the players go to
After some small talk, Westover tells the players a spot not listed, you can move clues to locations
that he has something that needs to be taken care of where the players do go.
today. The players are given the following information
about the current issue:
• Westover has received a piece of paper on his
desk letting him know that at 3:30 p.m., there
will be an explosion in the coal mine unless the
THE MARSHAL
The Marshal is located near the generator. The build-
prosthetics factory is shut down.
ing is a full metal structure, a rare sight. Two guards
• Only the people in this room as well as the
stand outside it with batons in their hands, though the
Marshal and Bishop are aware of the threat.
players may notice they are not paying close attention,
• Tensions have been high in the city, with coal with one nearly falling asleep.
supplies low, and Westover fears that telling The guards will let the player characters enter the
people will cause more issues then it will fix. facility without saying anything. Once inside, the play-
• He doesn’t want to close the mine unless he ers will see Burham repairing a gun in the center of
has no other choice. the room. The room itself only has a desk and two jail
• He believes both the Marshal and Bishop have cells. There is another door, locked, on the far side of
information the players can look into. the room. Burham will welcome the group in without
• The Marshal knows about a theft in his looking up from his gun.
armory. Standing next to the armory door is a man in his
thirties. He looks uncomfortable when the players come
• The Bishop has information about an
in. Players should role a (Notice Something Unusual,
unusual confusion.
Social [13] Feat). If they succeed, they will notice the
• They can also check the mine for clues, but man seems uncomfortable with Justin in particular. The
they need to be discreet. man’s name is Leo Maston
• He recommends talking to the foreman If asked about the bomb threat, he says he’s not sure
about any questions they may have (Tyler he can trust the player group to handle the situation
MaCath) well, even if he does trust Arnold. He then tries to hag-
Westover finishes by thanking the players for gle with the players to get what he wants in return for
their service and apologizing for this being their first the evidence.
assignment. • The Marshal knows someone stole equipment
from the armory but won‘t let the players look
at the crime scene without helping him.
He wants the players to convince Westover
he needs guard towers to watch over troubled
areas of the city.
He will also accept the players giving him
breaking-and-entering rights.
• The players can also sneak in and find the info,
but they might be discovered.

24
FOR THE PEACE OF THE CITY

Trying to persuade the Marshal that the city needs


protection requires a (Sway [29] Feat); the difficulty
drops to 16 if Arnold is then one rolling.
The door is a (Pick Lock [13] Feat) if the players
wish to attempt to sneak in.
If the players are caught trying to break in, the
Marshal will attempt to arrest them. If they are taken,
Westover will then arrive an hour later and free the
players. The Marshal will release them before then if
they agree to convince Westover to give him everything
he wants.
The players can ask for a list of people with demoli-
tion skills in the city. The list will include:

• Leo Maston
• Jackson Hamish
• Clara Kevin
• Brandon Norn (passed away)
• Westover

Talking with Leo will reveal he has a son, age six.


If the players get Leo alone, they will learn he
attends church often, something the Marshal actively
hates. He will comment that he wants something to
bring everyone together so he doesn’t have to hide his
faith from the Marshal.
However, the players may find out he was in the bar
all night drinking from the stress of his work situation.
This would not have allowed him to leave the note in
the church.

ARMORY
In the armory, the players are pointed by the Marshal
to the missing equipment, or they will need a (Search
an Area [13] Feat) to find the missing supplies. The
supplies in question are two empty boxes containing
materials that can make a bomb.
Players may make a (Engineering + Intelligence
[13] Feat); success tells them that only someone with
strong knowledge of explosives could make this bomb.

Giving the Marshall guard towers will spark un-


rest from the Faith faction. In addition, if the players
get Westover to do this before going to the Bishop,
she will not help them at all.
Giving the Marshall breaking-and-entering rights
will cause less unrest but may still spell trouble in the
future. Getting anything from the Bishop after this
will increase the DR of any Sway Feats by 2.

25
FROSTPUNK THE RPG

THE BISHOP She will mention that the document she received
was a written confession placed on her pulpit during
the night. She will not say more, because God would
not be happy if she violated the sacred nature of the
Giving the Bishop mandatory worship will create confession. However, if she can give God something he
some unrest, especially from followers of Order. In wants in return, she may be able to make an exception.
addition, if the players get Westover to institute this • The Bishop will give the paper to the players if
before they talk to the Marshall, the Marshall will they support one of the following:
not help them at all. • Mandatory worship every Sabbath
Making the Bishop second in command will
• Westover’s endorsement of the Bishop as
cause less unrest but may still cause trouble in the
future. Any Sway Feat performed with the Marshall
second in command for the city
after this has its Difficulty Rating increased by 2. Trying to persuade the Bishop that the city needs
protection requires a (Charm [19] Feat); the DR drops
to 16 if Justin is the one rolling.
While in the church, the players may find a button
The church where Bishop Alsitar preaches is located on the ground next to the podium (Notice Something
in the residential area of the city, surrounded by houses Unusual, outdoor [13] Feat). If asked, the Bishop will
and with a steam hub right in front of the building. A say she didn’t notice it before.
single pane of broken stained glass is located above the
large doors.
A young woman is cleaning the pews. She doesn’t
give the players much attention when they enter.
The Bishop is at the pulpit, preparing for her ser-
mon during the Night Prayer this evening. She requests
the players wait while she finishes and then asks what
she can do for them.
Alistair will tell the players that the young woman
(Harper Smith) used to love blowing things up before
she brought her into the church. At this comment, Harp-
er will look annoyed and leave to another room.

CONFESSION LEFT ON ALTAR

THE COAL MINE


The coal mine is at the wall of the crater. The steam
cores and picks can be heard humming and clanging
as the players approach the soot-covered building.
The players will need to squeeze past people just to
get inside the building. Bodies and gears are moving
everywhere around the shaft.
A child can be seen working in the back.
A small woman will approach the players and ask
what they are doing in her workplace.
Any lying to Tyler MaCath (The Foreman) will need
a (Charm [13] Feat).
If the players fail the Feat, she won’t kick them out,
but she also won’t answer any questions they have.
PORTION OF BISHOP’S SERMON

26
FOR THE PEACE OF THE CITY

If they succeed, she will share the following: PART 3


• Everyone here hates the work.
• The recent cave-in has made things harder. PUTTING IT ALL
• She’s glad to get some good workers back
thanks to the new prosthetics. TOGETHER
If asked why children work here, she says they are Clues from the investigation the players may gather
trying to not need them but some things require small include:
hands. They hope they will be able to phase all the • Only someone with demolition experience
children out within a year. could make the bomb.
During this chat, Jackson Hamish is called over and • The person has a child.
asked if they hate the work or not. They will respond • The person wants the prosthetics factory shut
that of course they do and they feel bad for the poor down.
suckers who have to come back to work with the
• A loose button was found in the church, where
prosthetics. Hamish will add that they are glad their kid
a confession was offered.
doesn‘t work here anymore.
Hamish will not have their coat at this time because • Coal miners sharing remarks from Hamish.
of the heat from the mine. However, if the players see • Hamish’s lack of an alibi.
Hamish outside of the mine or ask to see his coat, they
will find that it’s missing a button. All of these clues should lead the players to Jackson
If asked where he was last night, he’ll say he was Hamish. If they are struggling getting to this answer,
sleeping in his house with his kid. you can have them roll (Ingenuity + Ingenuity [16]
If the players talk to other people in the mine, they Feat) to start putting the clues together
may learn that Hamish has mentioned hating the new
prosthetics law and has sworn to do something about it
(Sway (16) Feat). JACKSON HAMISH
Jackson Hamish is the person willing to blow up the

TELLING TYLER coal mine if the prosthetics factory is not shut down.

THE TRUTH REASON


If you tell Tyler the truth about the bomb threat, she When the coal mine collapsed a month ago,
will immediately close down the mine before answering Hamish’s kid lost an arm. Jackson was furious about
any questions. She will thank you for telling her and will this and demanded that the child labor laws must be
willingly help with whatever you need. revoked. He got some support from others, but Westo-
This will lead to the public knowing this informa- ver ultimately denied his request. Westover stated that
tion, which will cause discontent to rise in the city. with the city’s supply shortage, they still needed child

27
FROSTPUNK THE RPG

labor. He promised that once the supply shortage was The city will manage its supply problem, and the law
resolved, he would revoke the law. Jackson was not en- will be repealed in two months. However, two weeks
tirely pleased with the half-measure, but with his son before the law is repealed, Hamish’s child will get their
already out of work, he accepted this answer. leg crushed by a gear, losing another limb.
This would all change with the prosthetics facto-
ry, which would get his son an arm and thus get him
back to work. Having failed to get Westover to change ARRESTING HAMISH AND
the law last time, Hamish felt he had no choice but to CHANGING THE LAW
threaten violence to make sure his child wasn’t sent
If the players attempt to arrest Hamish, he will try to
back to work.
run and set off his bomb, killing himself if needed. The
His time in the mine has given him the skills he
players may attempt to subdue Hamish, but he will fight
needs to make a bomb as well as a spot to place it.
the entire time. If Hamish is able to set off the bomb,
the players may get hurt, and the coal mine will be shut
CONFRONTING HAMISH down for weeks.
If the players promise they will change the law if
Hamish will be found in the coal mine for the entire
Hamish turns himself in, they can attempt a (Charm
day if the mine stays open. If the mine closes, Hamish will
[16] Feat). If they succeed, Hamish surrenders.
be in their house until they place the bomb at 3:20 p.m.
Westover will thank the players for finding Hamish
If Hamsih is confronted he will attempt to convince
and will agree to change the law if that will prevent fu-
the players he must go through with the bombing un-
ture issues.
less Westover changes his mind.
OUTCOME
DECISIONS AND Hope will rise from the removal of the child labor
law. However, some people will get frostbite and lose
OUTCOMES limbs from the coal running low before the mine re-
Once the players have figured out who placed the turns to full production.
bomb and why, they have the following options:
NOT ARRESTING HAMISH
• Arrest Hamish
• Arrest Hamish and change the law AND CHANGING THE LAW
• Don’t arrest Hamish and change the law This option will work similar to arresting him, but
Westover will be annoyed by the players and will need
to be swayed (influenced by how the game played out)
ARRESTING HAMISH in order to change the law. If the law is not changed,
If the players attempt to arrest Hamish, he will try to Hamish will once again try to blow up the mine.
run and set off his bomb, killing himself if needed. The
players may attempt to subdue Hamish, but he will fight
the entire time. If Hamish is able to set off the bomb,
OTHER OPTIONS
the players may get hurt, and the coal mine will be shut There are many different ways things may end out-
down for weeks. side of these primary options. However, most of them
will be similar to how these ends take place. You do not
OUTCOME need to fill out every detail for what happens, but you
If the players arrest Hamish and the mine isn’t de- should paint a good picture of how the players’ actions
stroyed, Westover will thank all the players greatly for affected the city. This can include looking at how the
their help. He will say he regrets that the laws are the relative power of Faith and Order may have shifted,
way they are and will change them as soon as he can. along with the rise and fall of Hope and Discontent, and
If the mine was destroyed, there will be coal short- what that means for the city going forward
ages, and many people will die from the cold before it
is fixed.

28
A WORLD OF ICE AND STEAM

FROSTPUNK

CHARACTERS
OF NEW LONDON
KNACKS
A combination of natural abilities, work, and life experiences give us Knacks, things we can accomplish above
and beyond what others may do in similar circumstances.
Complete rules for how player characters have and use Knacks are found in the Frostpunk core rulebook. For
these rules, the pre-generated characters do not have Knacks. However, to showcase their experience and exper-
tise, several NPCs have Knacks.

BACKGROUND
ARCHBISHOP Priest (Theology)
DANIELLE ALISTAIR DEFENSE (RATING)
6 + 6 + 10 (13)
Archbishop Alistair is a large, muscular woman who
cares about her followers but also about her position in TRAITS
the religion and new territories. She always wanted to • Disposition: Judicious
be a priest, but the laws at the time did not permit it.
• Integrity: Kindness to the weak
She does not wish harm to come to anyone but will not
let that get in the way of furthering her cause. She is • Personality: Mystical and inspiring
always at odds with Marshal Burnum over how the city
should be run. INITIATIVE
6 + 6 + 10
“How can I help you, my child?”
BONDS
Height: 6’2” • The Church of New London
Hair Color: Black • Bishop Tobin
Eye Color: Green
Age: 47 KNACKS
Gender: Female • The Call of the Spirit: Once per session, +
Sexual Orientation: Gay for any Conviction or Resolve Feat.
Faith & Order: 7/1 • Language of Faith: You know how to talk
to other members of the path of Faith. When
End Agi Conv Ing Inf Rslv engaging in a social test with another follower
8 6 8 6 10 10 of Faith, + .
• Order Rival: You inherently mistrust anything
SKILLS
someone from Order tells you.
• Awareness: 6 +
• Engagement: 8
WEAPONS & EQUIPMENT
• Persuasion: 10 + City Winter Clothing
• Scholarship (Theology): 6 +

29
FROSTPUNK THE RPG

BONDS
MARSHAL • Captain Westover
RICHARD BURNUM • Order

Burnum is a short, stout man intent on bringing KNACKS


his style of Order to the frostland and the United • Aura of Power: Gain an when attempting
Territories of New London. He saved Westover from an Intimidation Feat against anyone with an
an assination attempt when Westover was trying to Awareness of 6 or lower.
become Leftenant, and they have been together ever • The Call of Duty: Once per session, + for any
since. He always has his hand on his pistol, the only Conviction or Influence Feat.
firearm permitted for use within the city. • Knock Heads: Sometimes people need to just
Burnum wants to increase his control over the city shut up and listen. When people disagree with
but loves and respects Westover and will never do you, roll 8 + Conviction + Resolve [13] or lose
anything to endanger him. your temper and attempt to yell and pummel
people into submission.
“This city must survive, the others are optional.”
WEAPONS & EQUIPMENT
Height: 5’5” • Expedition Clothing
Hair Color: Brown
Eye Color: Hazel Critical
Age: 38 Item Range Wounds Success Mods
Gender: Male Pistol 20/40 1 4 +
Sexual Orientation: Straight

Faith & Order: 2/7


LEFTENANT
End Agi Conv Ing Inf Rslv MARTIN WESTOVER
10 8 8 6 6 6

SKILLS Westover is a rather scrawny man who lost an arm


• Athletics: 8 in a machine accident due to terrible work conditions
• Awareness: 6 during the plague. He led the movement to replace the
• Close Combat: 10 + current leftenant after the captain went into reclusion,
and after surviving an assination attempt was able to
• Persuasion: 6 +
create a large enough movement to make it happen. The
• Survival: 6 +
old leftenant was exiled, and Westover took over. He is
still weak from the plague, and many people worry that
DEFENSE (RATING) he will not survive long.
4 + + 8 + 6 (13) He is a very kind but determined man. He wants
the Dominion to work together, but New London still
BACKGROUND comes first if push comes to shove.
Marine (Armed Forces)
“*cough* I deeply hope it doesn’t come to that.”
INITIATIVE
8 + 6 + 6 Height: 5’8”
Hair Color: Dirty Blond
TRAITS Eye Color: Green
• Disposition: Imprudent Age: 36
• Integrity: Loyalty Gender: Male
• Personality: Commander Sexual Orientation: Straight

Faith & Order: 3/4

30
A WORLD OF ICE AND STEAM

End Agi Conv Ing Inf Rslv “Ye aw are really weird, you know that, don’t ya?
6 4 12 8 10 8
Height: 5’3’’
SKILLS Hair Color: Bald
• Awareness: 6 Eye Color: Hazel
• Persuasion: 12 + Age: Unknown
• Leadership: 8 Gender: Male
Sexual Orientation: Unknown
• Survival: 6 +
Faith & Order: Unknown
BACKGROUND
• Coal laborer (Mines and Quarries)
End Agi Conv Ing Inf Rslv
6 6 8 10 4 6
DEFENSE (RATING)
8 + 4 + 8 (12) SKILLS
• Athletics: 8
INITIATIVE
• Awareness: 12
4 + 8 + 8
• Close Combat: 4 +
TRAITS • Persuasion: 6 +
• Disposition: Open-minded • Survival: 6 +
• Integrity: Fairness
• Personality: Mediator BACKGROUND
Unknown*
BONDS
• New London DEFENSE (RATING)
• Bethany Westover (sister 6 + 6 + 6 (11)

KNACKS INITIATIVE
• Beloved: All NPCs around this character may 6 + 10 + 6

move in the way of any attack as a Non-Feat


Action if they are within a meter. TRAITS
• Disposition: Indifferent
• The Call of the Cavern: Once per session, +
for any Endurance or Conviction Feat. • Integrity: Unknown*
• Weak: Takes double damage from all attacks. • Personality: Unknown*

WEAPONS & EQUIPMENT BONDS


• Leather-Enhanced EC • The Beacon
• Unknown*

BEACON *To be determined by the GM as needed; can


actually change from scene to scene, if desired.
MASTER
KNACKS:
• Eagle eye: Auto succeeds if they need to make
The Beacon Master is a cranky old man with a Notice Something Feat involving other NPCs
amazing eyesight who hates when people ask things or player actions.
of him but also always wants to be doing something
helpful. He has worked as Beacon Master for as long as WEAPONS & EQUIPMENT
New London has existed. No one knows his real name, • City Winter Clothing
and he ignores anyone who asks about it.

31
FROSTPUNK THE RPG

• Close Combat: 4 +
MAX • Persuasion: 6 +
NORBIT • Survival: 6 +

BACKGROUND
Max lived with Jessica Norbit before she went • Post office (Clerical)
to Edge and would eventually become its leader. He
currently serves as an advisor and cleric to Captain DEFENSE (RATING)
Westover. Max is often seen as enthusiastic but naive, 6 + 6 + 6 (11)
often pitching ideas that are overly idealistic and have
no chance of working. His connection to her has left INITIATIVE
many people wondering if his loyalty is to her or New 6 + 10 + 6
London. Captain Westover has never shared in these
doubts and intrinsically trusts Max. TRAITS
• Disposition: Helpful
“This will be fun, right? • Integrity: Committed
• Personality: Energetic
Height: 5’7’’
Hair Color: Red
BONDS
Eye Color: Green
• Jessica Norbit
Age: 30
Gender: Male • The people he serves
Sexual Orientation: Straight
KNACKS
Faith & Order: 5/3 • None

End Agi Conv Ing Inf Rslv WEAPONS & EQUIPMENT


6 6 8 8 8 6 • City Winter Clothing

SKILLS
• Athletics: 6
• Awareness: 6

CREDITS
CATALYST GAME LABS 11BIT STUDIOS
Dice Core Design: Randall N. Bills & Jason M. Hardy Design and consultation
Writing: Bryn K. Bills, Randall N. Bills, Jason M. Hardy Marcin Eller
Development: Bryn K. Bills, Randall N. Bills, Talon L. Coleman, Łukasz Juszczyk
Jason M. Hardy
Karolina Kruk
Editing: Jason M. Hardy
Dawid Kurowski
Graphic Design & Layout: Matt Heerdt
Jakub Stokalski
Art Direction: Brent Evans
Playtesters: Thanks to all of the amazing playtesters!

@2024 All Rights Reserved. Frostpunk is a trademark and/or registered trademark in the United States and/or other Countries.
Catalyst Game Labs, the Catalyst Game Labs logo and Dice Core are trademarks of Catalyst Game Labs.

32
SAMPLE FEATS
FEAT ROLLS SKILLS
FEAT ROLL FEAT ROLL
& THE FEAT POOL ENDURANCE Medicine
Animal Handling + Animal Handling + Influence Sneaking + Awareness + Ingenuity Mechanic
Athletics
BUILDING THREE-DICE POOL
Apply First Aid D8 + Medicine + Ingenuity Unusual (Outdoors) + Awareness + Survival Intensity Scholarship (Job Classifications)
1. First Die ( Feat) Survival • Agriculture, Husbandry, Fishing
Apply Trauma Care + Downgrade + Medicine + Ingenuity
[Requires Trauma Kit]
Unusual (Social) + Awareness + Influence 2. Second Die (Skill) • Armed Forces
3. Third Die (Linked Attribute)
AGILITY
Attack Pick Lock + Engineering + Ingenuity • Building
Close Combat
Close Attack + Close Combat + Agility Question Individual(s) + Persuasion + Influence Gymnastics • Factory

Ranged Attack Repair


UPGRADES/DOWNGRADES Ranged Combat • Mines and Quarries
+ Ranged Combat + Agility
4. Make Any Modifications ( or ) Sleight of Hand • Professional, Clerical and Local
Breaking Down Door + Athletics + Endurance Electrical Device + Electronics + Ingenuity Government
+ Downgrade + Downgrade + Ranged MAKE THE FEAT ROLL CONVICTION • Retail, Foodstuffs, and
Called Shot Combat + Agility [If any Wound(s) is applied, Mechanical Device + Mechanic + Ingenuity Engagement
5. Roll Feat Pool Hostelries
apply 1 extra Wound]
Leadership
+ Scholarship + Ingenuity [Must be • Success: Final amount is equal • Transport and Communications
Con + Acting + Influence Research information related to the character’s Back- Scavenging
to or greater than the Difficulty • Workshops and Handicraft
ground.] Stealth
Rating. • Theology
Evading Guards + Stealth + Conviction Search
• Defeat: Final amount is less than INGENUITY
Intimidation + Intensity + Influence An Area + Engagement + Resolve
the Difficulty Rating. Awareness INFLUENCE
Jumping + Athletics + Endurance For A Person + Engagement + Conviction Engineering Acting
• Critical Successes: Every 3 over
Forgery Animal Handling
Notice Something Sneaking + Stealth + Resolve the Difficulty Rating is 1 Critical
Investigation Persuasion
Success.
Identify Object + Awareness + Conviction Sway + Persuasion + Influence
• Critical Failures: Every 3 under
the Difficulty Rating is 1 Critical
Failure.
UPGRADES & DOWNGRADES SKILL STAGES HEALING FEATS
COMBAT STAGES WOUNDS DIFFICULTY
• Cover, partial: on Defense Rolls.
COMBAT (no skill) Skill Wound Standard (13)
• Cover, total: 2 on Defense Rolls, but 1 on their attacks made while in cover.
INITIATIVE Attribute
• Multiple weapons attack: Take 2 on each attack. Hard (16)
Agility + Ingenuity + Resolve Wound
COVERT OPS + All Feats Wound Very Hard (19)
• Sneaking: Gear and tactics to promote sneaking should provide an . They can stack to 2 , but not to 3. DEFENSE
• Spotting: Vision and other enhancements provide 1 . Armor + Agility + Resolve Knocked Out
Very Hard (19)
(KO)
SOCIAL +
• Good argument: Make an argument that is logically sound or appeals to the interests of the other party through roleplay- RESULTS
ing, receive an . If both, receive 2 DIFFICULTY • First Aid Success:
Heal 1 Wound
• Intimidating appearance: Characters with an Endurance of
Intimidating tactics generally receive 1 .
or automatically receive an on Intimidation Feat rolls. RATING
+ • Trauma Care Success:
RATING TARGET Heal 2 Wounds
Very Easy 7 or more • Critical Successes:
SAMPLE WEAPONS Easy 10 or more
+ Critical Success in
First Aid or Trauma Care,
RANGED RANGE WOUNDS CRITICAL SUCCESS MODIFICATIONS NOTES Standard 13 or more + heal 1 additional Wound.

Pistol 20/40 1 4 + Hard 16 or more

Very Hard 19 or more


MELEE RANGE WOUNDS CRITICAL SUCCESS MODIFICATIONS NOTES Master 22 or more
Knife 0 1 5 Legendary 25 or more
Spear 2 2 4
NAME Clara Kevin
ATTRIBUTES
ENDURANCE AGILITY CONVICTION INGENUITY INFLUENCE RESOLVE

D6 D6 D8 D10 D4 D10
RUN/SPRINT WOUND WOUND WOUND WOUND WOUND WOUND

10m/20m
FEAT ROLL
SKILLS
D12
FEAT = D8
NO SKILL = D4
AWARENESS (Ingenuity) CLOSE COMBAT (Agility) ENGINEERING (Ingenuity) MECHANIC (Ingenuity)
WOUND WOUND WOUND WOUND

USED
D4 + USED
D6
USED
D8
USED
D6 +
SCAVENGING (Conviction) SCHOLARSHIP (Ingenuity)
WOUND WOUND WOUND WOUND

D6 + D8
USED USED USED USED

SCHOLARSHIP WOUND WOUND WOUND WOUND

USED USED USED USED

KNACKS

THE CALL OF THE SPIRIT: Once per session,


+ Upgrade for any Conviction or Resolve Feat.

USED USED USED

USED USED USED

BACKGROUND WOUND TRACK


DISPOSITION

Metal Worker
skill:
All truths, whether spiritual or
secular, are one. another 2 skillS:

ATTRIBUTE:
INTEGRITY
another 2 attributeS:
UPGRADES/
DOWNGRADES FATIGUE ALL FEATS:
Honest. Too honest.
TRACK
D12

D10

PERSONALITY D8

D6

Innovative inventor with D4


an unquinchable thirst for
knowledge.
QUIRKS

© 2021 CATALYST GAME LABS.


ALL RIGHTS RESERVED.
NAME Justin “Holy” Camburn
ATTRIBUTES
ENDURANCE AGILITY CONVICTION INGENUITY INFLUENCE RESOLVE

D6 D8 D6 D8 D10 D6
RUN/SPRINT WOUND WOUND WOUND WOUND WOUND WOUND

15m/30m
FEAT ROLL
SKILLS
D12
FEAT = D8
NO SKILL = D4
ACTING (Influence) AWARENESS (Ingenuity) Theology (Ingenuity) LEADERSHIP (Conviction)
WOUND WOUND WOUND WOUND

USED
D4 + USED
D6
USED
D6
USED
D6 +
PERSUASION (Influnce)
WOUND WOUND WOUND WOUND

D10
USED USED USED USED

SCHOLARSHIP WOUND WOUND WOUND WOUND

USED USED USED USED

KNACKS

THE CALL OF CRAFT: Once per session, +


Upgrade for any Agility or Influence Feat.

USED USED USED

USED USED USED

BACKGROUND WOUND TRACK


DISPOSITION
Theology 2 skills:
The only consequences that
matter are when you win. another 2 skillS:

2 ATTRIBUTEs:
INTEGRITY
another 2 attributeS:
UPGRADES/
DOWNGRADES FATIGUE
You’ll aid anyone, with a smile.
ALL FEATS:
But only if it doesn’t cost you too
TRACK
much. D12

D10

PERSONALITY D8

D6

Enthusiatstic, creative and sociable D4


free spirit, who can always find a
reason to smile.
QUIRKS

© 2021 CATALYST GAME LABS.


ALL RIGHTS RESERVED.
NAME Arnold Pierce
ATTRIBUTES
ENDURANCE AGILITY CONVICTION INGENUITY INFLUENCE RESOLVE

D10 D6 D10 D4 D6 D8
RUN/SPRINT WOUND WOUND WOUND WOUND WOUND WOUND

15m/30m
FEAT ROLL
SKILLS
D12
FEAT = D8
NO SKILL = D4
ALTHETICS (Endurance) AWARENESS (Ingenuity) CLOSE COMBAT (Agility) RANGED COMBAT (Agility)
WOUND WOUND WOUND WOUND

D4 + D8 D6 + D8
USED USED USED USED

STEALTH (Conviction) SURVIVAL (Endurance)


WOUND WOUND WOUND WOUND

D6 + D6
USED USED USED USED

SCHOLARSHIP WOUND WOUND WOUND WOUND

USED USED USED USED

KNACKS

INDEFATIGABLE: Once per session, when


a point of Fatigue would normally be applied,
you may roll D8 + Endurance + Conviction; on a
result of 15 or more, you do not have to add the
point.
USED USED USED

USED USED USED

BACKGROUND WOUND TRACK


DISPOSITION
skill:
STONE QUARRIER
All truths can be found in the (MINES AND QUARRIES)
snow. Coal labourer, stone quarrier, metals- another skill:
miner, and so on.

ATTRIBUTE:
INTEGRITY
another attribute:
UPGRADES/
DOWNGRADES FATIGUE ALL FEATS:
Filled with loyalty. Often giving it TRACK
to those that do not warrant it.
D12

D10

PERSONALITY D8

D6

Flexible and charming, always D4


ready to explore and experience
something new.
QUIRKS

© 2021 CATALYST GAME LABS.


ALL RIGHTS RESERVED.
NAME Martha Sweeny
ATTRIBUTES
ENDURANCE AGILITY CONVICTION INGENUITY INFLUENCE RESOLVE

D8 D4 D6 D10 D6 D10
RUN/SPRINT WOUND WOUND WOUND WOUND WOUND WOUND
10m/20m
FEAT ROLL
SKILLS
D12
FEAT = D8
NO SKILL = D4
AWARENESS (Ingenuity) CLOSE COMBAT (Agility) MEDICINE (Ingenuity) PERSUASION (Influence)
WOUND WOUND WOUND WOUND

USED
D4 + USED
D8
USED
D8
USED
D6
SCAVENGING (Conviction) SCHOLARSHIP (Ingenuity)
WOUND WOUND WOUND WOUND

D6 + D6 +
USED USED USED USED

SCHOLARSHIP WOUND WOUND WOUND WOUND

USED USED USED USED

KNACKS

THE CALL OF CRAFTMANSHIP: Once


per session, + Upgrade for any Endurance or
Ingenuity Feat.

USED USED USED

USED USED USED

BACKGROUND WOUND TRACK


DISPOSITION

Tailer skill:

Inquisitive but not to extremes. another 2 skillS:

ATTRIBUTE:
INTEGRITY
another 2 attributeS:
UPGRADES/
DOWNGRADES FATIGUE ALL FEATS:
The city must survive, but not at TRACK
the cost of its people.
D12

D10

PERSONALITY D8

D6

Very dedicated and warm, always D4


ready to defend those you know.
QUIRKS

© 2021 CATALYST GAME LABS.


ALL RIGHTS RESERVED.

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