frigid void

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    Frigid Void

    A game of unearthly arctic survival

    For 2-6 players

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    Frigid Void is a roleplaying game in which you play as an

    intrepid explorer of the freezing expanse which we call thesolar system. Far from being the swashbuckling adventure

    portrayed so often in media, space exploration is a difcult and

    harrowing venture not for the faint of heart. Suffocation,

    asteroid collision, extreme temperatures and simple psychosis

    are all common fates of careless cosmonauts. However, there

    are also unknown mysterious happenings in deep space,

    elements that defy all rational explanation. Keep your mind

    focused, your breath held, and maybe a nger on a trigger, or

    else you won't last long out on the solar frontier.

    To play Frigid Void, you'll need at least 2 players, a Game Master

    to run the game, and a couple of 10-sided dice in addition to the

    regular d4s, d6s, d8s, and d12s. Also handy are some pieces of

    paper to write your character information down on and

    anything of note that you may nd in the game.

    The World

    The world of Frigid Void is much like ours, only slightly more

    geared towards space exploration. The rapid consumption of

    fossil fuels had allowed solar power and other forms of

    renewable energy to ourish, but the still resource-strapped

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    Earth looked to the stars to power and expand its empire.

    Bickering nations were all united under one planetary

    government, one riddled with bureaucracy and red tape. The

    sleek and sexy aesthetic of early space exploration has faded

    after decades of use and practical routine, leading most

    spacecraft and equipment to having a rustic, worn look, even if

    said technology is newly produced. Holograms and integratedcommunications have become commonplace, but the threat of

    static and eventual isolation in the ckle solar winds is still

    present. A couple of colonies have been established on celestial

    bodies such as the Moon, Mars and the Asteroid Belt, but

    beyond the red planet is still considered to be the fringe of the

    system. This series of planets and moons stretching from

    Jupiter to beyond Pluto is known as the Frigid Void for its cold

    environments. Humanity as a whole has a new frontier to

    explore, but with that frontier comes new dangers, new

    challenges, and new opportunities for many that cannot havethem on Earth. Such individuals heed the call to establish new

    colonies, brave new ight paths, and conquer insurmountable

    opposition to humanity's existence. Individuals likeyou.

    Character Creation

    Your character in Frigid Void can be described by their

    Abilities, or common traits that each of them possess.These Abilities are:

    Strength: A character's vitality, endurance and physical power

    Mind: A character's smarts, cunning and knowledge

    Agility: A character's dexterity, quickness and physical balance

    Will: A character's force of personality, sanity and resolve

    When you roll an Ability check on a d10, you aim to have

    the target number be within your Ability range. For

    example, Kendra, a ship pilot, wants to dodge anincoming asteroid from colliding with her ship by using

    Agility. She has 7 points in Agility, so when she rolls a

    d10, she wants to have the number be a 7 or below to

    succeed the check. She rolls a 6, which means she was

    successfully able to avoid the collision with one of the

    asteroids!

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    Each Ability starts at a score of 3. You have 7 points to

    raise each Ability by however much you want. An Ability

    cannot be raised above 10.

    Classes

    Aside from your Abilities, your character also has a

    series of talents that make them stand out from the

    everyday Earth-dweller. These talents are described in

    what class they belong to. Regardless of class, every

    character has at least 10 hitpoints. The classes available

    to choose from are:

    BossA natural or well-made leader, with the grit and determination tosee any situation through. Bosses may not necessarily be thecaptain of a ship or the head of an expedition, but they're alwayscapable when in command and make the whole stronger than theparts. Class Features:

    +1 to Will Once per session, a Boss can add a +1 to another player'sAbility check. This player must be able to communicatewith the Boss and willing to receive help from the Boss. Bosses know how make the most out of a bad situation, nomatter the cost. Once per week, a boss may re-roll anyfailed Ability check that they make. After this re-roll, theBoss takes a -1 penalty to all Ability checks for the rest of

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    the day.

    PilotNavigation through the confusing dimensions of space is anightmare for those used to traditional planet-side travel, andthe different conditions on planets require machines suited totasks beyond that of human ability, which are why Pilots are inheavy demand. Whether your character attended a formalmilitary academy for vehicular training or learned to y on theirown time, they're among the best of the best in the business.Class Features:

    +1 to Agility Good Pilots are valued highly among amongst thespacefaring populace for their competence, and thus areoften better-off nancially than some of theircounterparts. A Pilot gains an extra 75 credits to theirstarting wealth, and is paid 15% extra of a usual monthlyincome or mission reward as long as they successfully

    accomplish their objectives. Pilots are able to get a vehicle moving quicker than itwould normally take. When activating a vehicle, a Pilottakes one less turn to get it fully operational.

    SoldierEver since the rst colonization effort, travel has been fraughtwith danger. Bandits, shady organizations, and mercenaries stalkthe solar system, raiding vessels and ghting for territoryagainst the encroachment of the Earth's government. To suppressthese forces and keep the peace, Soldiers are needed. A weapon-master, juggernaut or the universe's ultimate badass, a Soldier isa force unto themselves.Class Features:

    +1 to Strength Soldiers are trained to make the most out of any strike,getting a +2 to damage rolls with any kind of weapon. Soldiers gain a +2 to their starting hit points.

    TechnicianThe maintenance of space-faring technology and gear requires avery high level of skill, as does the study of planetary and lunarenvironments. A Technician is a master of their craft, knowingthe in-and-outs of their subject whether it be the operations ofa pulse rie or the watery oceans below Europa's icy surface.Class Features:

    +1 to Mind Technicians are able to repair objects more easily thanothers, with often less materials available. The number ofrounds needed to repair an object, construct a new one, orimprove the workings of one are decreased by two for aTechnician.

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    Technicians are logical, and thus don't break downmentally as quickly as others. It takes 4 failed Will checksto break down a Technician into madness, rather than 3.

    Actions and RoundsDuring an intense situation, the game plays according to

    a series ofRounds. To decide the initiative and order of action

    amongst the players, each player rolls an d10. The player with

    the highest score goes rst, followed by the second highest,

    etc. In the event of a tie, the tied players each roll again until

    the tie is broken. Once each player has taken their turn, theorder of initiative repeats again until the situation is resolved.

    In each round, a player may take anAction and two

    Minor Actions. An Action consists of one major task, such as

    ring a weapon, hacking a computer, lifting a boulder, running

    for your life, or dodging an incoming attack. A Minor Action is

    something not so important, such as climbing a ladder under

    no duress, activating a targeting computer, or loading a

    rearm.

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    Equipment

    Each player starts out with 200 credits (the currency of

    Frigid Void) to spend on equipment. Minor purchases such as

    regular clothing or tattoos have no cost.

    G.E.A.R.: Gravitational Environmental Activity Rigging, a personal suit of

    protection. Has been mass-marketed for space survival amongst many civiliancolonists, but only higher-level G.E.A.R.s have oxygen supplies and durable

    environmental protection.

    Basic G.E.A.R. 20 credits 3 pounds Consists of a spine-mounted health monitor

    and small wrist

    communicator, 5 miles

    of coms service.

    Vintage G.E.A.R. 150 credits 65 pounds Once mass-produced,now a valuable

    collector's item. Hashealth monitor, large

    wrist communicator, 7

    miles. Wearer gains a +3

    to their hitpoints while

    using it, but also a -2 to

    all Agility checks

    because of its bulk.

    Military G.E.A.R. 70 credits 30 pounds Standard armor for anyrespectable military

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    force. Has health

    monitor, ashlight,

    medium-wrist

    communicator, 10 miles.

    +1 to wearers hitpoints.

    Engineering G.E.A.R. 60 credits 25 pounds Regular engineeringarmor, protects against

    a variety of factors. Hashealth monitor, medium-

    wrist communicator, 7

    miles. Airtank installed,

    25 minutes. Has zero-

    gravity jets.

    Survival G.E.A.R. 100 credits 40 pounds G.E.A.R. designed forextreme thermal and

    zero-gravity

    environments. Has

    health monitor, medium-

    wrist communicator, 6 7

    miles. Resistant against

    extreme cold or heat.Airtank installed, 60

    minutes. Has zero-

    gravity jets.

    Weaponry

    Plasma Pistol 40 credits 2 pounds 1d6+1 plasma damage,ranged 30ft

    Pulse Rie 70 credits 5 pounds 1d8+2 force damage,ranged 50ft

    Contact Gun 80 credits 6 pounds 2d6 plasma damage,ranged 15ft

    Flamethrower 110 credits 7 pounds 4d4 re damage, ranged15ft

    Detonator 90 credits 10 pounds 2d8+1 explosiondamage, ranged 10ft.

    Each shot can be afxed

    to a surface, triggered

    when being is within 4

    ft.

    Mining Saw 50 credits 4 pounds 1d12+1 ripping damage,melee

    Space Ships

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    Skip 500 credits Minor space vessel. Able to travel to nearby spacestations, atmosphere otillas, and asteroids.

    Unsuited for long-ranged space travel, able to seat

    1-4 persons. 2 turns to get fully operational.

    Sovereign-Class 2000 credits Medium-sized space vessel. Full life support,livable quarters. Has 2 port plasma cannons, nowarp drive. 4 turns to get fully operational

    Overlord-Class Large-sized space vessel. Full life support, livablequarters, medical deck, engineering, mining deck.

    8 mass-driver cannons, warp drive. 7 turns to get

    fully operational.

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    Madness

    The mental toll of space exploration is a constant threat in the

    Void. Isolation, psychosis, and desperation are all common

    causes of mental degradation amongst cosmonauts. But there

    is something else within the Void, something supernatural.

    The farther one goes from the center of the solar system, the

    more evident it becomes that things are not exactly howhumanity imagined when they idealized the universe.

    Whether it's the simple feeling of being watched, or terrible

    hallucinations of monsters, an explorer's mettle is often tested

    as they strive to achieve the impossible in space.

    Whenever the Game Master has something out of the ordinary

    or obviously super natural occur to a player, the player is

    required to make a Will check. On a success, the player's

    character is able to successfully ght off the madness for the

    time being. On a failure, the character begins to becomedistracted by their hallucinations. A second failure causes the

    character to begin to confuse reality with the hallucinations,

    and a third failure causes the character to become completely

    consumed by the madness.