DREICH

Overview

A hundred ships from four world alliances broke through the Wall of the Eternal Storm to stake a claim on the land beyond it. Thirty survived. Now they're chained together into one floating city, drifting along the coast of an unknown continent. The sea won't let you go back. The shore drives you mad. And the Council of Captains has been arguing for a year now while everything runs out. You weren't chosen for your merits. A debtor from the Conglomerate's oil rigs. A deserter from the Iron Comradery, facing execution. A fanatic of the Bastion, grown in labs. A talented engineer of the Union, who knew too much. Four alliances with different goals and different worldviews now share fresh water, diesel, and fear beside a mainland that stays silent - but isn't empty. At night, foreign lights sometimes burn. On the rocks - carvings, left by the locals, and no one understands why. The Armada made you a scout. You're a first-comer, meeting world that isn't like yours. You go where not everyone comes back from. You bring back devices that break the laws of physics. You meet things that shouldn't exist. And sometimes you see patterns hiding in the treetops and in the walls of fog. And then you catch up with the Chained City, drifting on without you. Because the mist sometimes keeps something of the scouts for itself. And if your partner starts answering someone else - better not ask who.

Description

DREICH is a tabletop role-playing game built on a d100 roll-under system. Most rolls are made by the players. One roll decides both hit and damage. Combat uses zones, not grid cells. Characters grow through Marks - traces of what you've lived through, carved into your characteristics. Part of your backstory is built during play: who you were before the Armada comes out when it becomes a matter of life and death. And Despair binds you all together - a shared limit for the whole group: you can always reroll the dice. What are you willing to sacrifice to claw out one more day?

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