Icerust
Welcome to Icerust, a game is set in the post-apocalyptic Great Lakes Region, after a mysterious cataclysm wipes out the most of the civilization, brings about a massive global cooling (known also as the Long Winter), and creates an ever-shifting patchwork of physics-defying anomalies, known as the Oz. This binds the remaining civilization to rare islands of stability amid the perpetual frost, with only few safe trails and corridors (known as the Highways) connecting them. Naturally, war and scavenging become the way of survival for these factions, and motor vehicles are the steeds and the chariots for the warriors of Icerust.
In this game, you'll rule a post-apocalyptic faction (a gang, a guild, or a cult). You'll start as a warlord ruling a single settlement and a puny motorcade of improvised vehicles, and you'll turn it into a wasteland empire with a fleet of warmachines. Or not - life of a warlord is short, after all.
How to play?
First, read the ruleset. It's written to make your game-learning experience interesting to read. It's also going to tell you something about the world. And yes, it has cool pictures.
Ruleset
How to start?
Fill in the questionnaire and post it in this thread.
Faction name: make it fun and not too long
Faction motto: don’t break forum rules)
Faction background: history and who-is-who
Faction origin: choose between the following options:
Leader’s story: (optional)
Leader’s past: choose between the following options:
Capital location: pick a spot on the map (feel free to use ice-over parts of lakes, too)
Capital type: choose between the following options:
Highway philosophy: choose between the following options:
Where can I see my faction?
In a spreadsheet below. All major sections are collapsible/expandable, so feel free to dig into details or ignore them all.
Faction Details
Where can I mess around with custom vehicles?
Now we're talking. Let's take a look at your garage.
Garage
What about buildings?
Here's the roster of all building costs.
Construction
What about a map?
Let's start with a blank map of the Great Lakes region.
Pick your starting position on it OR just give me a city name (make sure I can find it on Google Maps).
BTW, white parts of the lake surface can be chosen for a settlement (it's frozen through). Light blue parts of all lakes are also traversal (meaning you may discover Highways there)
Turn 0
Turn 1
Turn 3
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 10
Turn 11
Turn 12
Turn 13
I'm a data demon - let me dig into the numbers! All the numbers!
All right, that's brave of you. There you go.
Icerust World
Welcome to Icerust, a game is set in the post-apocalyptic Great Lakes Region, after a mysterious cataclysm wipes out the most of the civilization, brings about a massive global cooling (known also as the Long Winter), and creates an ever-shifting patchwork of physics-defying anomalies, known as the Oz. This binds the remaining civilization to rare islands of stability amid the perpetual frost, with only few safe trails and corridors (known as the Highways) connecting them. Naturally, war and scavenging become the way of survival for these factions, and motor vehicles are the steeds and the chariots for the warriors of Icerust.
In this game, you'll rule a post-apocalyptic faction (a gang, a guild, or a cult). You'll start as a warlord ruling a single settlement and a puny motorcade of improvised vehicles, and you'll turn it into a wasteland empire with a fleet of warmachines. Or not - life of a warlord is short, after all.
How to play?
First, read the ruleset. It's written to make your game-learning experience interesting to read. It's also going to tell you something about the world. And yes, it has cool pictures.
Ruleset
How to start?
Fill in the questionnaire and post it in this thread.
Spoiler :
Faction name: make it fun and not too long
Faction motto: don’t break forum rules)
Faction background: history and who-is-who
Faction origin: choose between the following options:
- Cult: start with a lot of Proles, few Jacks, very few Clouts
- Tribe: start with a lot of Proles, few Clouts, very few Jacks
- Free town: start with a lot of Jacks, few Proles, very few Clouts, and a Rockpile (defensive structure)
- Guild: start with a lot of Jacks, few Clouts, very few Proles, a Rockpile and Sentry tower (defensive structures)
- Fiefdom: start with a lot of Clouts, few Proles, very few Jacks, and a Rockpile (defensive structure)
- Gang: start with a lot of Clouts, few Jacks, very few Proles, a Rockpile and Sentry tower (defensive structures)
Leader’s story: (optional)
Leader’s past: choose between the following options:
- Stern survivor: starts with a big Grub amount, average Commander stats (starting leader can’t be let go or retrained)
- Competent techie: starts with a big Junk amount, average Commander stats (starting leader can’t be let go or retrained)
- Oil baron: starts with a big Guzz amount, average Commander stats (starting leader can’t be let go or retrained)
- Quiet intellectual: starts with a big Plush amount, average Commander stats (starting leader can’t be let go or retrained)
- Wasteland fox: starts with average amount of all resources, high Ruse (starting leader can’t be let go or retrained)
- Battle chief: starts with average amount of all resources, high Tactic (starting leader can’t be let go or retrained)
- Living legend: starts with average amount of all resources, high Spirit (starting leader can’t be let go or retrained)
- Has-been hero: starts with low amount of all resources, evenly high Commander stats (warning: very challenging early gameplay)
- Privileged hack: starts with decent amount of all resources, horrible Commander stats (starting leader can’t be let go or retrained)
- Lucky adventurer: starts with a very big amount of a random resource, very high randomly chosen Commander stat and very low other Commander stats (starting leader can’t be let go or retrained)
Capital location: pick a spot on the map (feel free to use ice-over parts of lakes, too)
Capital type: choose between the following options:
- Drag. Organically formed settlement. Gives a +1 bonus to the Site’s Fertility.
- Barrack. Encampment for industrial workers. Gives a +1 bonus to the Site’s Deposit.
- Boomtown. Workers’ village formed around production and trade in gasoline. Gives a +1 bonus to the Site’s Fossil.
- Revetment. A fort or military settlement. Gives a +1 bonus to the Site’s Protection.
Highway philosophy: choose between the following options:
- Bike cavalry. Capital starts with Bike Stables, Bomb lab, and Forge.
- Drive-by raiders. Capital starts with Car Shoppe and Bullet Farm.
- Fast & Furious. Capital starts with Speed Temple and Bomb Lab.
- Heavy duty. Capital starts with Lorry Plant and Forge.
Where can I see my faction?
In a spreadsheet below. All major sections are collapsible/expandable, so feel free to dig into details or ignore them all.
Faction Details
Where can I mess around with custom vehicles?
Now we're talking. Let's take a look at your garage.
Garage
What about buildings?
Here's the roster of all building costs.
Construction
What about a map?
Let's start with a blank map of the Great Lakes region.
Pick your starting position on it OR just give me a city name (make sure I can find it on Google Maps).
BTW, white parts of the lake surface can be chosen for a settlement (it's frozen through). Light blue parts of all lakes are also traversal (meaning you may discover Highways there)
Spoiler :
Turn 0
Spoiler :
Turn 1
Spoiler :
Turn 3
Spoiler :
Turn 5
Spoiler :
Turn 6
Spoiler :
Turn 7
Spoiler :
Turn 8
Spoiler :
Turn 9
Spoiler :
Turn 10
Spoiler :
Turn 11
Spoiler :
Turn 12
Spoiler :
Turn 13
Spoiler :
I'm a data demon - let me dig into the numbers! All the numbers!
All right, that's brave of you. There you go.
Icerust World
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