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Living is Hard and Pain is a Given in the Cold and Dark
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<blockquote data-quote="Charles Dunwoody" data-source="post: 7756289" data-attributes="member: 17927"><p>Are you willing to head into deep space as a prospector, merchant, colonist, or archaeologist to avoid being confined on one planet working for a corporation? You’ll have more freedom and the chance to make a big score but you’ll have to face horrifying alien lifeforms bent on your destruction out in the <strong>Cold and Dark</strong>.[PRBREAK][/PRBREAK]</p><p></p><p style="text-align: center">[ATTACH]100125[/ATTACH]</p><p></p><p></p><p> </p><p>First published in 2012 by Wicked World Games and distributed by Modiphius starting in 2017 the 314 page <strong><a href="https://www.modiphius.net/products/cold-dark-core-rulebook" target="_blank">Cold and Dark</a></strong>, in <a href="https://www.drivethrurpg.com/product/107624/Cold--Dark?src=hottest_filtered?affiliate_id=6138" target="_blank">PDF</a>, and as a <a href="http://www.drivethrurpg.com/product/103550/Cold--Dark-Quickguide-Free" target="_blank">free quickstart</a> allows players to play characters that are more daring (or maybe just plain crazy) than the average person, and ready to of travel on expeditions into deep space. Deep space being the home to horrific aliens of course.</p><p> </p><p>Base mechanic is a d8 dice pools combing aptitude and ability together and trying to roll seven or higher for a success. Botches are possible if enough ones are rolled without a success. A variety of packages (archeologist, commanding officer, marine, pilot etc.) provide bonus features and skills. Combat is dangerous and increasingly worse wounds inflict penalties.</p><p> </p><p>Technology includes nanotech and genetics on a small scale (no large scale body modifications) while alien introduced tech includes manipulation of electromagnetism and artificial gravity. Coreantium is a crystal used as fuel for long range ships and energy for colonies. Long range space travel happens via stasis sleep with the GM deciding on the specifics of how to prepare for sleep (naked and covered in gel or clothed with tubes and chemicals are two examples). Weapons include ballistics and missiles. Ghost lines (alien tech) allow for FTL travel. Ships include freighters, warships, mining ships, and transports along with deck plans. </p><p> </p><p>Law is overseen by the Governmental Industrial Complex with trade and exploration also carried out by corporations, guilds, and freelancers. Most people stay close to their home planet with only a handful willing to travel into deep space and face the alien horrors lurking in the dark.</p><p> </p><p>The included star map depicts 18 solar systems. Solar systems include a map of the planets in orbit along with interesting details of the system. For example Basala has seen conflict both between humans and with aliens. The system is filled with debris from hostile engagements and crafty salvage crews can make a lot of credits if they are willing to break the law.</p><p> </p><p>GMs are given tools to measure fear in PCs along with growing paranoia and delusions caused by the weirdness and horror uncovered in deep space. Combined with the mental challenge is a host of aliens and antagonists. Alien animals are as dangerous as a wolf is on Earth. True aliens include the ripper, an insect/lizard-like creature driven by survival, feeding, reproduction and colonization and nothing else. Other dangers include former humans including the zombie like CAV and the mutated Marl.</p><p> </p><p>Also included are several unknown threats, alien life not yet known by human explorers. Deep space travelers may also uncover weird alien artifacts with a variety of benign and dangerous effects. Finally the gerions are detailed. Allies of humans, at least for now, they remain alien and keep many secrets. Rounding out the GM section are eight story seeds to help in creating adventures.</p><p> </p><p><strong>Cold and Dark</strong> is gritty and high tech, grungy and wondrous. The thrill of space exploration is juxtaposed against hideous aliens and mind-bending horror. The author also explains various game design reasons, which really helps in understanding both the rules and setting. With a simple dice pool system, plenty of detailed tech, and a solid background, <strong>Cold and Dark</strong> delivers an RPG of horror, space exploration, and a look into the cold and dark of deep space.</p><p><span style="color: #3E3E3E"><em></em></span></p><p><span style="color: #3E3E3E"><em></em></span></p><p><span style="color: #3E3E3E"><em><em>This article was contributed by <a href="http://www.enworld.org/forum/member.php?17927-Charles-Dunwoody" target="_blank">Charles Dunwoody</a> as part of EN World's Columnist (ENWC) program. Please note that Charles is a participant in the OneBookShelf Affiliate Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to DriveThruRPG. We are always on the lookout for freelance columnists! If you have a pitch, <a href="http://www.enworld.org/ensider/columnists.html" target="_blank">please contact us</a>!</em></em></span></p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 7756289, member: 17927"] Are you willing to head into deep space as a prospector, merchant, colonist, or archaeologist to avoid being confined on one planet working for a corporation? You’ll have more freedom and the chance to make a big score but you’ll have to face horrifying alien lifeforms bent on your destruction out in the [B]Cold and Dark[/B].[PRBREAK][/PRBREAK] [CENTER][ATTACH=CONFIG]100125[/ATTACH][/CENTER] First published in 2012 by Wicked World Games and distributed by Modiphius starting in 2017 the 314 page [B][URL="https://www.modiphius.net/products/cold-dark-core-rulebook"]Cold and Dark[/URL][/B], in [URL="https://www.drivethrurpg.com/product/107624/Cold--Dark?src=hottest_filtered?affiliate_id=6138"]PDF[/URL], and as a [URL="http://www.drivethrurpg.com/product/103550/Cold--Dark-Quickguide-Free"]free quickstart[/URL] allows players to play characters that are more daring (or maybe just plain crazy) than the average person, and ready to of travel on expeditions into deep space. Deep space being the home to horrific aliens of course. Base mechanic is a d8 dice pools combing aptitude and ability together and trying to roll seven or higher for a success. Botches are possible if enough ones are rolled without a success. A variety of packages (archeologist, commanding officer, marine, pilot etc.) provide bonus features and skills. Combat is dangerous and increasingly worse wounds inflict penalties. Technology includes nanotech and genetics on a small scale (no large scale body modifications) while alien introduced tech includes manipulation of electromagnetism and artificial gravity. Coreantium is a crystal used as fuel for long range ships and energy for colonies. Long range space travel happens via stasis sleep with the GM deciding on the specifics of how to prepare for sleep (naked and covered in gel or clothed with tubes and chemicals are two examples). Weapons include ballistics and missiles. Ghost lines (alien tech) allow for FTL travel. Ships include freighters, warships, mining ships, and transports along with deck plans. Law is overseen by the Governmental Industrial Complex with trade and exploration also carried out by corporations, guilds, and freelancers. Most people stay close to their home planet with only a handful willing to travel into deep space and face the alien horrors lurking in the dark. The included star map depicts 18 solar systems. Solar systems include a map of the planets in orbit along with interesting details of the system. For example Basala has seen conflict both between humans and with aliens. The system is filled with debris from hostile engagements and crafty salvage crews can make a lot of credits if they are willing to break the law. GMs are given tools to measure fear in PCs along with growing paranoia and delusions caused by the weirdness and horror uncovered in deep space. Combined with the mental challenge is a host of aliens and antagonists. Alien animals are as dangerous as a wolf is on Earth. True aliens include the ripper, an insect/lizard-like creature driven by survival, feeding, reproduction and colonization and nothing else. Other dangers include former humans including the zombie like CAV and the mutated Marl. Also included are several unknown threats, alien life not yet known by human explorers. Deep space travelers may also uncover weird alien artifacts with a variety of benign and dangerous effects. Finally the gerions are detailed. Allies of humans, at least for now, they remain alien and keep many secrets. Rounding out the GM section are eight story seeds to help in creating adventures. [B]Cold and Dark[/B] is gritty and high tech, grungy and wondrous. The thrill of space exploration is juxtaposed against hideous aliens and mind-bending horror. The author also explains various game design reasons, which really helps in understanding both the rules and setting. With a simple dice pool system, plenty of detailed tech, and a solid background, [B]Cold and Dark[/B] delivers an RPG of horror, space exploration, and a look into the cold and dark of deep space. [COLOR=#3E3E3E][I] [I]This article was contributed by [URL="http://www.enworld.org/forum/member.php?17927-Charles-Dunwoody"]Charles Dunwoody[/URL] as part of EN World's Columnist (ENWC) program. Please note that Charles is a participant in the OneBookShelf Affiliate Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to DriveThruRPG. We are always on the lookout for freelance columnists! If you have a pitch, [URL="http://www.enworld.org/ensider/columnists.html"]please contact us[/URL]![/I][/I][/COLOR] [/QUOTE]
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