Ecryme is the English adaptation of the celebrated French role-playing game of the same name. It introduces the players to a steampunk, post-apocalyptic world where political and social struggles mix with supernatural intrigues. The game runs on a lightweight 2d6 system that favors skill investment over luck and focuses on roleplay. The French version of the game, adapted from writer Mathieu Gaborit's books, was produced after a successful crowdfunding campaign in 2016 gathered almost 100,000€, and has been highly praised by the backers, the critics and the general audience.
The world has long been submerged by an ocean of ecryme, a strange acidic substance that corrodes everything. Humanity managed to survive on the small outcroppings and islands left in its wake. They built a civilization based on steelwork and stonework, where wood is almost non-existent. Large cities, built vertically to make the most of what little space exists, sprang up from the horizon. After a few hundred years of development, driven by impulse, humanity built the traverses, endless gigantic bridges to cross the ecryme sea and connect to one another – coming together through chance or perhaps something greater. For in the strange world of Ecryme, the emotions of humankind seem to hold a power of their own…
Today, the cities of Ecryme have already deployed their industry to unprecedented levels, and the industrial revolution is in full swing. Railways run through the traverses, and airships roam the sky. The surviving cities have expanded into superpowers on their own, each having its own culture, strengths, weaknesses… and mindset. War is brewing between them, between the many guilds and unions, and between the many sects who aim to either discover the secrets of the ecryme or ensure that they are never revealed.
The major countries of the world danced with calamity during the Acrymony Wars. Tempered by the outcome of this conflict, and fearful of a repeat, they now vie for power in the shadows, playing a subtle game of power in which anyone could be a pawn.
Scarcity grips the world like a vise, and none feel this cold embrace more than the poor and working classes. While the merchant nobility, old nobility, and politically savvy enjoy comfort away from the dangers of industry and the burn of the ecryme, those with less must toil in a constant state of fear, death or grievous injury always a misstep away. New cults and religions act as balm, but murmurs of revolution are inevitably passed around in clubs and quiet places... will you join them?
The ecryme has affected every part of life, down to the animals that stalk what little earth there is and those that dance in the sky. Many strange creatures have evolved to adapt to the ecryme's effect on the world, such as the six-legged howler that calls the acid its home, or the flying albaster, whose gizzard stones are sought as valuable alchemical ingredients.
Ecryme uses a lightweight 2d6 rule system that uses margins of success and failure to determine the impact of characters’ actions.
Characters are defined by Traits, Skills, Ideal and Spleen, as well as their background and connections to other characters.
Traits are wholly up to the player to decide for the character, and are any word or phrase that focuses on the particular aspects of the character that the player wants to embody. They grant bonuses or penalties to any roll that you can relate them to.
Skills are the core of the system, separated into three distinct categories. The 15 skills help you shape what your character is generally good at, and specializations grant even more specific bonuses.
Ideal and Spleen represent what a character will always strive to fight for or achieve, and what they absolutely cannot stand, respectively. When either of these come up during choice dramatic moments, the player will roll 3d6 and keep two dice -the highest two in the case of Ideal, or the lowest two in the case of Spleen.
All rolls end up being 2d6 + Skill + Trait (if applicable). Difficulties range from 8 to 16. If the moment is significant enough, the GM may also call for you to apply your Spleen or Ideal. The margin you exceed or fall short of the check by could also determine further consequences. All rolls, from getting into a fight, playing an important game of chess, or maneuvering the latest gossip use the same resolution mechanic.
In the case of dangerous conflict, Ecryme doesn't use hit points, preferring an original Impact system to track what types of harm have befallen the characters. Should you fail under particularly high stakes, the Impact is determined by your margin of failure. Most impacts are superficial - literal and metaphorical - while others carry dangerous implications, such as broken limbs or ruined reputations. Until more serious Impacts are resolved, either through making things right or seeking help, you may even take a penalty to all rolls in that category!
Generally, Ecryme sessions focus on people, their problems, and some form of social puzzle, mystery, or intrigue.
Overall, Ecryme's gameplay is defined by using 2d6 and adding a modifier determined by the character's skills, as well as any traits or narrative strengths they have that may apply. Characters can benefit by playing into their strengths as well as their flaws.
Conflict, whether it's physical or social, is determined using opposed rolls with the option to save a die roll for later. The impact of a given round of conflict is determined by the difference between the two opposing rolls.
As a result, Ecryme naturally favors characters with relevant skill or motivation over sheer luck.
You can try out Ecryme for yourself with our free Quickstart Guide, downloadable on DriveThruRPG:
We plan two fully illustrated, color books for Ecryme; both will be US letter sized hardcover books. The Player's Guide will have about 240 pages, while the Conductor's Manual will contain approximately 128. These can potentially increase during the campaign though!
Kickstarter campaign ends: Thu, September 28 2023 5:00 PM BST
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