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Style Guide

Headings

Use Markdown heading levels consistently.

  • # Chapter N: Title for chapter files.
  • ## Section Title for major sections within a chapter.
  • ### Subsection Title for subsections.
  • #### Minor Title for short callouts or lists. Headings use Title Case and never end with a period.

Dice Notation

Use lowercase d and a clear, consistent pattern.

  • Standard rolls: NdS (example: 2d10, 1d6).
  • Modifiers: add spaces around operators (example: 2d10 + 2).
  • Keep rules: write as 3d10 (keep highest 2) or 3d10 (keep lowest 2).
  • Story Die: refer to it explicitly as “Story Die (red d10)” the first time in a section.

Procedures (Bulleted Steps)

Procedures are bulleted lists using *.

  • Start each step with an imperative verb.
  • One action per bullet.
  • If a step is conditional, start with “If …”.
  • Keep wording concise and in present tense.

Tables

Use Markdown pipe tables with a header row and alignment line.

  • Left-align text columns with :---.
  • Right-align numeric columns with ---:.
  • Include units in headers (example: Cost (CP)).
  • Use dice notation in headers where applicable (example: d10).

Examples (Fully Worked)

Every example must be complete and reproducible.

  • Include the inputs (attributes, skill modifier, bonuses, penalties).
  • Show the exact dice results and the math.
  • State the final tier/outcome explicitly.
  • Use the label **Example: Title** at the start of the example block.

Glossary (Canonical Terms)

Use these terms exactly and consistently throughout the rulebook.

  • Rimworld: The frontier planet setting where the game takes place.
  • RimWorld: The video game that inspired this TTRPG.
  • Storyteller (ST): The GM role that runs the world and adversaries.
  • Colonist: A player character.
  • Lifepath: The character creation system of childhoods and careers.
  • Attribute: One of Vigor, Dexterity, Mind, or Spirit.
  • Skill Points: Raw points in a skill.
  • Skill Modifier: Floor(Skill Points / 10).
  • Colonist Roll: Base Die + Story Die + Attribute + Skill Modifier.
  • Base Die: The non-story d10 in a Colonist Roll.
  • Story Die: The red d10 that creates twists or complications.
  • Tier of Success: The result band (Struggle, Success, Triumph).
  • Struggle: Tier 1 success with a major cost.
  • Success: Tier 2 standard success.
  • Triumph: Tier 3 critical success.
  • Edge: A minor advantage, usually +2.
  • Bane: A minor disadvantage, usually -2.
  • Augmented: Major advantage; roll 3d10 (keep highest 2).
  • Impaired: Major disadvantage; roll 3d10 (keep lowest 2).
  • Inspiration Point: A point spent to reroll, add a die, or avert a break.
  • Twist of Fate: Positive Story Die effect on a 1.
  • Complication: Negative Story Die effect on a 10.
  • Need: Core survival requirement (Food, Rest, Recreation, Beauty, Comfort).
  • Stress: Accumulated pressure from unmet needs and events.
  • Mental Break: A consequence of high Stress.
  • Quadrum: One of four 15-day seasons.
  • Range Band: Melee, Close, Medium, or Far.
  • Trait: A defining advantage or drawback.
  • Work Priority: A colony task assignment category.
  • Tech Level: The tier of technological advancement for items.
  • Crafting Points (CP): The work cost used for crafting and construction.