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CriterionCityV002

CriterionCityV002

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Published by Jacob Poss

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Published by: Jacob Poss on Apr 21, 2012
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Criterion City V002 By Jacob Possin04/01/201
One year ago everyone in Criterion City Awokewith no memory. Our skills and abilities were intact, wejust had no knowledge of who or what we had been. All that is known is that the city lies within TheDome. No force known, save for the Wraiths, can breachThe Perimeter of The Dome. The Wraiths attack the city.They specifically seek out the Arete.The Arete are those who Woke different. Theyhave powers and abilities beyond the rest of thepopulous. You are one such, a rare being with the powerto help or harm. You are the Arete.We seek our past. In finding that we can finallyknow our future. We live in the city of now, the city ofhere. There is no tomorrow, and yesterday is a void.
Introduction and list ofinfluences as well as a chapterbreakdown. Need to add the basicgame idea and the pitch to thissection. Make people want to play.
Basic Mechanics
All but one of you will be playing one of the Arete, attempting tounravel your past, and the mysteriesof the world. You will describe whatyou do, and how you do it.This game has another player called the Game Master who plays the other  people in the world, and the Wraiths,as well as describes the scene, butthe Game Master does not tell youyour memories, that is someone else'sjob.When you enter a meaningful conflict,you roll a number of dice and add them together. These dice are called your dice pool. Your goal is to get ahigher number than your opponent, or higher than a target number(should there be no direct opposition).You start each conflict with 1D6. Tothis you can add a Talent or anAsset(only one per roll), a Power,and any descriptors that apply. Thedice being added must have a relationto the conflict you are in, though itdoesn't have to be a directconnection(the better the creativity the better).
Inherent Appellations 
 Arete:
A person who Woke with strange powers. There are only 81 knownArete.
 Awakening:
the moment, one year ago,when everyone in Criterion city Awoketo the loss of their memories.
City Council:
the men and women whoseized power during the initialconfusion, promising order and stability. They did that, though they are corrupt and hate to share power.
Criterion City:
The name of the city where everyone Awoke.
Dome:
The Dome covers the wholeisland containing Criterion City and  part of the water surrounding it.
Echoes:
when you perform an actionthe resonates with your core self.People believe that the Echoes arewhen you finally do something thatyou had done repeatedly in the past,before The Awakening.
Eminence Grice:
A person whoexercises power and/or influence in acertain area/areas withoutnecessarily holding an official position.
History:
There is no known history. A great deal of the populous seek tofind any shred of history they can.Often they seek aid from the Arete inthese endeavors.
Oracles:
Many believe in The Oracles,many doubt their existence. There aresupposedly nine Oracles. Beings withthe ability to see the truth of theworld. If they exist they cannot seethe future or the past, but they canset you on the right path to finding yours.
Perimeter:
The edge of The Dome. Theedge of the world.
Portent:
A problem that reveals, or soon will reveal, itself as a problem
 
Criterion City V002 By Jacob Possin04/01/201
in a given location.
Powers:
Abilities that the Arete and the Wraiths have. When Wraiths and Arete fight with powers strangethings happen.
Wraith:
Strange beings that attackthe city for reasons unknown. They have attacked nine times this year.They are alien and seem to share aconnection with The Arete. TheWraiths know your history. They know who you are.
Game Terms
Conflict:
Consensus:
When the rules state thatyou need consensus on something, or when the rules are unclear onsomething, you discusses it witheveryone at the table and come to aconsensus on what that means for your table.
Die:
in this game you will use many different dice: four sided, Six Sided, Eight Sided, Ten Sided, And Twelve Sided. These are Abbreviated to: D4, D6, D8, D10, and D12. If there is a number in front of the D that number refers to the amount of that type of die you will berolling(ex: 3D4 means roll three Four Sided Dice).
Die Step:Game Master:
Sometimes referred to asthe GM, referee, storyteller, and any number of titles. This is one of the players of the game who takes adifferent role than the others. TheGame Master will Set The Scene, and Establish conflict. Usually this isdone through Non Player Characters,though there are other ways as well.The Game Master plays the world of the game, everything that is not a player character, or the player character's memories.
Non Player Character:
Any persondepicted in the game that is not the player's characters in the game.Usually run by the Game Master.
Player Character:Scope:
 
The City
Making The World Yours
Each player(Game Master included),will be making up a specific locationwithin Criterion City. To do this youroll A D4 and check the followingchart:1 – Downtown2 – Uptown3 – Lowtown4 – A unique locationonce you have the general area thatyour location will be in you write athree sentence description of thelocation and give it threedescriptors. After you have writtendown the three descriptors, you willput a die on each one for eachlocation you get three dice: a D6 andtwo D8s.
Need example here of Locationcreation.
When you have completed this stephand the sheet to the person on yourright. This person will write downthe Eminence Grise. The EminenceGrise of a location is The importantperson of that location. They drivethat location, motivate it. In amanner of speaking they ARE thatlocation. Again the Eminence Grisegets three Descriptors and threedice: 1D4, 1D6, and 1D8.Finally the sheet is passed to theperson on the right again and thatperson comes up with the Portent. ThePortent is the thing that has upset,or will soon upset, the status quo inthis location.
Character Creation
The making of a monster 
Step one: the name
Start your character by choosing aname. As you are an amnesiac this isan in character decision. What isimportant to your character? Where
 
Criterion City V002 By Jacob Possin04/01/201
did you Wake? What were you wearing?There are no books with facts inthem, but there is a great deal of fiction available. Did you take aname from a book?
Step two: mundane factors
Write down three mundane talents or assets that your character has. Whatdefines Mundane is up to tableconsensus. Talents are skills,occupations, or other natural traitsyou have. Assets are any externalmundane items, contacts, or resourcesyour character has for whatever reason.Example Talents: Skills(Empathy,Safe Cracking, Driving,Oratory), Occupations(Factory Worker, Politician, Cabby),Natural abilities(Large frame,beautiful, tough as nails)Example Assets: Money, Contacts,Gear(not Powered, this is really up to table consensus as to whatconstitutes gear and what is a power. Use the gear section as aguideline), fame and infamy would also fall into the Assetscategory.Now that you have three Assets or Talents written down you must givethem a rating. You have three dice tosplit among them: A D4, a D6, and aD8. Each of your Talents and Assetsmust get one die, and only one.
Step three: powers
A power is any ability that lets youcircumvent the established reality insome way. These can be as direct or indirect as you desire. The only limitation is that you cannot have a power that shows you the past,directly or indirectly.You envision one power at D10, or two powers at D6 each. There are twotypes of power, Enhancement Powersand Blocking Powers.Enhancement Powers add a die to your  pool when your power would be useful.Blocking Powers take a die away fromthe opposition. It can only take adie away that is equal or smaller than the die in the power.Example:if you have a D6 in a aBlocking power, you could removeone of the oppositions D6s or D4s, but not any of their D8,D10s, or D12s.
Step four: memories
You have no memories at the start ofthe game. Your memory score equalszero. When you get a new memory youexperience The Familiar.The Familiar is played by the personto your left(if you are not arrangedaround a table, it gets a bittrickier, but make sure everyone getsa Familiar). You need to turn to thisperson and ask them what form theFamiliar takes.
Examples: Familiars can beanything that reminiscent of memory to the person on your left. This could be flashing color, a distinct smell, theimage of butterflies, rats, adream sequence or something of the like.
There is a Bond between Familiar andArete. This Bond is rated at 0 forthe start of the game. Each time theFamiliar is triggered that playergains one bond. When you reach fivein a bond it resets to zero and yougain a memory having to do with theconnection between the PlayerCharacter of the Familiar and thePlayer character of the bond.When you gain a new memory the personon your left makes it up for you. Itwill either be a new memory or addingto an existing memory. Each memory

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