AGM2018/Citadel

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Working Title: The Citadel

Reftean: Robert Smith

Summary pitch in ten words or less:

Post-apocalypse, tribes explore a newly opened Citadel from their past.

Summary of rules/rules philosophy

PvE? focused. Little reason to PvP? in backstory. Encounter based Linear system (NFNC, BW) System heavily based of Breaking Worlds. Linears statted at “difficulty levels” and opportunity to fail. Deaths a thing, often like NFNC did them in case of TPWs. “Tags” to give you information about, for example, monsters. No vending machines who are PCs; crafting skills similar to NFNC. Defined bonuses from” low-hanging fruit” (eg “advanced armour” and AI); predictable blessings. Dts to inform uptime and say “this is an encounter we want”. Very limited interaction with the Citadel in DT.

Brief overview of setting

Post-Apocalyptic; more scavenging for resources after a decline than single event. Literacy is rare. The Citadel. A legendary permanent settlement, has just opened. It’s the time to explore.

There exists 2 strains of “people” or “humans”: “dead-strain” and “gene-strain”; both sides accept the necessity of the other, but there can be tensions between the two. Dead-strain are “very human”. They interact better with AI, and are able to manifest Techgnostic abilities.. Gene-strain are “mutants”. They can manifest Psionics. There are “spirits” that inhabit the world, these are called AI. They recognise the “dead-strain” as humans like their ancestors, and favour them. There is no predefined Law. Maybe some NPCs try to impose ideas, with their own mooks, but nothing binding exists. Tribes have existed near the Citadel in a sort of peace for a long time, but that peace is not controlled by any large power.

A document appears! https://docs.google.com/document/d/1XoE5bu7uEJo1uNu5RlJMlO8lKBalxdo-mA4BPCmBxek/edit?usp=sharing


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Edited February 27, 2018 11:31 am by IVANS (diff)
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