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City of the Chosen: Rules

Started by Raelifin, March 20, 2013, 11:58:41 PM

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Raelifin

City of the Chosen
Soundtrack: 1 2 3 4 5 6

Image credit: Philip Straub

[ic=Waking Up]Five weeks until Riccara would be done with school. She'd already landed a job with a tech startup in the city, a relief to her parents and a bit of a sore spot with her friends (who were still looking for work in a market with record-high unemployment). Riccara, or Rikki as most people called her, was just looking forward to being done. Or at least, she was yesterday.

As she climbed slowly out of the... pod... thing... that she woke up in, her eyes were drawn up and up and up. Her jaw stopped working properly and fell open as she craned her neck to try and see a ceiling that didn't exist. This room, lit by glowing tubes of neon (or something), was like nothing she'd seen before. It was like one of those European cathedrals (or so she assumed, never having been to Europe herself), but bigger and with more tech. The lights and the door to her pod implied that this place had been built recently, but Rikki didn't buy it. This place was old. Perhaps older than anything she'd ever encountered before.

How had she gotten here? Kidnapping? Nothing made sense. She had no enemies, and this was way beyond any prank. Around her pod were others, she now realized. Perhaps there were other people in them. Closing her gaping mouth, the young woman set off to find answers... and then she stumbled. Well, stumbled isn't quite the right word. It was like stepping off a flight of stairs and realizing you had one more step to go. Her legs pedaled wildly and for a few silly moments she hung in the air like a cartoon character who refuses to obey gravity.

It took her a few minutes to figure out that, no, she actually wasn't coming down. She was flying. It took her another few minutes to stop freaking out about it. Being kidnapped was one thing, but that was on a whole different level than breaking the laws of physics. It took her yet another few minutes to figure out she could control it, and then another few to stop freaking out again. After all of this was done she was having the best time of her life floating around this otherworldly place. Surely things could not get any weirder.

And then she saw the samurai.

(Well, technically it was a 10th century Korean warrior, but she didn't know that.)[/ic]

City of the Chosen (or just "City") is a mystery-centric strategy roleplaying game meant to be played over the course of many weeks by 6-12 people. Each player will be playing the role of a human that is mysteriously plucked from Earth only to find themselves in a strange building (and more broadly, a city) with a collection of other abductees. The Chosen come from all walks of life and periods of history; a rug merchant from ancient Ethiopia might meet a pirate from 1600s Spain. In addition to having to explore and survive in the hostile and strange environment, the selected humans seem to develop strange powers upon arriving, such as flight, precognition, and superhuman strength.

One ability which all of The Chosen develop is to understand all languages. Each person can still only speak the languages they spoke on Earth, but they understand the content of what other people are saying as though they spoke all languages. English will be assumed to be a translation of whatever language your character speaks.

While City is a superhero game, it is not a campy one. You'll see no tights or capes, and the super-powers will probably be more muted than in most super-hero settings. Additionally, City is a game where characters can and will die. Be aware, when considering whether to join, that your character can be killed if the other players are aggressive and you're unlucky. The city itself is unlikely to kill you, but it is possible.

City is focused around three primary objectives:

Exploration -- This is a game where all players share the goal of figuring out where they are, why they've been taken, and perhaps how to return to their original lives. Each turn more of the world will be unlocked, and players will have to decide where they want to explore and what sort of risks they want to take (both for them and for all the humans).

Interaction -- This is also a social game with both cooperative and competitive aspects. Players will be expected to roleplay and to create relationships with their comrades. Character flaws, limited resources (including respect from the NPCs) and pressure from the environment will force social crises. These crises will require a strong leader, and without a doubt there will be aspiring despots and charismatic personae vying for control.

Construction -- Divorced from grocery stores, farms, hardware stores, and hospitals, the Chosen must use the resources of the city to rebuild the basics of society. Each turn resources have to be managed to compensate for liabilities to keep people happy and healthy. Over time the Chosen have the chance to build a new home, or collapse into barbarism.

--------------------------------------

If you'd like to discuss City, the brainstorming thread can be found here.

If you'd like to play, post a character here. Though the game is already in progress, you might be able join as a newcomer to the city!

Raelifin

#1
The City of the Chosen is governed by a system of classical elements. These elements govern everything from character personality to the mysteries of the city. In order, the elements are:

Quote from: Blood
Blood
The element of blood primarily represents violence, but also represents love, chaos, and healing.
Blood events involve social strife and violence.
Characters dominated by the element of blood will often be passionate, hot-headed, irrational, impulsive, and will usually draw a strong line between friends and foes.
Blood artifacts and powers tend to play off of the body, changing its shape, healing wounds, or causing grisly damage.
Blood locations tend to be high-risk and high-reward, usually loading all their benefit up-front.

[spoiler=Some examples of blood element characters in other media][/spoiler]

Quote from: Iron
Iron
The element of iron primarily represents order, but also represents devotion, safety, and conservatism.
Iron events involve critical collapses of structure, such as a dying person or an uncontrolled fire.
Characters dominated by the element of iron will often be precise, level-headed, meticulous, old-fashioned, and will usually be devoted to some sort of ideal.
Iron artifacts and powers tend to play off of the environment, expanding or manipulating it, usually for defense.
Iron locations tend to be of vital importance, but require constant attention.

[spoiler=Some examples of iron element characters in other media][/spoiler]

Quote from: Dust
Dust
The element of dust primarily represents insight, but also represents patience, memory, and aloofness.
Dust events are usually background things that are more subtle and will require initiative to complete.
Characters dominated by the element of dust will often be knowledgeable, detached, observant, and will usually have a degree of other-ness.
Dust artifacts and powers tend to extend the senses, allowing vision of distant places, telepathy, and even the future.
Dust locations tend to have high potential for development without being a top priority.

[spoiler=Some examples of dust element characters in other media][/spoiler]

Quote from: Smoke
Smoke
The element of smoke primarily represents deception, but also represents ambition, poison, and privacy.
Smoke events involve ignorance, uncertainty, and fear.
Characters dominated by the element of dust will often be two-faced, deceptive, and will usually have some sort of con set up for everyone they meet.
Smoke artifacts and powers tend to enhance movement and stealth, or provide poison and manipulation.
Smoke locations tend to appear mundane and worthless, but have a secret that is very valuable.

[spoiler=Some examples of smoke element characters in other media][/spoiler]

Quote from: Frost
Frost
[note]Frost is special in being the only element that is typically valuable for dealing with its own events. Blood events are made worse by adding Blood characters, Iron events are made worse by adding Iron, et cetera. But Frost events are usually improved (for you) by adding Frost characters.[/note]
The element of frost primarily represents control, but also represents calmness, power, and tenacity.
Frost events involve subtly screwing up other players by foiling their plans or shifting the balance of power.
Characters dominated by the element of frost will often be composed, professional, focused, and will usually have an emphasis on authority.
Frost artifacts and powers tend to slowly build in strength, requiring commitment but often paying off in time.
Frost locations tend to be seats of power that provide leverage over the community.

[spoiler=Some examples of frost element characters in other media][/spoiler]

Quote from: Mixing Elements
The elements represent ideals or archetypes. In reality, of course, nothing is so clean. All people possess each of the elements within them to various degrees. The most interesting characters are those that express combinations of the elements, or have layers and depth.

For instance, you may decide to run a idealistic youth (Blood) with a passion for science and the arcane (Dust). Or you may want to play a scheming politician (Frost) that relies on carefully manipulating and deceiving their opponents to reach the top of the pack (Smoke). You could play a carefree and impulsive (Blood) trickster who delights in weaving a web of lies for no other purpose than their own amusement (Smoke). Or you could play an honorable soldier (Iron) who is a calm and fearless leader in the face of impossible odds (Frost). I'm not going to name any characters in particular, but if you played a super detective with a rigid moral code and a devotion to protecting the weak by using darkness and fear to fight evil you'd have a character with strong Smoke, Iron, and Dust elements!

What elements think of each-other:

BloodIronDustSmokeFrost
BloodIron is too caught up in details and systems. Its devotion is admirable, but it needs to relax.It's good to have Dust as an ally, but Dust is too boring; always watching and never acting.Smoke is sometimes fun, but always dangerous. I find myself caught in its traps too often.Frost is a formidable foe, and as long as it keeps trying to tie me down and do its bidding we will always be foes.
IronBlood is too dangerous and impulsive. It needs to be kept at bay for the greater good.Dust is weak and needs to apply itself more, though its attention to detail is admirable.Smoke is useless against a vigilant foe. Its tricks do have their uses for disabling opponents, but we must be on the watch for betrayal.Frost is the most dangerous element. It rarely breaks the rules, but things always seem to go in its favor. I am at its mercy.
DustBlood is unpredictable and short-sighted. It threatens to destroy all that I have come to understand.Iron is impressive and I envy its ability to create lasting works. I just hope it doesn't decide that I am a threat.Smoke is interesting. It attempts to hide what a keen eye can clearly see. Smoke can be dealt with by playing its lies against itself; by always being two steps ahead.Frost's professionalism and patience are admirable, but its ends are self-centered. Frost always has a weak point, and I will be there to strike it, if need be.
SmokeBlood is foolish and easily tricked. A perfect target.Iron is impervious to assault. Its systems and rules make deception too hard to be worth-while. Better to find easier prey.Dust is obnoxiously clever; a worthy foe. I'm glad it rarely goes out of its way to disrupt others, or I might have a major problem.Frost is a harder mark than Blood, but a more valuable one. I can be the perfect pawn for Frost right up until the moment everything swings my way.
FrostBlood is too easily riled up. Its short-sighted nature makes it a good pawn in my plans, but I find it obnoxious regardless.Iron will build me a throne, and I will take it. Iron is my right-hand, whether it or not it wants to be.Dust is an irritant, but a respectable one. My plans are almost perfect, and yet it sees the flaws. I must distract it to succeed.Smoke is always the complicating factor. I must always check for its poison in my cup and try and survive the traps that it sets.

Quote from: Rock-Paper-ScissorsThe elements in City are balanced against each other in a great wheel. Each element beats the two elements that come after it, and is beaten by the two that come before it. Thus Blood beats Iron and Dust, but is beaten by Smoke and Frost. These relationships are common in the gameplay, but not explicitly stated in the rules.



In text:
Blood smashes Iron.
Blood dominates Dust.
Iron overpowers Dust.
Iron walls off Smoke.
Dust outplays Smoke.
Dust sabotages Frost.
Smoke poisons Frost.
Smoke traps Blood.
Frost manipulates Blood.
Frost commands Iron.

Raelifin

#2
Gameplay overview:

Play is organized into turns. Each turn will be about one week of real time, and involves a varying amount of in-game time, depending on what is happening. Some turns will be short, reflecting a tense situation in which everything is urgent, and some will be long, reflecting down-time where characters have time to work on projects and relax.

All players have one Player Character (PC), which they always control and fully understand. Additionally, a player can have any number of NPC allies. If a rule applies to either a PC or an ally, it will just use the term "Character". NPC allies are controlled by a player, but may have secrets, including secret loyalties to other players that interfere with their abilities.

All characters exist at any point in time at a location. If all characters at a location are controlled by a single player, that player is said to control that location. In City it is assumed that characters can move between locations freely and without significant time delays. There will be exceptions to this, but they'll be explicitly noted when they occur.

Each turn there will be a series of events occurring. Events can be either crises or opportunities. If a crisis is left unattended it usually has a negative effect, whereas a neglected opportunity will either just fade away or will stick around and be addressable next turn. Events have an ordering, and it's possible for an earlier event to disrupt a later one on the same turn. Sometimes two events will be simultaneous. In this case a character can only be assigned to one or the other. Some events are Public, and involve all players, others are Private and are usually visible to only one player.

Players are free to communicate and roleplay with each other as much as they'd like, either publicly or privately. You can use whatever medium you'd like to talk (IRC, IM, or post) but be sure to include a transcript of the conversation in the thread! Some characters have spying abilities, and will be able to overhear even private conversations. If you want to, you can tell another player about a private event that you know about, allowing them to assign characters to it. Allied NPCs, in addition to being controlled for gameplay purposes, can also be roleplayed by their controller.

On any given turn, a player simply assigns a set of their controlled characters (either their PC or allies) to each event they are aware of. Assigning a character to an event, unless otherwise specified, is optional. So if there's an event that you don't want to pursue, simply assign no characters to it. If a character is not assigned to any events during a turn, the player must specify at what location that character is spending most of their time (this is important for attacks).

Characters have a collection of elemental stats in various domains such as politics, melee combat, or healing. By default, a characters elemental stat in any given domain is 0. When assigned to an event, characters contribute all the elements in the domains relevant to the event. For instance, if an event is Social, then a character would assign their Social Blood stat, their Social Iron stat, etc. If an event has multiple domains (like Social and Political) then you simply add both domains' relevant scores (Social Blood + Political Blood, etc).

Events:

Events can either be compeditive or cooperative. The name "cooperative" is slightly misleading as the different characters can each pursue different outcomes, but generally the players will be "on the same side" in a cooperative event, and will be opposed in a competition. In a cooperative event, all characters assigned, regardless of which player controls them, are handled in a single group, while in a competition each player will form a seperate group.

All events have a list of outcomes, each with associated elements, a case for outcome ties, and a case for neglect. If no characters are assigned to an event the neglect case happens. If at least one group of characters is assigned, for each group you add up all the contributed elements. (You might get 4 Blood and 2 Dust, for example.) Then for each outcome you assign a score equal to the sum of the associated elements. (If outcome 1 involves Blood and Frost, and outcome 2 involves Dust, then outcome 1 would have a score of 4 and outcome 2 would have a score of 2.) Then across all groups, find the outcome+group combination that has the highest score and do that outcome's effect.
In a competition the "winners" of an event are the groups that scored highest in the selected outcome, and the "losers" are the groups that did not.
In a cooperative event, the winners are all characters that contributed at least one element to the dominant outcome (losers are those that did not).
In a tied outcome there are no winners or losers.

If this seems complicated, keep in mind two things:
(1) The GM will handle all the calculations
(2) To get the outcome you want, simply assign characters that contribute highly to that outcome's elements

Attacks:

Sometimes a player will secretly attack another player. These attacks are just events that the target is potentially unaware of, with the following special rule. Players who are attacked automatically assign all characters who were attacked and any characters that are nearby. A character is nearby if the last event they were assigned to happened at the location of the attack. Characters that aren't assigned to events are "nearby" the location they're assigned to.

Characters:

As noted above, characters have an elemental stat in every domain that starts at 0. These scores are increased by Traits and Items. Traits that are Public are visible to all players. Otherwise, traits are known only to the player that controls the character. Items can be either large, medium or small. Large and medium items are visible to all players who have a character in the same location. Small items are not visible to other players unless used. Small and medium items can be attached to a character (important for things like theft), but a character can only hold up to two medium items at once. All items can be placed at a location and moved between locations. Items are automatically assigned to events at their location unless otherwise specified.

[note]Even though loyalty can change mid-turn, NPCs will change allegiance only at the start of a turn. Thus you cannot assign an NPC who is not your ally at the start of a turn, but you also cannot lose an ally mid-turn (unless they're injured or some other special rule applies).[/note]

NPCs have an additional loyalty score to each player. Players can see their loyalty score on all NPCs, but by default will not know other players' loyalty scores. At the start of a turn an NPC will ally with whomever has the highest loyalty score. If an NPC's loyalties are split, they ally with whomever they were allied with on the previous turn. If all player's loyalty scores are 0 or lower, an NPC will be allied with no one.

Raelifin

#3
Mundane Traits

[spoiler=Body Traits]
[ic=Physically Fit]Body Trait, Public, Blood

Provides +1 to all elements in the Strength domain and +1 Blood in the Endurance domain.[/ic]

[ic=Attractive]Body Trait, Public, Frost

Provides +2 Frost in the Social domain. If this character is a PC, whenever your loyalty score increases on an NPC that is sexually compatable with you (gender+orientation) it increases by an additional +1.[/ic]

[/spoiler]
[spoiler=Mind Traits]
[ic=Profession: X]Mind Trait, Variable Element

This resource is a general template for characters with a background of skill and expertise in a field. When assigned to a character, select a primary element and a secondary element. (These can be the same element.) This trait grants +1 of each element in the Skill domain. When applied to an event that specifically deals with the chosen profession (GM decides), double the bonus of the primary element.
[/ic]

[ic=Intelligent]Mind Trait, Dust

Provides +1 Dust in the Skill domain.

Whenever this character would normally gain a knowledge token, they gain two knowledge tokens instead. (Knowledge tokens, like unhappiness tokens, are relevant for events.)
[/ic]

[ic=Medic]Mind Trait, Frost

Grants +2 Frost in the Healing domain and +1 Frost in the Skill domain. This character is a healer for the purposes of events.[/ic]

[ic=Good Judge of Character]Mind Trait, Dust

Provides +1 Dust in the Social domain. When this character is assigned to a Social or Political event you gain knowledge of the non-Superhuman Mind Traits of all other characters in the event unless the other characters have at least +1 Smoke in the Social domain, in which case you learn only that they're mysterious.[/ic]

[ic=Tinkerer]Mind Trait, Public, Iron

Provides +1 Iron in the Skill domain and Machines domain. When assigned to an event in the Machines domain where this character is a winner, add one one Scrap Metal item to the location.[/ic]

[ic=Builder]Mind Trait, Iron

Provides +1 Iron in the Skill domain and Construction domain. When assigned to an event in the Construction domain where this character is a winner, add one one Building Material item to the location.[/ic]

[ic=Friendly]Mind Trait, Public, Blood

This character tends to get along with others very well. Provides +1 to all elements in the Social domain. (This does not count as providing Smoke for the purposes of Good Judge of Character.)[/ic]

[ic=Idealist]Mind Trait, Iron

Provides +2 Iron in the Social and Political domains. This character must be assigned to Political events if they're available. If this character is an NPC and is allied, at the end of each Political competition this character loses one loyalty point from each player who opposed them in the event, regardless of outcome.[/ic]

[ic=False Identity]Mind Trait, Smoke

Construct a false persona for this character, including a set of Traits. This new set must include any Public Traits that this character has. This new set cannot include any Public Body Traits that this character doesn't already have.
Provides +1 Smoke in all domains.
Provides +2 Smoke in the Social domain. (+3 in total)

If this character is an NPC, they appear to be their false persona to the controlling player.
If this character's real identity is ever publically revealed, destroy this trait.[/ic]

[ic=Natural Leader]Mind Trait, Public, Frost

This trait cannot be given to NPCs.

Provides +1 Frost in the Political domain.

Whenever this character is a winner in an event, increase the loyalty score of all NPCs in the same group towards you by 1 point.[/ic]

[ic=Naturally Happy]Mind Trait, Public, Blood

Provides +1 Blood in the Social domain. At the end of every hour, reduce the number of unhappiness tokens on this character by 1 if possible.[/ic]

[ic=Supportive]Mind Trait, Iron

Provides +1 Iron in the Social domain.

When assigned to an event where an allied character would gain one or more unhappiness tokens, they gain 1 fewer (minimum 0). When assigned to an event where an ally would lose loyalty towards you, they lose 1 less loyalty (minimum 0). When assigned to an event where an allied character would remove an unhappiness token, they remove an additional token. (None of these effects apply to this character.)[/ic]

[ic=Focused]Mind Trait, Iron

Provides +1 Iron in all domains.[/ic]

[ic=Watchful]Mind Trait, Dust

Provides +1 Dust in all domains.[/ic]

[ic=Secretive]Mind Trait, Smoke

Provides +1 Smoke in all domains.[/ic]

[ic=Cunning]Mind Trait, Frost

Provides +1 Frost in all domains.[/ic]
[/spoiler]
[spoiler=Hybrid Traits]

[ic=Young]Body Trait, Mind Trait, Public, Blood

Provides +1 Blood in all domains.[/ic]

[ic=Martial Artist]Body Trait, Mind Trait, Iron

Provides +1 Iron in the Willpower and Endurance domains.
Provides +1 Frost and +1 Iron in the Melee Combat domain when not armed with a weapon.[/ic]

[ic=Melee Weapon Training]Body Trait, Mind Trait, Frost

Provides +1 Frost in the Melee Combat domain.
Provides an additional +1 Blood and +1 Iron in the Melee Combat domain when armed with a melee weapon.[/ic]

[ic=Expert Archer]Body Trait, Mind Trait, Dust

Provides +1 Dust in the Ranged Combat domain.
Provides an additional +2 Dust and +1 Frost in the Ranged Combat domain when armed with a bow.[/ic]

[ic=Firearm Training]Body Trait, Mind Trait, Dust

Provides +1 Dust in the Ranged Combat domain.
Provides an additional +1 Blood and +1 Dust in the Ranged Combat domain when armed with a gun.[/ic]

[ic=Berserker]Body Trait, Mind Trait, Blood

Provides +3 Blood in the Melee Combat domain. Opponents weapons are considered to have +2 Deadliness when damaging this character.[/ic]

[/spoiler]
[spoiler=Bad Traits]
These are traits that are generally worse than the above.

[ooc=Mean]Mind Trait, Public, Iron

Provides +1 Iron in the Social domain.

At the end of each event where this character was assigned, put an unhappiness token on all characters in the same group.

This trait cannot be given to a character with the Supportive trait. If they're ever both present on the same character, their abilities cancel each other out and they simply provide +2 Iron in the Social domain.[/ooc]

[ooc=Loyal]Mind Trait, Public, Iron

Provides +1 Iron in the Political domain.

This trait cannot be given to PCs. When allied, the loyalty score for their leader goes up by 1 at the end of each turn, to a maximum of 10.[/ooc]

[ooc=Ambitious]Mind Trait, Smoke

Provides +1 Smoke and +1 Frost in the Political domain. This character automatically joins any political event they have access to (even as an unaligned NPC).

This trait cannot be given to PCs. When allied, the loyalty score for their leader goes down by 1 at the end of each turn, to a minimum of 0.[/ooc]

[ooc=Paranoid]Mind Trait, Smoke

-2 Dust, -1 Iron in the Social domain.

This character has an irrational feeling of being hunted and persecuted. This character must have a weapon on hand at all times, if possible. Whenever they are assigned to a non-combat event they gain 1 unhappiness token for each other character in their group.[/ooc]

[ooc=Schizophrenic]Mind Trait, Smoke

-2 Dust in the Skill, Social, and Political domains.

This character has frequent hallucinations, confusion, and delusions. Whenever this character gains information there is a major risk of it being corrupted or changed in a significant way.[/ooc]

[ooc=Depressed]Mind Trait, Blood

At the end of every two hours, if this character has less than 20 unhappiness tokens, add one. This trait cannot exist on a character who has the Naturally Happy trait. If for whatever reason they both exist on a character, remove both traits.[/ooc]

[ooc=Addicted]Mind Trait, Body Trait, Blood

When selected for a character, choose an intoxicant for this character to be addicted to.

This character must be created with at least one item being their addiction. When applying their addiction to themselves, they ignore the beneficial effects of the first dose for any given event. (For example, to get an alcoholic drunk you need to apply two alcohol items.) Each day this character must consume at least one of their addiction or suffer withdrawal. When in withdrawal this character gains one unhappiness token per hour. They may gain additional penalties, depending on the intoxicant.[/ooc]

[ooc=Weak]Body Trait, Public, Dust

-1 to all elements in the Strength domain.
[/ooc]

[ooc=Fat]Body Trait, Public, Frost

-1 to all elements in the Endurance domain.
[/ooc]

[ooc=Ignorant]Mind Trait, Smoke

-1 to all elements in the Skill domain.
[/ooc]

[ooc=Obnoxious]Mind Trait, Public, Iron

-1 to all elements in the Social domain.
[/ooc]

[ooc=Naive]Mind Trait, Smoke

-1 to all elements in the Political domain.[/ooc]

[ooc=Slow]Mind Trait, Body Trait, Public, Frost

-1 to Blood in all domains.[/ooc]

[ooc=Lazy]Mind Trait, Blood

-1 to Iron in all domains.[/ooc]

[ooc=Oblivious]Mind Trait, Iron

-1 to Dust in all domains.[/ooc]

[ooc=Blundering]Mind Trait, Dust

-1 to Smoke in all domains.[/ooc]

[ooc=Cowardly]Mind Trait, Smoke

-1 to Frost in all domains.[/ooc]

[/spoiler]

Raelifin

#4
Superhuman Traits

[spoiler=Body Traits]
[ic=Super Strength]Body Trait, Superhuman, Blood

Provides +3 to all elements in the Strength domain, and an additional +2 Blood in the Strength domain.
Provides +2 Blood to the Endurance domain.
Provides +1 Blood to the Healing domain when an event centers on this character healing an injury.[/ic]

[ic=Flight]Body Trait, Superhuman, Blood

Removes 1 unhappiness token at the end of every turn.
Provides +1 Smoke in the Melee Combat domain.
This character can fly! (Important for some events.)[/ic]

[ic=Undying]Body Trait, Superhuman, Frost

Whenever this character would die from anything except disintegration they are considered to be injured instead. Likewise, if this character is ever "seriously injured" they are simply injured. This character automatically heals injuries after one hour.[/ic]

[ic=Clones]Body Trait, Superhuman, Public, Blood

This character can create copies of themselves.

Provides +2 Smoke in the Combat domain.
Provides +1 Blood in the Melee Combat domain.
This character can use any number of weapons. This character can carry any number of items. This character can be assigned to any number of simultaneous events. If the outcome of an event would distract this character for the rest of the turn, this character is not distracted (a clone is instead).

(Injuries to clones propagate back to the original. This trait does not make the character harder to kill.)[/ic]

[ic=Lightning Reflexes]Body Trait, Superhuman, Blood

This character can move blindingly fast.

Provides +3 Blood and +3 Smoke in the Combat domain.
This character cannot be ambushed.[/ic]

[ic=Impervious]Body Trait, Superhuman, Iron

Provides +1 Iron in the Combat domain.
Provides +2 Iron in the Endurance domain.
Enemy weapons are considered to be -3 Damage for the purpose of harming this character.[/ic]

[ic=Basic Shape-shifting]Body Trait, Superhuman, Smoke

Provides +1 Smoke and +1 Iron in the Melee Combat domain.
Provides +1 Dust in the Skill domain.

This character (and their clothes + any small items they're carrying) can change into any non-consumable, non-mechanical, mundane item. While in item state they are indistinguishable from the real thing, and provide all the normal benefits of the item. While in this state they can hear, smell, feel. If the item would be destroyed, this character reverts to normal before the item is destroyed.

At all times, the shape-shifter also gains a blindsight ability that lets them sense the location and general shapes of everything nearby, including invisible characters.[/ic]

[ic=Heightened Senses]Body Trait, Superhuman, Dust

Provides +3 Dust in all domains. You may reduce this bonus as much as you'd like (minimum of 0) when assigning this character to an event.
This character can sense invisible characters in the same location.[/ic]

[ic=Invisibility]Body Trait, Superhuman, Smoke

Provides +3 Smoke and +1 Frost in the Combat domain.

This character (and all items they're carrying) can turn invisible at will. This ability unlocks certain events, and other players (unless specifically noted otherwise) do not know this character exists except when the character is involved in an event where that player has a character.
[/ic]

[ic=Energy Projection]Body Trait, Superhuman, Blood

When selected, choose either fire, cold, or electricity. This character can shoot blasts of that element from their body. This character (and their items) is also immune to damage from that form of energy.

Provides +4 Blood and +1 Frost in the Combat domain.
[/ic]
[/spoiler]
[spoiler=Mind Traits]

[ic=Precognition]Mind Trait, Superhuman, Dust

You can see where all other players are assigning their characters and change where you assign your characters accordingly. If another player has a character with this trait, they are immune to this ability.

Additionally, you gain knowledge of one event that will happen next turn.
[/ic]

[ic=Telepathy]Mind Trait, Superhuman, Dust

Provides +1 Frost to all domains.
Provides +4 Dust to the Social and Political domains.

This character can communicate with others without the chance of being overheard. (You must still post your conversations to the roleplaying thread.)
[/ic]

[ic=Mind Manipulation]Mind Trait, Superhuman, Frost

Provides +1 Frost to the Social and Political domains.
Provides an additional +1 to all elements in the Social domain.

Each turn you may perform the following action with up to three characters whom this character has met:
Add two unhappiness tokens to the target character OR remove two unhappiness tokens from the target character and, if they're an NPC, increase their loyalty score by 1 to you OR force target character with 20 or more unhappiness tokens to try and commit suicide (they are successful if they have access to a weapon or other lethal object, otherwise they simply injure themselves). (You do not gain any special insight into how many unhappiness tokens characters have.)
[/ic]

[/spoiler]
[spoiler=Hybrid Traits]

[ic=Power Vampire]Mind Trait, Body Trait, Superhuman, Frost

When this character participates in an event where at least one character dies that possessed a Superhuman trait, this character gains one of the Superhuman traits of the deceased at the start of next turn.
[/ic]

[ic=Body Thief]Mind Trait, Body Trait, Superhuman, Smoke

This character can swap bodies with someone else. This ability grants access to the Steal Body event. (Stealing a body is a kind of attack. If successful the thief essentially trades all Body Traits and gains a False Identity. Traits that are both Body Traits and Mind Traits are lost while swapped.)
[/ic]

[ic=Conjuration]Mind Trait, Body Trait, Superhuman, Iron

This character can fabricate mundane items out of thin air. These items are real and functional in every way. It takes 1 hour of uninterrupted concentration to make one item of small or medium size, or 2 hours for large size. This character cannot make more than 1 item every six hours.
[/ic]

[ic=Eternal]Mind Trait, Body Trait, Superhuman, Iron

Provides +3 Frost in the Willpower domain.
Provides +3 Iron in the Endurance domain.

This character does not need to eat, sleep, drink, or breathe.
[/ic]

[ic=Power Nullification]Mind Trait, Body Trait, Superhuman, Frost

When this character is assigned to an event, you may choose to have all other Superhuman abilities cease functioning for that event.

If this character acquires a shapeshifter in item form and you know about the shapeshifter, you may choose to trap the shapeshifter or force them to revert to normal. While trapped, shapeshifters lose their ability to think and sense the world around them (and can be destroyed just as any item can, though when they leave the possession of this character the pieces revert to body parts).

If this character is aware of the presence of a body swapped character they can prevent the body thief from reverting or they can force them back to normal.

You can assign this character to follow another character and lock them out of using their abilities (flight, invisibility, conjuration, etc) for the entire turn.
[/ic]

[/spoiler]
[spoiler=Misc Traits]

[ic=Latent Power]Superhuman, Frost

This character is strangely without any superhuman abilities. If placed into a combat situation where they'd normally die, they randomly manifest a power that can save them (Energy projection, Impervious, etc). At the start of any turn you can select a power for this character to spontaneously develop. In either case, destroy this trait.[/ic]

[ic=Late Bloomer]Superhuman, Frost

This character is strangely without any superhuman abilities. This trait unlocks a series of events that, if successfully pursued, will grant this character two Superhuman traits.[/ic]

[/spoiler]

Raelifin

#5
Mundane Items

All characters are considered to be wearing clothing (unless otherwise noted). Clothing has no mechanical effect, and does not count as an item unless removed, in which case a full outfit counts as a medium item.

[spoiler=Consumables]
[spoiler=Small Items]
Ammunition -- Consumed when applied to a Combat event with a Gun.
Medicine -- Provides +1 Frost in the Healing domain. Consumed after application.
Opiates (Intoxicant) -- Provides +1 Frost in the Healing domain. This character is counted as having 5 fewer unhappiness tokens. This benefit decreases by 1 every hour. If three or more opiates are applied to a character in 12 hours they overdose and die. Consumed after application.
Cocaine (Intoxicant) -- Provides +2 Blood. If three or more cocaine items are applied to a character in 12 hours they overdose and die. Consumed after application.
[/spoiler]

[spoiler=Medium Items]
Food
Water
Alcohol (Intoxicant) -- Provides +1 Blood, -1 Dust in the Social domain. Consumed after application. Cannot be applied to combat events.
[/spoiler]

[spoiler=Large Items]
Building Materials
Scrap Metal
[/spoiler]
[/spoiler]

[spoiler=Weapons]
Weapons all have the following rules:
Only one weapon may be applied per person. Deadliness is a number that is used in certain events, but has no intrinsic meaning (like unhappiness).

[spoiler=Small Items]
Short Blade (Melee Weapon) -- +1 Deadliness
Handgun (Ranged Weapon, Gun) -- +3 Deadliness; Requires ammunition; Provides +1 Blood in the Ranged Combat domain.
Grenade (Explosive) -- +3 Deadliness; Consumed after application; Provides 1d4 minus 1 Blood in the Combat domain.
Smoke Grenade -- Consumed after application; Provides 1d4 minus 1 Smoke in the Combat domain.
[/spoiler]

[spoiler=Medium Items]
Club (Melee Weapon)
Long Blade (Melee Weapon) -- +1 Deadliness; Provides +1 Frost in the Melee Combat domain.
Polearm (Melee Weapon) -- +1 Deadliness; Provides +1 Iron in the Melee Combat domain.
Bow (Ranged Weapon) -- +1 Deadliness (includes arrows, which are recovered after victorious combat)
Rifle (Ranged Weapon, Gun) -- +3 Deadliness; Requires ammunition; Provides +2 Blood in the Ranged Combat domain.
Shotgun (Ranged Weapon, Gun) -- +3 Deadliness; Requires ammunition; Provides +1 Blood in the Combat domain.
[/spoiler]
[/spoiler]

[spoiler=Tools and Misc]

[spoiler=Small Items]
Armor (including shield, if desired) -- Grants +1 Iron in the Combat domain. A character can only wear ("carry") one suit of armor. Armor cannot be concealed.
[/spoiler]

[spoiler=Medium Items]
Medical Tools -- Grants +1 Frost in the Healing domain.
Construction Tools -- Grants +1 Iron in the Construction and Repair domains.
[/spoiler]

[/spoiler]

[spoiler=Flavor Items]
These items generally have no gameplay effect.

[spoiler=Small Items]
Pocketwatch
Book, Small
Prayer Beads
Necklace or Amulet
[/spoiler]

[spoiler=Medium Items]
Book, Large
[/spoiler]
[/spoiler]

Raelifin

#6
Artifacts

[ooc=Pod]Large Size

This tan, egg-shaped structure is about the size of a refrigerator. On one side is a door with a wooden knob that leads inside to a dimly lit, cushioned interior shaped into roughly human form. The inside is warmer than the outside, indicating some sort of machinery or power source, but it makes no noise. The base (which keeps it from being truly egg-shaped) is made of wood, and the outside is made of ceramic. Parts of the exterior are set with strange patterns and textures. Your first memory of this place is of waking up in one of these.[/ooc]

More will be added here as they're discovered...

Raelifin

#7
Character Creation

Start by thinking up a concept! Characters are more than just stats, they need to feel alive and human. Feel free to pick whatever kind of person you want, high born or peasant, modern or ancient, smart or dumb. Be aware, however, that characters will leadership qualities will be more powerful in the big-picture than lone wolves, just because of how the NPC rules work. Be sure to specify what part of the world your character is from, and what time period they were living in before they were chosen.

Once you have the flavor and background for your character, the rest should be pretty quick.
List the elements, from most dominant in the character's personality to least dominant.
Choose four mundane traits and one superhuman trait. (Alternatively, select five mundane traits, one superhuman trait, and two bad mundane traits.)
Select one medium sized item and one small item to be with you when you awaken. (Alternatively, select two small sized items.) These items don't have to be things that your character went to sleep with; your character wakes up fully dressed and with things that they find important.
Post your character in something resembling the following format:

[ic=<NAME>]
<PHYSICAL DESCRIPTION>
<MEDIUM SIZED ITEM CARRIED>

<PERSONALITY AND BACKSTORY>

<ELEMENT ORDERING>

<PUBLIC TRAITS>

[spoiler=Secret]
<NON-PUBLIC TRAITS>

<SMALL SIZED ITEM CARRIED>

(If your character has a False Identity, post the real character in here.)
[/spoiler][/ic]

If you aren't 100% satisfied with the available traits and items, post to the discussion thread or send me a PM. I'm looking forward to adding more!

Example Character Sheet
[ic=Thomas Stukeley]
[spoiler=Picture][/spoiler]
Thomas is a well-dressed English gentleman in his late twenties with a brown wig, dark eyes, and a proper dress-coat (though a bit wrinkled from being slept-in). His nose that is just a bit crooked--the sort of thing that makes his otherwise handsome face a bit annoying to look at. His belly is a bit too large and his hands a bit too clean. Even a casual observer would conclude that Thomas hasn't had much hard work presented to him in life.
Thomas carries a relatively large leather-bound copy of the bible, in Latin.

Thomas Stukeley, a cousin of William Stukelely, was born in Sussex in 1699. Being the second child, and eldest son, he was tutored from a young age to become a doctor, though he was always far more interested in archaeology. Eventually he completed medical school and moved to Mamluk-controlled Egypt to study the Pyramids. For a few years he taught himself Arabic and made his way as an English and Latin teacher, but for the most part he borrowed heavily. Those debts began to weigh heavily on the man, and recently he's picked up a nervous disposition to augment his already distracted demeanor. Nevertheless, Thomas is a firm Christian and believes very strongly that God has a plan for him and the world. Before being chosen, Thomas lived in 1727 Cairo.

Elements (most-dominant to least-dominant): Dust, Iron, Smoke, Frost, Blood

Public Traits:

  • Weak

[spoiler=Secret (Normally you shouldn't open these, but this one's public)]
Non-public Traits:

  • Profession: Historian (Primary: Dust, Secondary: Dust)
  • Medic
  • Idealist
  • Intelligent
  • Watchful
  • Cowardly
  • Undying (Instead of being injured, damaged areas of Thomas' body turns to sand. He slowly regrows lost areas.)

Thomas is carrying a golden pocket-watch.
[/spoiler][/ic]

NPCs have worse stats than PCs. They start with 3 mundane traits, 1 bad trait, and 1 superhuman trait.

Raelifin

#8
Example of Play

On each turn the GM will post a description of the state of the City that turn and what happened last turn. The GM will also post a special message for each player outlining the events that player knows about and any secret information they gained last turn. It is then your job, as a player, to post an assignment for this turn. You should also post some fluff/roleplaying as well as either publicly or privately talk with your fellow players, but there is no explicit requirement to do so. For the sake of clarity there will be two threads: one for assignments and one for roleplaying and communication. Please post only once per turn to the assignment thread, but feel free to post as much as desired to the roleplaying thread (as long as it's in-character). Remember that all allied NPCs are under their leader's control for roleplaying purposes (as well as assignment).

To make things more concrete, here is an example assignment that a player might make for the events of the first turn (see next post for details).

Quote from: Normally this would be in a spoiler block1. Alice: Is this Magic?!
2. Alice: None
3. Alice: Follow me!
4. Alice: What's Your Name (targeting Thomas)

If the player had an NPC ally, they'd also specify their assignment of their ally in the same way.

Quote from: An Example with Multiple Characters and ItemsBob will give his knife to Alice at the start of the turn.

1. Alice: Is this Magic?!
1. Bob: Sizing Up The Crowd

2. Alice: None
2. Bob: We Are Lost

3. Alice: Follow me!
3. Bob: None

4. Alice: What's Your Name (targeting Thomas)
4. Bob: What's Your Name (assigning beeer, targeting Carol)

That's pretty much it! You can also specify how items are assigned, when relevant, and potentially specify what items a character will pick up or put down. Occasionally you'll have to decide something extra, like how to develop a character's skills or how to use an ability like shapeshifting. If it looks like you forgot to include these extra decisions I'll probably remind you.
If a player does not assign characters during a turn they will be considered to be dealing with some sort of internal conflict and will simply avoid participating in events.

Raelifin

#9
An Example of Events for the First Turn

1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Is This Magic?!]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event try out their new superhuman traits, using them to do simple things and otherwise practicing. All characters assigned with fewer than one Superhuman Development token gain one.
[/ic]

[ic=Friends To Be Made]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Items may augment this.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=What's In This Thing?]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Construction Tools or a Blade

Assigned characters, in an attempt to gain some answers, tear open one of the pods. Unknown effect.
[/ic]

[ic=I Wonder How High I Can Go]
Public, Opportunity, Smoke
Location: Pod Tower

If a character with the Flight trait and at least one Superhuman Development token is assigned to this event, they fly up the tower and possibly discover something. This reveals the power of flight to all characters at the location.
If a character is the Nullification trait and at least one Superhuman Development token is assigned to this event, any flying characters also assigned fall to the floor and become critically injured instead of potentially discovering anything (injured characters cannot be assigned, and additional events will occur around them). This reveals the presence of a character with the Nullification trait, but not who it is.
[/ic]

[ic=What's Your Name]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Items may augment this.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]

Raelifin

An Example of Other Events

[ic=Chaotic Skirmish]Public, Crisis, Iron, Competitive, Combat

Assigned characters unexpectedly encounter their enemies and quickly strike at each other before the loser is forced to retreat.

Assigned characters with superhuman traits that grant elements in this challenge gain one superhuman development token at the end of combat (regardless of whether they win or lose).

Challenge Domains: Combat, Strength, Melee Combat, Ranged Combat

Blood outcome: Roll a six-sided die, adding blood and subtracting the iron of *all characters*. On a 1, the battle ends in a stalemate with only minor damage to participants. For each two points above 0 (2,4,6...), a random character in the winning group damages a random character in a losing group. For every four points above 1 (5,9...) a random character in the winning group is damaged by a random character in a losing group. This outcome cannot damage a single character more than once.

Iron and Smoke outcome: The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character.

Dust and Frost outcome: The winners of this event strike a critical blow against their opponents, but leave themselves open in the process. The winning character with the most deadly weapon deals damage to the losing character with the most deadly weapon. Then, if there are any losing characters who are uninjured, one of them deals damage to a random winning character with -1 deadliness.

Tie outcome: A random character from each group deals damage to a random character from another group. (So if there are two groups,one character from both groups would deal damage to a random character from the other group).

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapons of the character dealing damage. On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies.
Seriously Injured characters are pulled to safety by their peers, if possible. And are otherwise captured by their enemies.[/ic]

[ic=It's Mine!]Public, Opportunity, Iron, Competitive
Location: Varies

There is a potentially dangerous artifact in the room that only one character can obtain. Assigned characters attempt to obtain the artifact (despite any danger) before other characters.

Challenge domains: Combat, Skill

Blood outcome: A random character from this group obtains the artifact.

Tie outcome: A random character obtains the artifact.

Neglect outcome: Nobody obtains the artifact this turn.[/ic]

[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Dead End

Requirement: Only characters on Blackslime Bridge at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places.[/ic]

[ic=Gather Winds]Private, Opportunity, Frost
Location: None

Requirement: Only a character with flight and 3 Superhuman Development tokens may be assigned to this event.

Assigned characters lose 3 Superhuman Development tokens and replace their flight trait with
[ic=Tempest]
Body Trait, Superhuman, Blood, Advanced

This character can accelerate their body in any direction, allowing not only flight, but intense speed and strength.

Removes 1 unhappiness token at the end of every turn.
Provides +2 Smoke in the Combat domain.
Provides +2 to all elements in the Strength domain.
Provides +2 Blood in the Melee Combat domain.
Provides +1 Iron in the Melee Combat domain.
This character can fly! (Important for some events.)[/ic][/ic]

Raelifin

Two Examples of Elements and Challenges

For both of these examples, I assume there are 3 players: Alice, Bob, and Carol. Bob has one ally, Thomas. Carol has two allies: Xerxes and Yelena.
[spoiler=Alice's Traits and Items]Mundane Traits:
Attractive
Natural Leader
Profession: Politician (Frost primary, Smoke secondary)
Cunning

Superhuman Trait:
Mind Manipulation

Items:
Food, Matches[/spoiler][spoiler=Bob's Traits and Items]Mundane Traits:
Physically Fit
Berserker
Secretive
Melee Weapon Training

Superhuman Trait:
Impervious

Items:
Polearm, Short Blade
[/spoiler][spoiler=Carol's Traits and Items]Mundane Traits:
Good Judge of Character
Natural Leader
Builder
Friendly

Superhuman Trait:
Invisibility

Items:
Small Book, Construction Tools
[/spoiler][spoiler=Thomas' Traits and Items]Mundane Traits:
Profession: Historian (Dust primary, dust secondary)
Intelligent
Medic
Weak

Superhuman Trait:
Undying

Items:
Large Book, Pocketwatch
[/spoiler][spoiler=Xerxes' Traits and Items]Mundane Traits:
Martial Artist
Focused
Watchful
Ignorant

Superhuman Trait:
Super Strength

Items:
None
[/spoiler][spoiler=Yelena's Traits and Items]Mundane Traits:
Firearm Training
Watchful
Intelligent
Paranoid

Superhuman Trait:
Lightning Reflexes

Items:
Pistol, Ammunition
[/spoiler]

Quote from: Fight Over an ArtifactAll three players have access to an artifact, but only one can get it. The event is It's Mine! (see previous post for details). Because there are no serious negative consequences for participating in the contest, all players assign all characters they can to the event. Because the event is competitive, there are three resulting groups:

Group 1: Alice

Group 2: Bob & Thomas

Group 3: Carol, Xerxes, and Yelena

Each character can also assign any items they carry if they want. The challenge is in the Combat and Skill domains, but because it's non-violent it is importantly not a Melee Combat or Ranged Combat, preventing the assignment of weapons from doing anything.

Next, we tally up the relevant elements for each group.
Alice's group consists of just Alice. Attractive, Mind Manipulation, and Natural Leader are useful traits in social and political challenges, but useless here. Her only relevant traits are Profession: Politician, and Cunning.
Profession: Politician grants +1 Frost and +1 Smoke in the skill domain, and Cunning grants +1 Frost. (Cunning does not grant +2 Frost, even though there are 2 relevant domains. If an ability grants a bonus in many domains, it only grants that bonus once per challenge.)
Thus Alice has a total of:
+1 Smoke
+2 Frost

Bob's group has two people: Bob and Thomas. Bob's only relevant traits are Secretive and Impervious. Secretive grants +1 Smoke and Impervious grants +1 Iron. Thomas brings Profession (Historian) (+2 Dust), Intelligent (+1 Dust), and Medic (+1 Frost) to the table. All together, Bob's group has:
+1 Iron
+3 Dust
+1 Smoke
+1 Frost

Lastly, Carol's group has three people. Carol has +1 Iron (Builder) +3 Smoke and +1 Frost (Invisibility). Xerxes has +1 Iron (Focused), +1 Dust (Watchful) and -1 to all elements from Ignorant. Lastly, Yelena has +1 Dust (Watchful), +1 Dust (Intelligent), +3 Smoke and +3 Blood (Lightning Reflexes). Interestingly, Xerxes gets in the way, here, and it would've been smarter to not assign him to the event. Regardless, the total for Carol's group is:
+2 Blood
+1 Iron
+2 Dust
+5 Smoke
+0 Frost

Once all the elements for all groups are calculated, we look at the outcomes for the event. This event has only three outcomes: a Blood outcome, a Tie outcome, and a Neglect outcome.
Neglect occurs when no characters are assigned to an event, so we ignore it here. A tie only occurs if there is not a clear winner in the other outcomes, so we ignore it for now. The only remaining outcome is associated with Blood. This means that we can throw out all the other elements! (They're just not useful in this context.) Carol's group is the only one with a positive Blood score, so Carol's group wins the event. The outcome of "A random character from this group obtains the artifact." The GM rolls 1d3 and randomly assigns the artifact to Carol. In the story of the game, Yelena used her lightning reflexes to clear a path for Carol to get the artifact. Xerxes got in the way a little bit, but Carol was ultimately the first to grab it.

Quote from: Something More ViolentThe same characters are all assigned to another event, this one a real combat, or more specifically a Chaotic Skirmish. (Like before, the details can be found in the previous post.)

Because the challenge domains are different, each group contributes a different pool of elements!

Alice: +1 Frost (Cunning)
Really, Alice should not have been assigned here. She's out of her element, and doesn't event get the Superhuman Development token because her power is too subtle to work in combat.

Bob will be assigned with his polearm, granting: +1 to all (Physically Fit), +3 Blood (Berserker), +1 Blood, +1 Iron, +1 Frost (Melee Weapon Training), +1 Smoke (Secretive), +1 Iron (Impervious), +1 Iron (Polearm).
Thomas is actually a huge liability in this fight, granting nothing but -1 in all domains from weakness. He certainly should've stayed out of this event.
Total: +4 Blood, +3 Iron, +1 Smoke, +1 Frost

Carol: +3 Smoke, +1 Frost (Invisibility)
Xerxes: +1 Iron, +1 Frost (Martial Artist), +1 Iron (Focused), +1 Dust (Watchful), +3 to all elements and an additional +2 Blood (Super Strength)
Yelena (assigned with her pistol and ammunition): +1 Blood, +2 Dust (Firearm Training), +1 Dust (Watchful), +3 Blood, +3 Smoke (Lightning Reflexes), +1 Blood (Handgun)
Total: +9 Blood, +5 Iron, +7 Dust, +9 Smoke, +5 Frost

This event has 3 non-tie outcomes: A Blood outcome, an Iron + Smoke outcome, and a Dust + Frost outcome. This means that for each group we add up the Iron and Smoke and the Dust and Frost to see which outcome occurs.

Alice's Group:
Dust+Frost outcome: 1

Bob's Group:
Blood outcome: 4
Iron+Smoke outcome: 4
Frost+Dust outcome: 1

(If Carol's group was not involved, this event would end with a tie outcome, despite Bob's group being the clear winner.)

Carol's Group:
Blood outcome: 9
Iron+Smoke outcome: 14
Frost+Dust outcome: 12

Thus, looking across all the scores, Carol's group is the winner, and the outcome is Iron+Smoke. "The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character." The GM rolls 1d3 and randomly selects Yelena to deal damage. The GM then rolls 1d3 (for Alice and Bob's combined groups) and randomly selects Thomas to take damage. The GM rolls a 2 for damage, and adds +3 because Yelena is wielding a gun. The result is a 5, resulting in Thomas' death. Thomas has the undying ability, however, and thus is merely injured (and healing rapidly).

Many events involve cooperative challenges where the biggest question is which outcome will occur, rather than which group will be victorious. The rules for calculating elements are the same, however.
And, of course, many events don't involve challenges, and simply happen according to their specific rules.