TEXT: In brief -  “Men In Black”(ish) meets the N64 Rareware © era on a Steam platform, simulated in a tabletop game. 
  Now, I know you’re all groggy from the trip, but it’s time to focus!    Snap to it! 
   
  You’ll all have forgotten the last couple of days. That’s normal when you cross inter-dimensional
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  boundaries. However, you agreed to be here and participate, so quit whining. This is a legitimate
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  operation!    We are the Quantum Restoration League; the QRL. 
   
  I know you have a lot of questions, so here are answers: The multiverse is fracturing. Rampant time
   
   
   
    
   
   
   
   
   
   
   
   
    
   
   
   
  travel is causing continuity glitches and spaghettifying history. YES that’s the genuine scientific term
    
   
   
   
   
   
   
   
   
   
   
   
   
  for it, and shut up while I’m talking!
  Look, if the damage isn’t repaired soon, the multiverse will
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  become like one giant choose-your-own-adventure book with the page numbers written in totally
   
   
   
   
   
   
   
   
   
   
   
   
   
  randomly. And it’s worse than that! Branches of many -verses have self-destructed under the strain,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  with the ripples travelling into the past and future, and across the whole multiverse. More -verses are
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  collapsing at an alarming rate!  Existence is shutting down! 
   
  The damage is being caused “Chaos Cheaters”. The Chaos Cheaters tinker with the quantum foam to
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  get what they want, cheating luck, fate, and death. Bloody time travellers! When they mess with
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  quantum fate, they leave behind trails of anomalies in chance and probability and spawn carriers:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  creatures or objects whose lives are peculiarly altered by the actions of the Cheater. 
   
  I know what you’re thinking. Why am I here? Answer: you have special talents that few beings in the
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
    
   
  entire multiverse possess. You can detect those anomalies! It’s an ability we can’t seem to replicate
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  with technology. So, we came to you. We asked, and you agreed, to help us repair the multiverse.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You’ll be slipped into one of the -verses at a critical branch near several Chaos Cheaters and tasked
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  with three missions; (i) to repair the quantum damage, which comes in four classifications - kinks,
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  warps, rips, and tears, (ii) to clean up the chaos carriers, creatures or objects who have been specially
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  influenced by the Cheaters but are otherwise innocent victims, and (iii) to seek out and eliminate the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chaos Cheaters with extreme prejudice. Death is not enough. Remove them from existence entirely! 
   
   
  The cheaters can be tracked by the quantum anomalies left in their wake - 
  → Kinks: Kinks are unique because they must all be found and removed before other anomalies
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  will show up. Kinks create a wide boundary around an area of major quantum chaos, like scabs on
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  spacetime. Before you can clean a wound, you must rip off the scabs. Kinks have no presentation, so
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  use your intuition and natural talents to find them. Even cheaters are invisible while even one kink
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  remains. Now you know why you’re so important! 
  → Warps: Unnatural deformations in spacetime, warps show up dotted in an explosive pattern
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  around stationary rips and tears. In addition to being detectable by you, they present as subtle
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  expansions or contractions of time and space. For example, that bus might appear a bit shorter than
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  normal, or maybe your taxi driver sounds as though he’s speaking a bit slowly. Normal humans
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  stretch or contract along with everything else so they don’t notice, but you are immune just by your
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  nature. Unlike the other anomalies, warps are only temporarily healed, and only disappear when the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cheaters responsible for the major quantum chaos event are all eliminated with quantum bombs. 
  → Rips and Tears: Cuts in spacetime. Rips are small and present almost like warps, but they’re
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  more like skips instead of stretches. Tears are large and dramatic and present as so-called glitches in
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  the “matrix”, weird events where people and objects jump around in space and time, or duplicate
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  briefly. Really, they’re causality breaks. Rips and tears generally indicate that a carrier is nearby and
   
   
   
   
   
   
   
   
   
   
    
    
   
   
  they can jump in and out of existence if the carrier is a moving creature or object. When healed, an
   
   
   
   
   
   
   
    
   
     
   
   
   
   
   
   
   
  immobile warp shows up in their place regardless of the severity of the rip or tear. Furthermore, when
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  a tear is healed, you may also see dramatic changes in causality, such as the disappearance of the
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  bus you were riding on. Don’t panic! 
   
  Normal humans are oblivious to the mess. They work so damned hard to maintain the illusion that
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  nothing is wrong, that it may seem to be a conspiracy. Rest assured, they cannot mentally
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  comprehend and reasoning with them is futile. Don’t try!! Besides, you’ll tip off the Cheaters, and if
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
  the Cheaters discover you’re hunting them, many will take action to protect themselves or escape.  
  Zero-Point Posse 
  Hapless Defenders of Fate 
   
  Tools! Yes, we’re granting you the use of some gear to help you out. Although we haven’t figured out
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  how to detect the quantum anomalies, we sure as shoot know how to use them once they’re
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  discovered. Ironically, though the chaos is itself random, large amounts behave in predictable ways.
   
   
   
   
    
   
   
   
   
   
   
   
   
  This makes us all Cheaters too, but the net result is very positive if you complete your mission! 
   
  First, you’ll be issued a company ACU, anomaly containment unit, designed to capture quantum
   
   
   
    
   
   
   
   
   
   
   
   
   
  chaos and store it in a readily usable state to a max of 42 points. Sucks ‘em right up. ACUs collect one
   
   
      
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  chaos point per mended anomaly, regardless of its severity. Warps and carriers are an unlimited
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  source of chaos points so charge up as needed to complete your mission, but be quick to reduce your
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  overall impact! You can exchange chaos points freely with other members of the posse through your
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ACU. Within 10 feet you can trade reliably, but it gets dodgy if you’re trading from farther away. 
   
  Unused quantum chaos can diffuse out of the ACU. After about three to three and a half hours from
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  when the first point is stored in an ACU, you may actually cause a glitch in your vicinity and you’ll lose
   
   
   
    
    
   
   
   
   
   
    
    
   
   
   
   
   
  half your chaos points! The greater the amount that is lost, the more severe the glitch. With your
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  detection talents, you should smell it coming, but it’s risky. Also, it only matters how old the oldest
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
   
  point in the tank is. The quality of any quantum chaos stored in the ACU afterwards immediately
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  degrades to quality of the oldest.   Empty tanks are refreshed tanks! 
   
  Next: the BRDs, bio-regenerative devices. Those human meat bags you’ll be wrapped in are weak.
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  They can heal themselves, but the process is slow and quite frankly pathetic. Hah! On Mencis, we
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  could gush blood for days just for fun! .. Damn it Frank, that wasn’t an invitation, stop bleeding!
   
   
   
   
   
   
   
    
    
   
   
   
   
   
   
   
  Alright, so you can plug your ACUs into your BRDs. Trade chaos points for highly powerful
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  regeneration. In fact, for seven chaos points, you can bring a fallen comrade back from death (with
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  one point of health). Note that the BRD only works using fresh chaos, no more than five minutes old. 
   
  Finally, you have the quantum bombs, the most dangerous smart-weapons in existence. Use them
   
   
   
   
   
   
   
   
   
    
   
   
   
  to clean up history. In easy cases, cheating was spawned by a single Eureka moment, like a damaged
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
   
  cybernetic arm from the future that one of our agents discovered. He eliminated that arm with a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  well-placed quantum bomb and that branch of probabilities was snipped at the root. Done and done. 
   
  However, your mission can be much more complicated. A set of dice in some casino rolls sixes,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  causing the dice roller to win millions, allowing the daughter’s daughter to get a great education using
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  funds from the estate, inspiring her to invent a new theory of time, inspiring her friend Bob to invent
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  time travel. Eliminating Bob is not enough and causes more damage, like roughly cutting a wound with
   
   
   
    
   
   
   
   
   
   
   
   
    
   
   
  a knife! Bob is a carrier. You have to work all the way back to the casino dice. Only when that event is
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  cleaned will the true cheater become apparent; say, a 13 year old prodigy time traveller who travelled
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  back in time before the casino dice roller won his millions. Bob wouldn’t have had the opportunity to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  invent time travel if the 13 year old prodigy didn’t do it “first”.   Dig deep!   You’ll find the cheaters. 
   
  Careful with the bombs, recruits. In one case, a QRL agent glitched out an entire planet beneath her
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  feet. Since all you recruits are immune to glitches in causality, that agent found herself stranded in
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  space. If that happens again, we’re prepared to pick you up this time, but try to avoid it please. We
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  don’t need the hassle .. 
   
  Alright! You’re going to be assigned randomly to teams, inserted into a -verse timeline near several
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  Chaos Cheaters, and set to work.
  Yes, you’re untrained, but you already know how to find the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  anomalies because you’ve unwittingly been doing it all your life. The rest is gravy. Trust me. Find the
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
  anomalies, suck ‘em up, and follow the trail back to the carriers and then the Chaos Cheaters
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  responsible. When you find them, take ‘em out! 
   
  Harsh penalty, but that’s what they get for meddling with existence!     Get to work! 
  
   
  Welcome, dear player, to Zero-Point Posse. It is a game ofthe imagination, similar to improv but without
   
   
   
   
   
      
    
   
   
   
   
   
   
   
  a stage and with the players themselves doubling as the audience. You need a character (called a player
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
  character, PC), a few other players, a Game Master (GM), and lots of six-sided dice. Your GM is like a
   
    
   
   
    
   
   
   
   
   
   
   
   
   
    
    
  maestro, harmonizing the players your PCs, so that the experience is more fulfilling for everyone. You’ll
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  be directing your PCs to wander the GM’s world, healing the anomalies and cleaning carriers though, like
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  warps, carriers and even cheaters only stay clean temporarily until the cheaters are all eliminated with
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  quantum bombs. It may take a lot of work to find out who (or what) they are. 
   
  Creating your Character 
  Inevitably, your characters will suffer bumps and bruises. PCs start with 7 points ofhealth maximum. As
   
   
   
   
   
   
   
   
   
   
    
    
   
   
   
  you earn rewards, this can grow to as much as double (though it’s not critical for your mission). For
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  cinematic effect, all damaging effects including gunshot wounds cause no more than one point of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  damage, but there are outright fatal events, which the GMwill warn you about. Upon reaching 0 points of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
    
  health, you die, but your BRD can get you back on your feet if your posse can reach you. 
   
  Note that you look like just another human from the -verse, slightly ahead ofour modern world. Besides
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  your anomaly detection ability and QRL gear, you have no special abilities at the beginning ofthe game.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  However, you come from a more complicated history of your choosing. Maybe you were a space-faring
   
   
   
    
   
   
   
   
   
   
   
   
    
   
  plant-like alien or an accountant with psychic powers. Get together with the GMand your fellow players
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and write a quick blurb describing both your normal, boring human form, and your character’s original
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  form and history before being drafted by the Quantum Restoration League. The blurb hints at the special
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  abilities that will later leak through your normal human form. 
   
  To seed those leaks, write down the following about your PC: 3-5 powerspossessed by your original form,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  of a level of power that you might see in a movie about superheroes or mutants. (The GM might allow
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  more or less powers to change the length of the game.) Describe each power with 1-3 search tags, and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  associate each tag with a colour or colours that match the theme or emotion of that tag. E.G. for an
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  invisibility power, you might choose the following
  search tags/colours: ninja/black and red,
   
   
   
   
   
   
   
   
   
   
   
   
  sneaky/black. The search tags are words you might use to find that power in an online search if you
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  weren’t allowed to use the name of the power. PCs cannot overlap colours by too much. Generally each
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PC should have at least one ability of colours not shared by other PCs. Note that, in game, you can only
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  use powers if your ACU tank is not empty. 
   
  Playing the Game 
  While exploring, you’ll want to perform actions. The ability to perform an action or use a power is a skill,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
     
   
  which can be boosted as you evolve. Some, like surgery, cannot be performed by an untrained person
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  while others are so easy that they’re not worth mentioning. The rest will be reasonable but tricky: picking
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a lock, overhearing a conversation, or blocking a punch. Roll a d6 and you succeed ifyou get a 6 or more.
   
   
    
   
   
    
   
    
   
   
   
    
   
     
   
   
  The PCs roll to interact with objects or non-player characters (NPCs), and the GM decides on a whim for
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  NPCs interacting with each other. NPCs generally don’t roll dice. 
   
  Evolving your Character 
  After all the kinks in the area are removed by the posse, the whole party ofPCs gets a number ofevolution
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
    
    
   
  points (EP) equal to twice the sum of the number of powers owned by all PCs. The PCs must decide as a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  group how to assign points. You do not have to distribute one EP per power and you can assign them to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  regular abilities. Each point gives the player a +1 when rolling for success on a power or skill, though a roll
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
    
   
  of 1 is always a failure. The players also gain a number ofspecialization tokens(ST)equal to the number of
     
    
   
   
   
   
    
    
   
   
   
   
   
   
    
  players. These allow the player using that power or skill to succeed on a die roll unless a 1 is rolled.
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
      
   
  Specialization tokens ignore EPs and require that a chaos point be spent for each given roll. PCs can win
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  another ST by chaining together seven meaningful successes in a row. A maximum of number of tokens
   
   
   
   
   
   
   
   
    
    
   
   
   
   
   
  are available, up to twice the number of players. The GM can warn what is meaningful. 
   
  EP and ST can be shifted amongst PCs who are in contact. After the PCs heal their first seven anomalies,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  one EP at random “freezes” and cannot be moved again. The rest of the EPs freeze one at a time and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  unpredictably, at a rate of about one point per seven healed anomalies. STs freeze next, also at random
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and at the same rate. Even frozen, to use STs requires that PCs expend chaos points. 
  The Role of the GM 
  In “Zero-Point Posse”, the Game Master (GM) takes on four layers of responsibility. 
   
  The first layer involves assisting players as they build and evolve their characters, as described earlier. 
   
  The second has the GM narrate to set up the scenes, describe and direct the actions of the non-player
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  characters (NPCs), and give depth to the fictional world that the players experience through their PCs.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  With just this layer alone, you have a sandbox game where events can go in any direction through
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  collaboration of the GMand the players. For this first layer, the GMrequires a mix oftalent in storytelling
   
   
   
   
   
   
   
   
   
   
   
   
   
    
    
    
   
  and improv. Additionally, the GM will need to manage the spotlight so that all players are allowed a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  reasonable chance to participate and play. The game is most fun when the GM is almost invisible, only
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
  felt through successful harmonization of the players and the styles and themes of the fictional world. 
   
  Harmonization is achieved by the actions ofthe GMthrough the third layer. It has four phases ofplay that
    
   
   
   
    
   
   
   
   
   
    
   
   
    
   
   
  the GM takes the players through linearly, though the players, like musicians in a band, actually signal
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  when they’re ready for the next phase. 
  1.
  Seek - In this phase, the game is most like a sandbox game. While seeking and healing kinks,
    
   
   
   
   
    
   
    
   
   
   
   
   
   
   
  the players try anything that looks reasonable to test out the skills of their new characters.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Healing anomalies and eliminating Cheaters is on their minds, but they’ll have a very limited
   
   
   
   
    
   
   
   
   
   
    
   
   
  idea on how to complete these tasks in your unique world with all its idiosyncrasies. When
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  they find and eliminate all the kinks, they are ready for the next phase. 
  2.
  Learn - Players in this phase are in the process ofconstructing their characters’ identities and
    
   
   
   
   
    
   
    
   
   
   
   
   
  learning about your world. When all the character build points are distributed and frozen, they
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  should be ready for the next phase ...but use your judgment as GM. It’s not just about evolving
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  their characters! They’re learning how to best use their resources to compete in your world. 
  3.
  Do - By this point, the PCs have everything they need to take on the Cheaters. Every world has
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  its own unique set of challenges that the PCs will need to conform to in order to be successful,
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  and Cheaters should exemplify these challenges and truly test the PCs. Challenges includes
   
   
   
   
   
   
   
   
   
   
   
   
   
  the location of warps in relation to the Cheaters, since they will power PCs through the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  encounter! PCs move to the next phase when the Cheaters are all defeated. 
  4.
  Master - PCs enjoy the spoils of victory and tie up loose ends. They can meet and thank NPCs
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  who helped them along their journey and complete any unresolved issues, such as by
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  unlocking more achievements (see below). A new campaign may be begun at this point. 
   
  The final fourth layer is not strictly necessary but adds a little spice to the game, to give it added
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
  dimension. The GM defines Achievements well in advance of when the players begin the campaign. The
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  achievements can be in line with the goals of the game, or they may be entirely unrelated. For example,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  one achievement may be to collect all anomalous rips in a particular zone, and another may be to save a
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
    
  family from a burning building that the GM intends to bring up randomly, to keep the PCs on their toes.
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The list of achievements should be available to the PCs but can definitely be cryptic, so that the PCs may
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  not be able to figure out what the achievement is until after they acquire it. Rewards should be small but
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  fulfilling, such as giving one-time bonuses or revealing information that deepens the plot. For example,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  you might reveal that one of the Cheaters got into time travel because of the death ofa loved one. This
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
   
   
  wouldn’t be pivotal to the game but it will allow the players to reconsider their actions in a new light. 
   
  Who is “Zero-Point Posse” built for? 
  The game is for anyone who feels in their gut that tabletop roleplaying games offer a chance at..
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  something that just can’t be found in a wargame, first-person shooter, or even a MMORPG. The kind of
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
  wild adventure written about in books and splashed across the screen in movies. How to become an epic
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  hero? I believe this game offers that opportunity! 
   
   
   
  Good luck and great gaming! 
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Zero-Point Posse.pdf