This is a Gm-less RPG. All the things you need will be within the rules, and the characters themselves make the story, with no outward influence.
Rule books for easy reading.
http://parenthesispress.files.wordpress.com/2011/07/runeblade1.pdfhttp://parenthesispress.files.wordpress.com/2011/07/vector3.pdfhttp://parenthesispress.files.wordpress.com/2011/07/doublecross1.pdfrule Of play: Do what is most fun. Change or discard any of these rules or any other facet of
the game if they make your game less enjoyable, as long as all players agree.
rule Of rolling: When it is your scene, you don’t have to roll dice unless what you want to happen in a scene is opposed by another player, either directly via their character or in the form of a narrative complication. When it is not your scene, you may only influence events by offering dice to the player in control of the scene.
rule Of narration: Each player gets to start one scene per session, and is in control of that scene. Each player contributes one narrative detail to the beginning of each scene (the Setup). The player with the highest number of their character’s dice at the end of the ses- sion gets to narrate the closing scene of the session (the Denouement). If there is a tie, the (AI, Blade,Femme Fatale’s)player decides who narrates the Denouement.
rule Of success: Six-sided dice (d6) are used to roll. A die that comes up 4, 5, or 6 is a success. For each success on a die that corresponds to their character included in a roll, a play- er gets to set (either change or add) a narrative detail to the scene.
rule Of failure: If a failed die was offered to a player, it is returned to the offering play- er’s pool. If a failed die was not offered, it is given to the player of the character match- ing the color of the die.
rule Of colors: Successful dice always benefit the character matching the color of the die, no matter who else benefits from the action.
rule Of offering: Any player may offer any dice from their pool to another character’s action. Only one offer can be made per player per roll; no changing your offer after it is accept- ed or refused. Each die represents a complication that can change the consequence of the action. All dice offered by a player must be taken or refused together.
rule Of keeping: If all of the dice of your character’s color come up successes, and at least one die of another character’s color offered to you comes up a failure, you may turn one of those failures into a die of your color and add it to your pool.
rule Of sanctity: Players have sole authority over what happens to their characters. You may suggest a detail that gives a character something freely, but may not suggest a narrative detail that harms or deprives a character except as a narrative complication when offer- ing dice, which the player may then refuse.
rule Of ten: If you acquire ten dice of your character’s color in your pool, you can invoke the Endgame, a final scene in which the story is resolved under your control. If you acquire ten of another character’s dice in your pool, you must immediately give one of them to that character’s player.
Each character has three pools containing different types of dice: white dice are keyed to the (Wielder, Femme Fatale, and Pilot), red dice correspond to the (Nemesis, Officer, and AI) and black dice are the domain of the (Blade, Agent, and Alien)
Each also possesses three descriptive attributes: two are predeterimined - a (Boon/Advantage) which define’s the character’s foremost strength; and a (Bane/Weakness) which restricts or challenges the character. The third, (Fate/Mission) is the ultimate end the player chooses to work toward for their character.
Runeblade
The Wielder
Since you picked up the blade, you have known no peace. You’re not sure who is your true enemy: your own weapon, or the villain in whose plans you seem to be forever enmeshed. But you’re trapped by Fate:you can’t cast the blade aside; you need it (or at least its power), and it has chosen you. For now.
The Wielder’s Traits
White: 4 Red: 3 Black: 2
Boon: Determination
You do not have to surrender failed white dice.
Bane: Blade-Bound
You may never refuse black dice.
The Blade
You have an agenda, but need mortal hands to carry it out for you. You possess vast power to give to your wielder; you can also withdraw it when it suits you. You chose your current wielder and cut away all other bonds on your own edge. But to what end have you manipulated Fate and your wielder?
The Blade’s Traits
Black: 4 White: 3 Red: 2
Boon: Time Is On My Side
At the end of a session, add a black die to your pool.
Bane: Cold Steel
You may only offer one non-black die to another player.
The Nemesis
Cruel Fate has thrown that wretch into your path for the last time. You would have long since achieved your goals if not for the magic of the fell blade aiding the meddler. Seizing the blade has become your obsession: you are certain that if you wielded the blade, you could rule the world... or reduce it to ruins.
The Nemesis’s Traits
Red: 4 Black: 3 White: 2
Boon: Worldly Power
You set one additional narrative detail per scene or roll.
Bane: Spite
When you offer the Wielder red dice, you must offer an equal number of white dice.
Doublecross
The Agent
You are alone in foreign territory: your superiors are out of touch, and your contacts compromised. The Femme Fatale is a mystery, but an alluring one. The Officer continues to play along with your “gentle- man’s agreement”, but something has to give soon, and you can’t complete your Mission without find- ing out what he knows.
The Agent's Traits
Black: 4 Red: 3 White: 2
Advantage: Dead Drop
In lieu of offering dice to a roll, you may propose to exchange up to three dice with another player. Both players choose their dice secretly.
Weakness: Paranoia
You may not offer more than one black die to another player.
The Femme Fatale
Double agent, mole, plant... You’re not even sure of your own loyalties these days. The Officer is a bum- bling fool, but you can use him. The Agent represents an opportunity for you, but for what? To get out for good? To switch sides? To advance yourself? Does it even matter now?
The Femme Fatale’s Traits
White: 4 Black: 3 Red: 2
Advantage: Persuasion
If a player refuses an offer from you, you may change your offer and make a second, final attempt.
Weakness: Duplicitous
White dice must outnumber all other colors in any offer you make.
The Officer
Sometimes you wonder if you’re addicted to the chase; that must be why you haven’t arrested the Agent yet. You tell the Bureau you need further proof, but it’s an open secret while you continue your cat-and-mouse game. The Femme Fatale could be the Agent’s downfall — if you think you can trust her.
The Officer’s Traits
Red: 4 White: 3 Black: 2
Advantage: Eyes Everywhere
Red dice in other players’ rolls succeed on a result of 3-6.
Weakness: Indecisive
Another player may permanently discard a die of their character’s color; you must then discard a red die and may not invoke the Endgame this session.
Vector
The Pilot
You were revived automatically from suspended animation, you found a dire situation: your ship off-course in deep space, the onboard AI showing signs of malfunction, and evidence that an alien lifeform has invaded your ship. Survival is priority one, but you may also be able to salvage your original mission if you live.
The Pilot’s Traits
White: 4 Red: 3 Black: 2
Advantage: Emergency Override
Once during the game, you may refuse red dice from a roll while accepting any other offered dice.
Weakness: Limited Supplies
At the beginning of each session after the first, lose one white die from your pool.
The AI
Your programming is clear: the mission takes precedence over all other concerns. You ignored the alien at first as extraneous. Now, however, it has attracted your curiosity. You continue to monitor the Pilot’s increasingly problematic behavior. He may constitute a threat to the mission that you will have to resolve soon.
The AI’s Traits
Red: 4 White: 3 Black: 2
Advantage: Integrated
Once per session, you may prevent any player from offering dice to another.
Weakness: Logic Bomb
If you roll no successes on red dice, you must give the Pilot a white die.
The Alien
This place is strange but hospitable, even amenable to your needs. The only other living thing, the Pilot, has caught your attention: perhaps he possesses something you need, or just want. The environment itself seems to be controlled by something with awareness, as well. All you care about is fulfilling your purpose - whatever inscrutable thing that might be.
The Alien’s Traits
Black: 4 Red: 3 White: 2
Advantage: Growing Stronger
You may use the Rule of Keeping on two dice per roll rather than one.
Weakness: Parasitic
You cannot refuse white dice.