Chronicles of Skin.pdf

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CHRONICLES OF SKIN | by sebastian hickey
CHRONICLES OF SKIN
A PICTOGRAPHIC STORY GAME
CHRONICLES OF SKIN is a collaborative storytelling
game about people at war. Through a series of atrocities,
players build a picture of the war as told by the victors, and
record it with drawings, called GLYPHS , on a hieroglyphic
mural called the SKIN .
THE CITY OF SERIPHIN
Most of the game takes place in the area surrounding the
City of Seriphin ; a ictional medieval fortress-city populated
by two ictional peoples—or cultures—called the Croen
and the Iho . Collaborating, you and your friends will build
up a picture of these places and cultures during play.
First, get these things:
E mblEm P hasE 1: a sPEct
One player takes a random card from the clubs ( ) deck.
Using the number on the card, the player checks the result
on the chart above. The artist draws the corresponding
symbol on the Croen emblem on the CHRONICLE SHEET .
Three to ive co-operative players.
One deck of standard playing cards.
One copy of the CHRONICLE SHEET and one copy
of the PLAYER SHEET (per player) at the back of
this book.
A pencil, an eraser and around three hours.
Now, interpreting that symbol, the player who took the
card should invent an Aspect (an outlook or vocation—see
the sidebar) to describe the Croen culture. The artist then
writes this Aspect in the space marked by the symbol
below the Croen emblem.
PART 1: THE EMBLEMS
One of the great lags burned, and the people were no more.
a sPEct ?
An Aspect should be short and evocative. For example, if
you got the serpent symbol, you might choose any of the
following for the Aspect: “cunning,” “poisonous,” “quick,”
“sensual,” “wild,” “snake charmers,” “cultists” or “scaled
people.” Let the image inspire you!
First, players generate an emblem for each of the two
warring cultures. Standard playing cards are used to
determine each emblem’s components (you will scribble
these onto the CHRONICLE SHEET ) and then each
component (called a TRAIT ) is interpreted.
To begin, separate the deck of cards into the four suits ( ,
, and ). Give the CHRONICLE SHEET to the most
enthusiastic artist among the players—but don’t worry if
no one is good at drawing! It’s mostly copying.
For example, let’s say Jason,
Roger, Eoin and Daniel
are playing a game of
CHRONICLES OF SKIN .
The cards are sorted into
the four suits and Jason
is elected the artist. Jason
takes the irst card, a 7♣,
indicating the ish symbol. Jason draws this symbol onto
the Croen emblem and Jason interprets this Aspect to
mean “seafarers.” Jason writes “seafarers” below the Croen
emblem in the space marked by the ♣ symbol.
Shule each of the four suit decks. Setup is handled in
seven phases
Lots of the fun comes from building an illustrative story of
your game by copying icons. But don’t feel constrained to
the icons presented in this book. The best SKINS will be
illed with your own freestyle elements. Be creative!
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Part 1: the emblemS
E mblEm P hasE 2: b EliEf
The next clockwise player around the table takes a card
from the hearts ( ) deck to determine the Belief. The artist
draws the corresponding symbol on the Croen emblem
and the player who took the card, interpreting the symbol,
invents a Belief for the Croen culture (see below), writing
it beside the symbol below the emblem.
E mblEm P hasE 3: R ulE
The next clockwise player around the table takes a card
from the diamonds ( ) deck to determine the Rule, and,
in the same fashion as the others, the Rule is interpreted
and recorded below the emblem (see below).
R ulE ?
Each symbol has an inluence—the part of society that
rule afects. Using this, invent a law or a basic right:
Law —something is forbidden to some/all people
Right —something is permitted to some/all people
You may indicate whether it is permanent or temporal. For
example, if you got the sickle symbol, you might choose:
“Women are forbidden to work,” “Everyone has the right
to work in winter,” or “Workers may not look at leaders.”
b EliEf ?
A doom, superstition or prophecy: Someone or
something brings evil or good . E.g. Destruction,
corruption, slavery, paradise, fortune or immortality. For
example, if you got the star symbol, you might choose any
of the following for the Belief: “Night brings corruption,”
“The Star Will Save Us,” “Shiny things are bad luck,” or “The
Astronomer Will Guide Us To Slavery.”
Continuing the example,
Roger takes the second
card, an 8♥, indicating the
lower. Jason draws this
onto the Croen emblem and
then Roger interprets it as a
Belief. Flowers make Roger
think of beauty and youth,
so he decides to include the
superstition that “poppies hold the secret to youth.” Jason
writes “poppies hold the secret to youth” below the Croen
emblem in the space marked by the ♥ symbol.
Continuing the example,
Eoin takes the third card,
a 2♦, indicating the arrow,
or “hunting.” Jason draws
the arrow onto the Croen
emblem and then Eoin
interprets the Rule. Since
they are seafarers, he thinks
it would be interesting if
every sailor must hunt a deadly animal before he could
join the navy. Jason writes, “Sailors must hunt sharks”
below the Croen emblem in the space marked by the ♦
symbol.
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CHRONICLES OF SKIN | by sebastian hickey
Continuing the example,
the players end up with a
dragon, lame, crown and
thorns on the Iho emblem.
These are interpreted as
“mystics,” “passion brings
glory,” “men are forbidden
to rule,” and “vengeful” and
these TRAITS are written in the relevant spaces below
the Iho emblem.
E mblEm P hasE 6: l ocation i cons
Once both emblems are complete, players must draw
freestyle icons onto the area marked SKIN : Each player
draws one icon on the SKIN to represent a location. Keep
the icons small and leave enough room around each icon
so that other stuf can be added later.
l ocations & D ooDling
It is time to doodle. Each player draws a small icon to
represent the location. These are used later to interpret
where the scenes take place . You could draw a little house
or a squiggly line. Please don’t get bogged down in detail!
The aim is to produce a pictogram, not an illustration. The
simpler the better .
E mblEm P hasE 4: R EPutE
Finally, the next clockwise player draws a card from the
spades ( ) deck to determine the Repute, and, in the
same fashion as the others, the Repute is interpreted and
recorded below the emblem (see below).
Continuing the example, each of the four players must
add a location icon to the SKIN , starting with the artist.
Jason opts for a tall tower, Roger draws a river, Eoin
chooses a boat and Daniel draws a mountain.
R EPutE ?
The Repute is like the Aspect, short and evocative (and
often acerbic). It represents how other peoples look at the
culture. For example, if you got the tree symbols, you might
choose any of the following: “wooden,” “primal,” “builders,”
“hermits,” “tree people,” “woodsmen,” or “beavers.”
Continuing the example,
Daniel takes the fourth
card, a 5♠, indicating the
pointed border symbol.
Jason draws this onto the
Croen emblem and then
Daniel interprets it to
mean “sharp.” Jason writes
“sharp” in the space marked by the ♠ symbol.
E mblEm P hasE 5: W ho WERE thE I ho ?
Once you’ve added the last TRAIT , you have completed
the Croen emblem. This process of picking symbols and
their subsequent interpretation must now be repeated
for the Iho people— repeat steps 1-4 . E.g. The next
clockwise player draws a random card from the clubs
deck for the Iho Aspect, etc.
E mblEm P hasE 7: V otEs
Each player starts with three VOTES (noted on the
PLAYER SHEET ). VOTES are used at the end of the game
to determine which of the two cultures win the war, but
they are also used during play to protect or attack the
characters of the story. For now, know that they are a kind
of currency used to afect the story of the war.
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Part 2: SCeneS.
WHAT HAPPENS NOW?
Play takes place over a number of scenes (see below) equal
to the number of players. During a scene, the players
introduce characters from one side of the war, pushing
for particular themes. One player, called the ENEMY ,
foreshadows a great atrocity. A battle is fought, some of
the characters escape the slaughter, and the results are
recorded on the CHRONICLE SHEET in the area marked
SKIN .” So, through the game, a history is recorded like
a pictogram. After all the scenes are complete, the players
use their VOTES to decide which of the two cultures are
the eventual victors.
PART 2: SCENES .
Continuing the example, Jason is the SCRIBE , Daniel is
the ENEMY and Roger and Eoin are OTHERS . Jason
chooses the People as his GLYPH OF PURPOSE , Roger
chooses the Heart and Eoin chooses the Crown.
s cEnE P hasE 2: D Eal
Starting with the SCRIBE , deal each non- ENEMY player a
card face-up, called a character card, and deal the ENEMY
a card facedown, called the GLYPH OF WAR (only the
ENEMY may look at this card). Any player may swap
his card for another by spending a VOTE .
A scene is a piece of storytelling in which players narrate
how characters from one side of the war are afected by a
violent ambush. Players will introduce characters, describe
the actions of these characters, and try to help them to
resolve their purposes before the atrocity begins. In every
scene, there is a SCRIBE and an ENEMY .
The artist player goes irst (that guy who’s been hogging
the pencil), and that player is called the SCRIBE for this
scene. The guy to his left is his ENEMY and the other
players are OTHERS . Shule all of the cards together and
go through each of the following six phases in turn:
s cEnE P hasE 1: g lyPh of P uRPosE
Starting with the SCRIBE , each player (excluding the
ENEMY ) picks a GLYPH OF PURPOSE .
g lyPh of P uRPosE
Every non- ENEMY player has a GLYPH OF PURPOSE .
Think of it like a theme . You will have the opportunity to
steer the scene toward this GLYPH OF PURPOSE by
inluencing the actions of the characters. When a scene
is complete, all the players will decide which GLYPH OF
PURPOSE was represented most successfully, earning the
corresponding player extra Votes. It is in your best interest
to choose a GLYPH that you think you can represent well.
Players must pick from the list below. The same GLYPH
cannot be chosen twice in one scene. The GLYPHS are
intentionally vague, so interpret them as you see it.
Crown : Fame or Proit The rise or fall of power.
People : Peace or alliance The unity of people.
Shield : rescue or Protect The sacriice for others.
Swords : Duel or Destroy Of honour and revenge.
Heart : romance or betrayal The bitterness of love.
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