Ripples in Time
Introduction: 
RiT is a co-created diceless RPG about changing the world through small actions.  One player guides the co-creation process, plays NPCs, and awards Ripple Tokens.   The rest portray Characters who were each assisted by a Time Traveler at some point in their past. He, she, or it has returned to call in their favors, but can only hint at the approaching Pinch Point where the future will hinge on the outcome of one event. Hopefully, with the aid of the PCs the future can be rewritten.  
Play consists of scenes framed by the players to discover clues about the approaching Pinch Point, or to perform actions they hope will alter the flow of events in the 'correct' direction.  The game Facilitator may award four different types of Ripple Tokens to players based on their actions and the information the scene introduced to the setting.  Ripple tokens can be spent for a mechanical benefit allowing players influence beyond the actions of their characters. 
RiT is conceived as a modern-day "normal world" setting, but if the group prefers, the community they create could be set in the past, future, an alternate-earth, fantasy, horror, or science fiction setting.
Preparations: 
Everyone needs a pencil and scratch paper.  Print a Time Traveler sheet, Community Creation sheet and one Character sheet per player.  You'll also need a handful of change to represent Ripple Tokens: a few quarters per player, plus nickels, dimes, and pennies.  Outside the USA use local currency.
Community Creation: 
The group should agree on the nature of the setting and overall tone of the game before proceeding. 
The Facilitator asks each player some questions from the Community sheet.  Everyone works together to refine the initial answerer's response until it is acceptable to the group.  The Facilitator records the co-created answers and sketches a quick map showing the relative locations of significant geographical features, buildings, organizations, events, or individuals named.  The Community Notes and Map are accessible to all players at all times, and may be amended or expanded during play.  
Character Creation: 
Players take turns answering aloud the questions on their character sheets.  Their answers can build off each other’s to create a shared history, or they may only have the Time Traveler in common.  The Facilitator adds any newly revealed elements to the Community Map and Notes documents.  The Facilitator should also note any appropriate information on the Time Traveler sheet. 
Note: The three main player questions act as the unique "skills" "abilities" or "resources" for which the Time Traveler recruited each specific character.  Scenes framed to explore the overlap and interaction of these areas should reveal more about the Pinch Point than scenes unrelated to these areas.  
Ripple Tokens:  
There are four types of Ripple tokens; Truth (pennies), Force (nickels), Finesse (dimes), and Influence (quarters).  A PC need not be in a scene for their player to spend a Ripple token to affect the scene.  Thematically, the ripples of past interactions have converged to affect the current scene.  A rationale for the specific mechanical effect of spending a token is not required from the player, but something inventive could be rewarded by the Facilitator with a more effective result.
Truth tokens: can be spent to assert a true statement about something in the scene being played.  These statements can be modified or refined in the same way the community creation answers were developed, but must be accepted by all players.  The Facilitator can quash statements which would dramatically alter the nature or tone of the scene, unless that change promotes a more enjoyable narrative.  Once accepted, the new truth is known to, and can be used by characters in the scene.  
“The NPC wants to tell us about the meeting.” is an unsatisfying solution to bargaining for information.  “The NPC has a hidden addiction to donuts.” provides something the players can use to resolve the scene interestingly. Similarly, “The document we're looking for is on his desk.” is less satisfying than “I find the combination to his wall safe hidden inside a framed desk photo.” both allow the players to gain what they need, but one paints a more interesting story than the other.
Force & Finesse tokens: can each be spent to increase the likelihood or effectiveness of a player’s actions.  An attempt to use violence, intimidation, or destructive actions to reach an end is improved by Force tokens.  Using persuasion, guile, bribery, seduction or other non-violent means can be aided by a Finesse token.  The Facilitator may require multiple tokens for success if the PC’s action is very weak.
Influence tokens: are used to change the RESULTS of an event or interaction.  Like Truth tokens, players discuss to modify or refine the nature of the influence prior to the Facilitator accepting it. The Facilitator may require multiple Influence tokens if they feel the result called for is highly unlikely.
Each PC begins play with two Truth tokens.  The Time Traveler sheet contains information for the Facilitator on awarding Ripple tokens.  
The Opening Scene: 
Play begins with the Time Traveler giving PCs the only clue s/he can about what they need to do during the Pinch Point.  The clue is a single word (Arrange, Capture, Collect, Conceal, Eliminate, Evade, Guard, Overcome, Rescue, Survive, etc.) filling the blank in the following sentence:
"The fact that you were assembled should be enough for you to determine what you need to _______ the issue needing your attention.  We risk paradox if I tell you anything more."  
At the beginning of play that is all anyone knows about the Pinch Point.  Community creation may have suggested some upcoming events to investigate, and the scenes characters call may suggest more.  The Facilitator will employ Truth and Influence tokens to indicate 'colder' and 'warmer' like a game of blind man's bluff, leading the PCs towards the Pinch Point.
Playing the game: 
PCs take turns calling a series of scenes to investigate something or make preparations for the Pinch Point.  Each scene may include one or more PCs.  “Edna’s a big gossip, I invite her out for coffee.”  “I think we need some explosives.  I talk to my gun-nut buddy about finding some.”  “Just what happens at the mortuary after it’s closed?”   
Pinch Points: 
When the players feel they've assembled their clues, identified the Pinch Point, and have taken whatever actions they feel are necessary to prepare based on the Time Traveler’s hint, they ask the Facilitator to begin calling scenes for the Pinch Point.
Based on the PCs’ preparations and the event they’ve determined is the Pinch Point, they may not all be in the same place.  There may even be important events happening where no player characters are present.  Heavy action scenes may be described as if they are happening in slow motion.  The Facilitator will introduce multiple points where outcomes are uncertain to encourage players to spend any Ripple tokens they've saved in order to win the day.
Conclusion: 
If the players did things correctly, the Time Traveler disappears from existence, his/her history having been rewritten.  
If the players did not correctly identify the Pinch Point, the Time Traveler remains, looking sad or distressed, and the PCs may continue their investigation with a greater sense of urgency.
If the players failed to change the course of events, a new Time Traveler appears to thank them for preserving the "correct" flow of history, possibly taking their Time Traveler away or killing him/her/it depending on the tone of the game.

[Community Creation Sheet] {needs development}
What do people travel to see in your community?  What is the biggest problem your community faces?  What are some minority groups in your community? What makes you proud to live here? Etc etc.

[Character Sheet] 
Name, Distinguishing characteristic, elevator pitch biography.
1)	What Secret or Hidden information/skill do you possess? (juicy gossip, lockpicking, see auras)
2)	What location/person can you access when others cannot? (the Mayor, County Records office)
3)	What non-traditional “currency” do you employ? (drug dealer, hottest girl/guy in town, religious guilt/absolution, free cable/ISP, political influence, ‘protection’ racket, underage beer, etc)
What did the Time Traveler help you with?
What made you accept the Time Traveler is legit?
What is your dilemma about paying back the favor?

[Time Traveler sheet]
Name, Physical and/or Behavioral characteristics, Aid you gave PCs
Facilitator Advice: {needs development}
The deductive element of piecing together clues, with the possibility of mis-identifying or failing to resolve the Pinch Point, provides dramatic tension to the narrative.  Allow players the opportunity to fail.  Be Harsh; winning will mean more if it’s a challenge.  
Note: if any ripple tokens are spent to assist overcoming something or to influence results in a scene, no Force or Finesse tokens are awarded for that scene. (Truth and Influence tokens may still be awarded.) Otherwise, when a PC roleplays using force or finesse to overcome an obstacle you introduced, award them the appropriate ripple token at the end of the scene.  
When you hear or share a detail you think would lead toward a satisfying Pinch Point scene, based on the Time Traveler's hint, award the player an Influence token.  You need not indicate which specific piece of information triggered the token.  When the players are following dead ends award a Truth token to the scene participants as a consolation and indicator to search somewhere else for clues.  
You should not break into play to award Ripple tokens, but if there is a logical break in a scene, or if you switch to a different scene to stay current with other players, dole out some tokens.  
Handing out Truth tokens can also be the Facilitator's way of saying 'give it a rest' when one person is dominating play.