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Frequently Asked Questions About Time Travel.

Posted by MarshalFor group 0
Marshal
GM, 18 posts
Sat 16 Oct 2021
at 03:00
  • msg #1

Frequently Asked Questions About Time Travel

Time Zones:

All time zone definitions are between the one currently occupied by the character and any other. The one exception is the home time zone.  The time period zone from which the character originates is always referred to as the home time zone.

Convergent Time Zone:  Convergent Time Zones are usually any period of time within approximately 10-25 years of the present time zone.  Past time zones diverge faster then future time zones.

None-convergent Time Zones:  None Convergent time zones are usually any period of time further then 10-25 years but within 75-100 years.

Divergent Time Zones:  Any time zone typically further then 100 years.

Import/Export of Good between Time Zones:

The import and export of items between zones if heavily dependent on a number of factors.  Is the transport within convergent, none-convergent, and divergent time zones?  Overall weight?  Are any items heavily anachronistic and prone to generating paradox?

Every 20 pounds of material transported between time zones cost 1 strain.  If item is anachronistic cost is doubled.  If heavily anachronistic (significantly out of place, or would directly provide evidence of time travel (2021 Dollar in 1921, 2021 laptop in 1969) the cost is tripled. Age appropriate items have strain cost reduced by half.  Items that were actually manufactured in that time zone have cost reduced by two thirds.

Travel between convergent time zones have no cost.  Travel between convergent and none convergent is normal.  Time travel between convergent and divergent cost is doubled.  Time travel from or to home time zone is normal if coming from or going to divergent.  If going to or coming from none-convergent the cost is halved.

If the character does not have enough strain to support trip they lose 3 wind per strain they are over.  This strain takes 1 hour to heal per 3 strain. Every time their wind drops by a quarter of their total they also lose 1 wound to the guts.  If they go a quarter into the negatives the character is dissolved by paradox.
This message was last edited by the GM at 18:28, Sat 16 Oct 2021.
Marshal
GM, 19 posts
Sat 16 Oct 2021
at 18:36
  • msg #2

Frequently Asked Questions About Time Travel

House Arcana:

House Arcana cost the same as edges with one important exception.  The first rank always costs 10 bounty.  In order for downtime bounty to be spent on House Arcana the character must spend at least three-quarters of their time within the house.

Greater Arcana can only be attached to House Arcana raised to maximum rank.  In order to gain a greater arcana the employee must participate in the repelling an incursion from outsiders.
This message was last edited by the GM at 18:55, Sat 16 Oct 2021.
Marshal
GM, 20 posts
Sat 16 Oct 2021
at 18:51
  • msg #3

Frequently Asked Questions About Time Travel

Paradox:

As the employees travel through time they find themselves interfering in historical events outside the boundaries of the house.  Within protective boundaries the of house the employees are largely (not totally) protected from the ravages of paradox.  Outside its protective walls employee protection is more limited.

Interfering in historical events always has a cost.  Events that effect a large number of people, or last for a long time in the public memory generate the most paradox. This can largely be avoided if the characters participation is subtle and unrecorded outside of the memories of a few peripheral participants.  However, the more public and well recorded the employees participation the strong paradox's impact will be upon them.  Paradox can technically be negated altogether by continuing to live in the past time zone until time naturally catches up with the employees home time zone.

Employees can safely absorb paradox equal to their spirit die type minus one without ill effect.  Every time they absorb paradox equal to their spirit die type they are ravaged by paradox.  This ravaging can have many different effect.  It may cause debilitating problems for the employee, or problems by revising the employees own history.

Paradox only comes into effect once an employee returns to their home time line.  Upon returning the employee will have a "sense" as to whether or not they have crossed a threshold (not the number of thresholds) and be given the opportunity to expend fate chips to counter paradox.  A white chip counters 1 point of paradox, a red 2, a blue 3, and legend 5.

Some House Arcana my also reduce the amount of paradox accumulated, or increase the employees ability to absorb paradox.

Paradox below the threshold isn't lost right away.  It persists for 6 months per point.  The house can strip up to the employees spirit die type in paradox every time the employee defeats a major outsider.
This message was last edited by the GM at 10:11, Sun 31 Oct 2021.
Marshal
GM, 21 posts
Sat 16 Oct 2021
at 18:53
  • msg #4

Frequently Asked Questions About Time Travel

House Arcana: Depersonalization

As the employees of the house travel throughout history they may have the opportunity to participate in historical events that are recorded via photographs, video, or audio recordings.  Employees gifted with the House Arcana Depersonalization can avoid some of the problems this may cause.  Memories of the employee fade quickly, and many (not all) of their actions become attributed to others.  People who view photographs, and video either don't notice the resemblance to the employee or shrug it off as coincidence.  As a result of this depersonalization paradox is dispersed.

Each rank of depersonalization reduces paradox generated by an event or occurrence by 1.

Greater Arcana: Reduce severity of event by 1 step.

House Arcana: Wave Breaker

The employee refuses to give into the momentum of history called paradox.  Its waves break upon their soul.  Every rank of this House Arcana increases the employees resistance to paradox by 1.

Greater Arcana: Fate Chips double their effectiveness in reducing paradox.

Good Help:

This power may only be taken by the current Manager of the house.  However, its cost can be shared by the Manager and the two assistant Managers.  Should the Manager perish, or leave the House's employ, or be replaced its ranks are passed onto any surviving assistant Manager that becomes the new Manager.
This power allows the Manager to empower an additional member of staff per rank to a limited degree.  The Manager must present them with a title upon empowerment (Ex: Janitor, Handyman, and so on).  The new employee gains protection from damage, and ability to use the labyrinth but doesn't cease aging.

Greater Arcana: New Employees also cease to age.

There is no place like home:

This power brings into existence a key that allows the employee turn any door with a lock into a passageway back to the house.  For up to 1 hour per rank the character may travel from the house back to the doorway they came from.

1 - 125 Miles
2 - 500 Miles
3 - 1000 Miles
4 - 4000 Miles
5 - 25000 Miles (functionally from anywhere on earth)

Greater Arcana: Distance becomes functionally unlimited.  Even if the character is off planet they can travel back to the house.  In the unlikely chance the characters find themselves in a different dimension or universe this may or may not allow travel back to the house at the Marshalls discretion.

Labyrinth Yarn:

When traveling the labyrinth the employee can sense the right direction to go.  Each rank provides a +1 bonus to sense of direction rolls.

Greater Arcana: The employee may spend a blue chip to automatically pass through the labyrinth once per day.
This message was last edited by the GM at 05:31, Thu 11 Nov 2021.
Marshal
GM, 24 posts
Sat 18 Dec 2021
at 07:31
  • msg #5

Frequently Asked Questions About Time Travel

Occupation:

The house must fill all 9 of its available rooms or else the following begins to occur within 12 weeks - 1 week for every unfilled room.

1. House Employees lose their limited protection from death.  They can die normally.
2. Monster encounter rates rise in the area.  Add +/-1 (at Marshalls discretion) to random encounter rolls.
3. Maze complexity grows, and danger rises.

The definition of occupation are individuals willing reside within the house for an average of 10 or more hours per day.  They must have some form of contract for their residency.  Temporary visitors can help but only when present in larger numbers.

The house benefits most when occupancy is met or exceeded.
This message was last edited by the GM at 20:15, Tue 21 Dec 2021.
Marshal
GM, 38 posts
Sat 12 Feb 2022
at 18:42
  • msg #6

Frequently Asked Questions About Time Travel

House Arcana: One Fine Day:


Sometimes you wish you could just have a do over.  Normally the house cannot transport and integrate the staff into timelines in which they are already active.  Doing requires a large investiture of power, and invites paradox.

Each rank of this power allows an individual to travel to a time in which they are already active within a number of subjective days equal to the powers rank.  Upon exiting the maze their consciousness is integrated into their past self.  This integration can last a number of days equal to their rank or until the point of time they originally activated the power.  Which ever comes first.  While integrated they only have access to equipment their past self had access to.  From a rules point of view this means if there is any confusion as to whether or not the player had access to a piece of equipment the assumption is they did not.  The Marshall may of course choose otherwise but players should understand that without good record keeping they may be denied access to resources.

Any paradox suffered during integration is doubled.

Every time a player uses this power its rank drops by 1 for every day they remain integrated.

Greater Arcana: Every time the power is used it only drops by 1.
This message was last edited by the GM at 18:43, Sat 12 Feb 2022.
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