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🎨 Creative [101] Time Agency Plotlines

MoonHunter

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See the post above. That is today's post. This is just a riff.

56b)
56. The Rehabilitation Bureau:
Actually a riff on this is that they make these people time agents or operatives (operatives being locals recruited by time agents who are knowledgeable of Time Agency and Disruptors of all sorts but don't get full agent training).

They are there to make sure that nothing goes too far "off the rails" and to report if something happens that is "not part of the way of things". Because they are inside people, they are much more effective at spotting things that are off than any temporal observer.

The number of Hitler's inner circle that continues to be his inner circle, simple to stop all these time travelling assassins, is a number that is protected until you reach level 4 or beyond (unattached are 2). Of course some of those inner circle are not being rehabilitated, they are just being manipulated by agents posing from The Reich in the Future. (Or are aware that a Hitler Walk In has been inserted).

Remember, on any day someone posts to this thread, I will post to this thread asap.
I promise to catch up if I am off the site for a couple of days

Next Post is number 60...
 

dindenver

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I ran a game and came up with a couple:
Make sure a fire starts at Chernobyl in 1986
Make sure that the first McCarthy hearing takes place.
 

MoonHunter

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60) Vector 210

If this was a chronicle, you would think that Lec Ochre would be the "season" or story arc nemesis/ big bad. And they are.

About a 35% to 65% of the way through that season/ arc, the chronicle will take a hard left.

From out of nowhere, there is a set of temporal fluxes. You might have a rough time travel event - ended up somewhere/when else, or time echos occurred, or you slipped sideways and fell into an alternate timeline briefly. It doesn't seem like much.

The GM should pick two or three time eras they are comfortable with or like to game in. (I like 1860s-1890s, 1920s (1914-19, 1960s, 2020. but you might want Rome of Cesar, The reign of Charlemenge, and Dutch in the 1500s... pick some places you like.)

All of a sudden, there are a number of surgical temporal strikes to alter history (and some suble moves masked by all of this). This is not Lec Ochre. These are time agents with all that kind of gear. (Their gear has buffering, which will be hard to detect or track... just like your buffered gear is hard to detect or track... we just tend not to buffer our gear.)

You might encounter people that you know (well, their alternate), you might encounter people who are dead or are normally desk jockies. Some of their agents are "synthetics", some are obviously robotic but many are hard to distinguish for organic (without getting inside) -they are a bit stronger, faster, tougher, more perceptive, and seemingly smarter. In fact some of our time patrol is different than you remember (See, this is why they need that rough ride at the event of change, they are completely from the original timeline... no changes.)

Eventually, the science geeks will come up that they come from temporal vector 210. They are from an alternate timeline that someone got mixed in with the main line. They are making solid strikes to shift the timeline to match what they believe is "the correct timeline". They probably have an Alpha or Beta Base somewhere in the deep past.

The PCs are going to be facing opposition that are just as elite as they are. It is going to make a series of hard scenarios that are going to come right after each other. This is hard and fast gaming.... Their QB is running a two minute drill and running on audibles. Nobody is getting any rest, or good recovery time, or all the resources they normally get.

So these will go in and go hard for six or seven situations. Eventually, you might find their early home base. If the PCs win, they toss most of vector 210 out. If they win most of them, you either join them or stay as time rebels.

On any day someone posts to this thread, I will post to this thread asap.
I promise to catch up if I am off the site for a couple of days
 

MoonHunter

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60B) Vector 210

as above....

From out of nowhere, there is a set of temporal fluxes. You might have a rough time travel event - ended up somewhere/when else, or time echos occurred, or you slipped sideways and fell into an alternate timeline briefly. It doesn't seem like much.

You land or head back to the alpha base or arrive in a time that you know and it is different (where you eventually head back to alpha or some early base).

Now you are the time rebels. You have to change the timeline back to the correct happentrack. It is something that needs to be fixed now before the temporal inertia sets in and it becomes infinitely harder to do.

Eventually, the science geeks will come up that they come from temporal vector 210. It was an alternate timeline that someone has replaced the main line. Our current base is possibly deeper in the past than there Alpha base. The Time Watch needs to do a number of surgical strikes (and some subtle moves masked by all of those), to nudge time to a corrected path.

We are going to be opposed by real time agents with that level of gear and support. We will need to buffer out gear to make it hard to detect and track. We need to be careful.

You might encounter people that you know (well, their alternate), you might encounter people who are dead or are normally desk jockies. Some of their agents are "synthetics", some are obviously robotic but many are hard to distinguish for organic (without getting inside) -they are a bit stronger, faster, tougher, more perceptive, and seemingly smarter.

In fact some of our time patrol is different than you remember (See, this is why they need that rough ride at the event of change, they are completely from the original timeline... no changes.)

We are going to be making a number of fast and hard events. It is going to make a series of hard scenarios that are going to come right after each other. This is hard and fast gaming.... just like QB is running a two minute drill and running on audibles. Nobody is getting any rest, or good recovery time, or all the resources they normally get.

So these will go in and go hard for six or seven situations. Eventually, you might find their early home base. If the PCs win, they toss vector 210 out. If they win most of them, you either join them or stay as time rebels.

On any day someone posts to this thread, I will post to this thread asap.
I promise to catch up if I am off the site for a couple of days
 

MoonHunter

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Rather than going over the plots for the last two posts... we bring you back

61) The Gold Coins

There are natural existing timeloops and temporal shifts. One that you are assigned is from Elliot Gould. He received three gold coins in a box one day from an English Lawyer and parlayed that money into a financial empire. (He recovered the three coins back over time.) He investigated time travel options (and instead of tech, discovered a temporal rift to use... which took him back to 1452 London). He then put the coins in a small wooden box he bought and gave it to a lawyer, with a payment and a legal contract (So they would deliver it in 500 years.)

So technically the coins exist without existing.. being trapped in a loop. Now if it has temporal significance, like this does, the loop must occur and if it did not occur... it would generate T-Stress. (Where as a normal loop sends out steady waves of minor T-stress, until fixed.)

However loops can not exist. So the Patrol "aides" them.

Your mission is simple. During some time during the loop... best done on the upside of the loop... the three coins must be removed from the loop and three new gold coins must replace them... and they must be delivered to maintain the timeline.

So sometime in the 500 years, you must break into a lawyer's safe and swap the coins.

Easy, basic mission.

However, cultists are going to jump at you and try to stop you. These illuminati pawns who believe they are enforcing the will of time, not realizing you are fixing things so things are correct. (They are collecting and using the T-stress and using it to stabilize the rift for their own purposes - knowledge of the future is powerful... and they don't seem to disrupt history with it). Thus do we destroy the loop or maintain it. (Some T-Physics checks and readings might be required to determine if we even can leave these alone.)
 
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