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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
“History isn’t written by the victors. It’s written by the
people with the time machines.”
The year is 1976, except when it isn’t. You are an agent of
TimeWatch, the time-traveling conspiracy that protects
human history from the very dangers that time travel has
unleashed. From an ultra-secret headquarters at the
zenith of human civilization—the 1970s!—you patrol the
time-stream, protecting the future and repairing the past.
Your enemies are legion: crosstime invaders from hostile
histories, reality-eating paradoxes, chronal saboteurs.
When an Assyrian army eradicates Greece three centuries
before Socrates, when nuclear war breaks out in 1588,
when the Nazi Zeitwaffen meddles with the U.S. Civil War
again, TimeWatch is there.
STRANGE ATTRACTORS is a game of time travel, chaos
theory, and alternate history. I’m going for a sci-fi vibe with one foot in
paranoid 1970s airport thrillers (shadowy forces pulling strings behind
history!) and one in groovy 1970s In Search Of… style Forteana (the time-
stream is festooned with cryptids, ancient astronauts, and killer bees!). Think
The Lemurian Candidate, The Paradox View, 66 Million Years of the Condor.
We’ll be using a mashup of the TimeWatch RPG for setting and time travel
mechanics) and a hack of the Cortex Plus RPG. (Basically it’s the same Night’s
Black Agents/Cortex hybrid we used for Cold City.) I’ll give you info on both
systems—don’t feel like you have to digest them all now.
“It’s cooler than Roswell. Three alien bodies and
a hunk of Reticulan tinfoil are as so much dross
in the lambent greenish glow of the
Philadelphia Experiment.”
TimeWatch has its origins—for now—in the
Philadelphia Experiment, a top secret project by
the U.S. Office of Naval Research during World
War II. A team of physicists led by John van
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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
Neumann charge the hull of a navy destroyer with rotating electromagnetic
currents in an attempt to render it invisible. The U.S.S. Eldridge and its crew
vanishes from the Philadelphia Naval Shipyard—and appears over 200 miles
away in Norfolk, Virginia, eight minutes before vanishing in Philadelphia.
All records of the experiment are suppressed,
but research continues under the command of
Robert A. Heinlein and the U.S. Navy
Directorate of Time. Now called Project
Rainbow, research moves from Philadelphia to a
massive underground facility near Montauk,
New York. There, Project Rainbow completes a
working time machine in 1963.
On November 23, 1963, the same day that Carl Schermer assassinates John F.
Kennedy in Houston and the BBC airs the first episode of Doctor Who,
Commander Heinlein looks on as the time machine is tested. Eighty seconds
before the machine is activated, the lab’s sensors go wild. There is a high
keening vibration, a rush of air, and time travelers from the 26th century
appear to stop the test, accompanied by Commander Heinlein’s own future
self. What Heinlein tells himself on that day is classified well above
IRIDESCENT-level clearance, but a partnership is struck between Project
Rainbow and the future visitors. In that partnership, TimeWatch is born.
At least, that’s the history they’ve told you.
“People like us, who believe in physics, know that the
distinction between past, present, and future, is only a
stubbornly present illusion.”
You are an elite TimeWatch agent—plucked out of your old
life and armed with high-tech gadgets, a sleek blue bodysuit,
and a time machine. You’ve been fixed up with 26th-century
nanomedicine and given an extended lifespan. You’ve been
trained in history, diplomacy, survival skills, and tradecraft,
along with chronal theory and time travel tech.
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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
You have a lot of latitude in coming up with
a character concept: TimeWatch agents can
come from any era in human history, even
from alternate histories. The TimeWatch
Players Guide offers a kitchen sink list of
ideas on pp. 17-19: everything from a 12th
century samurai to a super intelligent spider
monkey. I’d much rather stick with humans
(or Bigfoots; see below), but I’m not
inflexible. If it helps you to narrow it down,
let’s assume that most TimeWatch agents
are from our own timeline (which Project Rainbow has code named NAVY) or
one very close to it. Why would somebody from an alternate timeline risk
their neck defending a history that was not their own? (Though that could
definitely make an interesting character if that concept speaks to you.) Also,
TimeWatch typically stations agents somewhen close to their home era.
Since you’ll start our game based out of 1976 New York, a good default
assumption is that you came from some time in the 19th, 20th, or 21st
centuries. But if you’re thinking of something else, let me know.
What kind of people become TimeWatch
agents? Remarkable people, devious
people, highly skilled people from all walks
of life. Some agents are groomed into
TimeWatch by the shadowy front
organizations the conspiracy maintains in so
many places and times (the CIA? the Knights
Templar? the White Lotus?). Some come to
TimeWatch’s attention after they get hold
of, or even invent, their own time travel technology. Some agents come from
parallel time streams, orphaned after their own history gets absorbed or
erased. And some agents are recruited directly by TimeWatch because of
their impressive future deeds—deeds that may not happen once TimeWatch
goes back in time and preemptively recruits them.
Here’s a list of possible character types that would fit well with the 1970s
weird action sci-fi spy-fi vibe I’m going for. This is by no means a complete list
- these are just meant to spark your imagination. We’ll do character
generation together, so don’t set your heart on one specific character just
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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
yet. But by all means think about ideas and the kinds of character you might
want to play.
• a suave, unflappable James
Bond-style super-spy (of any
nationality and gender)
• a weird Agent Dale Cooper-
type holistic zen detective,
capable of inexplicable
insights
• a scholar of secret,
suppressed, and hollow
history - bookish, paranoid,
and intense
• a chronal scientist or
technician who invented, or
helped invent, time travel - as
part of Project Rainbow in
1963 or at some other time or
place
• a daredevil explorer just
happy to be tagging along on the greatest adventure of all
• a “First Earth Battalion”-type special forces commando with a weird diet
regimen and New Age ideas
• a young Navy serviceman from the original Philadelphia Experiment, out of
his depth in all this Buck Rogers stuff but eager to punch Nazis
• a charismatic parapsychologist with spooky abilities in neurolinguistic
programming and hypnosis
• a wizard or magus from centuries past whose hypergeometry lines up
remarkably well with the physics of time travel
• a manic, nervous defector from the rival Soviet time travel project, Setka-MO
• a con artist and chameleon from anywhen in time - a loveable rogue, a
master of impersonation, persuasion, and disguise
• a mad scientist of any stripe, but especially weird physics (zero-point energy,
N-rays, time travel), weird chemistry (red mercury, alchemy, chemtrails), or
weird math (chaos theory, strange attractors, quantum realities)
• a gung ho gadgeteer - aces at building, fixing, hacking tech from just about
every era
• a cunning catburglar and infiltration expert, stealing the great treasures of
history
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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
Here are a few constraints on your character concept:
You’re human. The TimeWatch book does
discuss weirder possibilities: futuristic cyborgs,
super-intelligent talking animals, disembodied
brains in jars. I’d rather stick with human agents.
Though I’ll make an exception if anyone wants
to be a wise Bigfoot / Yeti (from the Lemurian
civilization that predates humanity), because it
fits so well with that In Search Of vibe.
You’re extremely competent, but don’t have
superpowers (other than time travel).
TimeWatch agents are impressive even before
they get recruited, and their training makes
them seriously bad ass. You can assume you
have a James Bond or Sherlock Holmes level of competence in your personal
wheelhouse (which might be Action, Stealth, Intrigue, History, or Science),
and that you’re highly effective in most other areas as well. Generally,
though, there’s no superpowers. You can, if your heart is set on it, ask for
some kind of low-level psychic powers that fit with a 1970s New Age vibe.
But much of what those accomplish can probably be duplicated already with
TimeWatch’s store of psychotronic technologies.
You have to work for TimeWatch (for now).
TimeWatch is a big, clandestine organization,
born in a secret marriage between the inner
sanctums of U.S. military intelligence and tight-
lipped time travellers from an unspecified future.
And TimeWatch takes it upon itself to tamper
with the very fabric of reality. Your character has
to be OK with that, at least at first. Whether
TimeWatch can really be trusted with the power
to meddle in human history—whether anyone can
be trusted with that power—is a question our game may explore, in classic
1970s conspiracy-thriller fashion. But at the outset, you should come up with
a character who would not be wholly unwilling to do secret work for a
shadowy conspiracy of this kind. Otherwise it’ll be a pretty short game.
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some images and text from TimeWatch by Kevin Kulp http://site.pelgranepress.com/index.php/timewatch-rpg/
You can’t go home again. Not really a character constraint, but worth
knowing: joining TimeWatch means saying goodbye to your old life, probably
forever. Your friends and loved ones think you died or disappeared—or
maybe you (or they!) will be erased from history altogether. There’s a couple
reasons for this: First, TimeWatch tries to forbid its agents from revisiting
their own lives or loved ones—there’s just too much potential for paradox,
weirdness, and heartbreak. Also, TimeWatch agents try to keep their old
identities and histories secret. When your enemies have time machines, you
are extremely vulnerable to anyone who knows where and when you (or your
parents, or your grandparents…) were a child. Finally, time travel has side
effects: suffice to say that every time you travel in time, you become slightly
estranged from reality as history gets altered in tiny ways. Every TimeWatch
agent has lost something in the time-stream. Think about who, or what, or
when, you might have lost.
“I don’t want to talk about time travel, because if
we start talking about it then we’re going to be
here all day talking about it, making diagrams with
straws.”
If you know me you know I do want to talk about
time travel, more than anything. But we’ll save that
for now.
I’ll send you a link to some other documents, including the TimeWatch
Players’ Guide and the Cortex Hackers Guide, which explains the rules
although not really well. Read the TimeWatch Player’s Guide for information
on the setting and the logic of time travel, but read it with two caveats:
1. We’re hacking/adapting the TimeWatch GUMSHOE system, so the specifics
of the rules will be different.
2. Remember, this is TimeWatch’s version. Can everything they say be trusted?
For instance, they say in the book that TimeWatch’s headquarters is in a
citadel at the start of the universe, before the Big Bang. You’ve never seen
any proof of this place.