You find yourselves unstuck in time, pulled through the decades by forces unleashed one summer night in 1984 as kids. Now you are pulled back to that era and thrust into new ones. Perhaps if you can unravel the mystery of what happened that night you can stop it - or gain control over this power. Do you rewrite your childhood? Undo regrets and avert personal tragedies? Or use your abilities to improve your "present"?
Meanwhile you need to deal with paradoxes, men in black and black helicopters, and stranger stuff. Was that an alien back there? What is up with all of the roaches?
Setting: The story begins in a suburban town in NY in the 1980s but quickly expands into other times from the 1940s and the Victorian Era to WWIII and the Jurassic.
Themes: What If? at both a personal and global level, starting with the Cold War.
Mood: Pulp. Mixing two fisted action with mystery, the PCs are experts and a match for any government agent or time travelling monster.
System: TimeWatch with some modifications to account for a lack of Time Agent training (so you can play a super spy or even a scientist working on time travel but you don't have a full understanding of time travel starting off)
Variations:
- No (or Not Just) Kids: If playing kids (for a bit) doesn't appeal we can open up the possibilities to older folk.
- Don't Worry We Are From The Government: We can instead play the other side of things as FTB agents (work out that acronym for yourself) trying to figure out why everything went wrong, dealing with pesky temporal anomalies and making do with only half of a time machine.
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