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Time & Temp
Paperless Office Edition

A game of time travel and underemployment
by Epidiah Ravachol

Dedicated to Kathleen & Richard Dannemiller,
who were there when I first began my adventures in time.

Proofread by:
Emily Care Boss & Iain M. Norman

Playstormed & playtested by:
Saif Ansari, Michael Cooper, Jason Keeley,
& Jim Sullivan.

And special thanks to Emily Care Boss,
without whom this would be utterly impossible.

1,000 Epidiah Ravachol

Dig a Thousand Holes Publishing

How to Use this File

Time & Temp is a game for 3-5 players. One player operates under a
separate set of rules. This player is called the General Manager, or GM.
The other players are simply referred to as players.

To learn how to play, all the players will want to read the Employee
Handbook and the Rules Primer section or the printable Rules Handouts.
The GM will also want to read the General Management Policy. The other
players may read the Policy if they'd like, there are no secrets, but they
don't have to.

What Do You Need to Play

• At least four complete sets of polyhedral dice
(d4, d6, d8, d10, d12, and d20);
• A few sheets of paper;
• A handful of pencils;
• And several friends.

What is the Paperless Office Edition

Time & Temp was originally created as a physical artifact, to be held and
explored. It is apparent, however, that there's a demand for a more
environmentally conscious, modern version to fit today's high tech office
space. This edition is the resultant compromise. It contains all the
information of the Unbound Edition presented in a format easier to read
on screen.

However, an important feature of the Unbound Edition is the pull out rule
section—five double-sided sheets containing all the rules. These were both
how you would learn the rules and reference sheets to be used during
play. One of the drawbacks of a paperless office is the lack of convenient
access to the rules at the table. And one of the drawbacks of these rule
sheets is that they're too unwieldy to read on screen. So the Paperless
Office Edition has two rules sections: the Rules Primer and the the Rules
Handouts. The first you'll find right after the Employee Handbook and is
designed to be read on screen. The second is at the end of this PDF and is
designed to be printable, front to back, for use at the gaming table.

A Note on Notations

C.V.—Curriculum vitae, the temps' résumés.
d#—A notation for the different sizes of dice. The number following the d
indicates how many sides the die has. So d8 is short for eight-sided die.
GM—General Manager.

What's in this File • This Introduction. Employee Handbook . Inc. This part should be read by all who are playing. • The General Management Policy. If you print out these 11 pages. Read through these. Handbook. . . The Rules Primer Following the Employee Handbook. The Employee Handbook The following 13 pages constitute the Browne Chronometric Engineering.wordpress. Inc. You'll have them available during play to reference and learn more as you go.. The Printable Material At the end of this PDF there are several 8½ x 11 pages of rules and handouts. Only the General Manager needs to read this section. The sixth will be a sheet of Incident Reports you can cut up and use during play. • The Employee Handbook. • And a printable sheet of incident reports. • The Rules Primer.. It's okay if you don't understand them all right away. but anyone is welcome to. back-to-back. • Printable Rules Handouts. organized so that connected information is all on the same sheet.com/. are 22 pages of rules discussion. you'll end up with six sheets. The General Management Policy The 17 pages after the Rules Primer are the General Management Policy. . Five of them will be double-sided rules references. And now on to the Browne Chronometric Engineering. There are copies of just this section it available at Dig1000Holes. if you wish to print them out or otherwise share them with your fellow players.

Inc. dated. and initialed all 12 pages of this document and intend to follow the instructions contained within when representing Browne Chronometric Engineering. Do not allow the information contained within to alter your course of action. I. affirm that I have read. __________________________________. Do not expose it to the public. Employees are required to read and sign this document before they are given access to chronometric devices and other paradoxically sensitive materials.Browne Chronometric Engineering. Employee Handbook Rev. and/or otherwise engaging in temporal engineering or historical manipulation..01. Inc. Do not read without the proper training. ____________________________________ _____/_____/_____ Employee’s Signature Date .17-PL-1834 Warning: This document contains paradoxically sensitive material. 10.

Inc.01. Table of Contents Overview 2 Mission Statement 2 On the Job Training & Preparation 3 Cultural Transcendency Course 3 Basal Linguistics Techniques 4 Employee Immunization Program 5 Overriding Theory of the Fragile Immutability of Time 6 Employee Responsibilities and Regulations 9 Career Advancement 11 Personal Progress Report 12 Working to Make Anachronism a Thing of the Past! Date Read: _____/_____/_____ Employee’s Initials:________ Page 1 of 12 Rev. Browne Chronometric Engineering.17-PL-1834 . 10.

Browne Chronometric Engineering, Inc.

Overview
“Welcome to Browne Chronometric Engineering, Inc., the future of the past!
BCE, Inc., is a fascinating company to work for, and we’re pleased as punch to
have you aboard. But before you become a member of our little family, there are
a few ground rules we need to deal with first, so that we can all work together to
make this the best experience possible.”

Susan Ford, Director of Human Resources

This document is meant to serve as an easily reference for both new and
experienced employees at Browne Chronometric Engineering, Inc. Within it
you’ll find vital information and policies on topics that are unique to the nature
of BCE, Inc.’s business. It will be your invaluable guide as you navigate the
unstill waters of the industry and your work environment.

Due to the sensitive nature of many of the topics discussed in this document,
employees are required to return it directly to Human Resources immediately
after reading, signing, and initialing each page.

Mission Statement

Browne Chronometric Engineering, Inc., officially adopts the following mission
statement as the underlying and guiding philosophy in its works:

To police and protect the historical integrity of the temporal order
against all anomalies, anachronisms, and other threats.

Employees should know the mission statement and turn to it for guidance when
making decisions that could impact the company as a whole.

Date Read: _____/_____/_____ Employee’s Initials:________ Page 2 of 12
Rev. 10.01.17-PL-1834

Browne Chronometric Engineering, Inc.

On the Job Training & Preparation
Due to the sensitive nature of the work being done at BCE, Inc., all employees
must undergo specialized training. This training is provided free of charge for
new employees, who are expected to complete the courses before beginning
their first day of work.

Even the most experienced employees will need refresher courses throughout
their careers. If you should find yourself committing faux pas, misspeaking, or
coming down with a touch of the Black Death, talk to your Human Resources
representative about enrolling in one of the more advance courses.

Cultural Transcendency Course

While working at BCE, Inc., employees find themselves in regular contact with
a dizzying array of human cultures—many of which can appear quite bizarre at
first blush. The resulting cultural shock can be hazardous to business and lead to
some indelicate situations.

To head this off at the pass, we’ve put together a weeklong training course
during which time you’ll learn how to comport yourself in a manner that will
appear to the observer that you are, for all intents and purposes, a member of
their society. Best of all, you can do this without altering your dress, personality,
or appearance one whit.

The principle behind the Cultural Transcendency Course is rather complex, but
basically it’s a program in hypnotic composure and posture that allows you to
act in such a way that the untrained observer will experience a blind spot in that
part of the brain that frets about social mores. It particularly targets the class,
gender, and ethnicity zones; and can, if used properly, allow a Cro-Magnon to
join an exclusive country club without raising an eyebrow—as long as he
behaves.

The program does not disguise you. It simply makes those observing you relax
their concerns, expectations, and preconceptions, causing them to accept you as
one of their own. A woman, for instance, would not be perceived as a man, but
she would be treated in most respects as one if she were using what she learned
in her Cultural Transcendency Course to infiltrate a 1981 corporate boardroom.

Date Read: _____/_____/_____ Employee’s Initials:________ Page 3 of 12
Rev. 10.01.17-PL-1834

Browne Chronometric Engineering, Inc.

Basal Linguistics Techniques

Advance research in the field of linguistics has shown that upwards of 98.7% of
all human communication stems from a primal set of physical mannerisms,
vocal micro-syllables, and common inflections. A person versed in these
particular techniques can sound and appear like a native speaker in most human
languages while uttering grunts and other gibberish. And in many cases, they
may make themselves understood in several languages all at once.

The key lies in the synchronizing of the vocal techniques with the somatic
components. As long as the audience is able to both see and hear you, you can
make yourself understood well enough to convey the most complex of topics.

Likewise, identifying these components in the speech patterns and mannerisms
of others will allow you to understand just about every language, living or dead,
as it is spoken to you.

All Browne Chronometric Engineering employees must complete a three-hour
seminar on these Basal Linguistics Techniques (or BLT) so that they are fluent
enough to understand and communicate in the broad spectrum of client and
employee languages they’ll typically encounter during the average business day.

Employees should be aware that because the BLT require visual as well as audio
cues, there are several common situations in which they might not be applicable.
Please make note of them to avoid confusion.

Whispering or other furtive communications can be difficult as
they often the require subterfuge that can obscure some of the
visual cues required by the BLT. Keep this in mind when you have
a secret to share. Also, be advised that secrets can hurt feelings.

Shouting over long distances, in the dark, through fog, or while
otherwise obscured from your audience will have very little effect.
You can shout with the BLT, but you still need to be seen clearly
by whoever you’re shouting at for them to understand you.

If your audience is distracted—such as by other conversations,
flashing lights, or threats on their lives—you will not be able to
communicate effectively using BLT. It’s important to capture your
audience’s attention before talking to them.

Date Read: _____/_____/_____ Employee’s Initials:________ Page 4 of 12
Rev. 10.01.17-PL-1834

e-mail. Radios. and other communication devices that send and receive only audio will transmit only gibberish if you attempt to use the BLT with them. 10. Employees will be trained to practice good hygiene and take precautions against unnecessary exposure to communicable diseases. Employees are encouraged to use those made after 2019 for important communications. You should always take what is told to you by an alien intelligence with a grain of salt.01. The BLT do not translate into the written word. Even the first generation BLT-ready.17-PL-1834 . brochure. CBs. audio-only phones suffer from data loss. sign. the BLT will not help you read it. phonographs. hieroglyph. This does not constitute a guarantee on the part of Browne Chronometric Engineering. Inc. Browne Chronometric Engineering. Any telephone manufactured before 2017 is ill-equipped to transmit BLT. as well as certain strains of the common cold. Although many such intelligences have their own methods to bridge the communication gap with our employees. these techniques usually won’t work when speaking with extraterrestrial or other non-human intelligences. Especially when you consider all the highly communicable diseases that you can come in contact with when you travel extensively. Finally. Nor will it help you write in a script you are unfamiliar with. There are still several weaponized bio-agents that are unaffected by the Employee Immunization Program. two tin cans on either sides of a taut string. Date Read: _____/_____/_____ Employee’s Initials:________ Page 5 of 12 Rev.. that the immunized employee will not suffer from any disease. Inc. If you are not already literate in the language of a particular book. Medical Research and Development has borrowed Xsian technology to synthesize a series of adaptive vaccines that should protect most employees from most historical diseases. there is no guarantee that both parties will be able to make themselves explicitly clear to each other. Employee Immunization Program Your health is a primary concern for the rest of us at BCE. or tattoo. To prevent office outbreaks and global pandemics. Inc. we’ve instituted a mandatory immunization program.

each of us. making little. all of time. the larger your boat. firmly believe that temp workers make the safest choice for anachronous agents.. is a boat. if any. who can be replaced tomorrow by another nameless face and no one would question why—virtually bob on the surface. Date Read: _____/_____/_____ Employee’s Initials:________ Page 6 of 12 Rev. Important figures displace more of time’s water. The Overriding Theory of the Fragile Immutability of Time Time is an infinite. When this new wake crosses other wakes—the wakes of boats it crossed before. Insignificant figures—those who have little impact on anyone else. and gently lower it back into the lake where it starts carving a new wake. becomes a window onto every other point in the world. And all it needs is for this boat’s new wake to cross its old one. These eddies are anomalies. wake of their own. This is how time travel works. Charybdis lies in wait. trailing wide.17-PL-1834 . disturbing relatively less of the water. And this is why we here at Browne Chronometric Engineering. all traveling in the same direction. For a paradox. Upon this lake there’s a gargantuan fleet of boats in a myriad of different sizes and tonnage. Browne Chronometric Engineering. Each consciousness on it. But these eddies are not the worst of it. all of reality. All sorts of strangeness starts to occur: people age backwards. a single point in space. placid lake. The larger your historical presence. For the time traveler to change history such that the time traveler would not change history. A vast. beneath a set of cellar stairs in Buenos Aires. Inc. 10. We have the power to pluck a boat from its spot at the wake’s apex. The waters churn and we see eddies form. the heavier it sits in the water. all- consuming whirlpool eager to swallow all of the lake. when it was elsewhere on the lake—trouble begins. Each of these boats is cutting out its own wake on the glassy surface of time.01. ancient reptiles are dragged forward in time. whirlpools in the fluid of time. durable wakes that reach much further back into history. Less important figures glide through the lake. The more impact you’re having on the world. Inc. tumultuous phenomenon that threaten the languorous flow of reality.

 Your father never lost his leg. Thus preventing you from going back in time and serendipitously saving your father’s leg. causing a world-ending paradox. 10. They have far-reaching implications in the field of temporal mechanics. Inc. you would have never ended up with that degree in comparative literature which led you to the temp agency for employment and ultimately into the field of time travel. If you were to travel back in time and unintentionally prevent the meeting of the great-great grandparents of the man who created the faulty machinery that took your father’s leg.  You wish to prevent this from happening. Things that have happened always will have happened. you would have effectively prevented the accident. but for most practical purposes.  You’re never motivated to go back in time and therefore never prevent the accident. Such a paradox is lethal to the fabric of reality. Having never been forced into college. Fortunately. the greater the risk of a cascade effect causing paradox. We know this because reality still exists. all of existence would cease to have ever been. Conscious attempts to change the history of things will lead to a paradox taking the form of the following example:  Your father lost his leg in a factory accident before you were born. Were one to actually attempt to do this. so you wouldn’t have to work in the factory like your dad. no one has managed to accomplish this yet.  The further you travel from your current point in time. Browne Chronometric Engineering. Inc.01. they can be boiled down to two easy to remember laws of time travel:  The more you interfere with your immediate personal history. due in small part to the efforts of companies such as BCE. the greater the risk of paradox.  You travel back in time to shut down the machinery moments before the accident.. The cascading effect on your father’s life could lead him to be more sympathetic to your desires to enter the workforce immediately after high school.17-PL-1834 . Unfortunately. Both of these examples are broad simplifications of a great many complex principles. The resulting combined chance of paradox is known as the Yossarian Horizon. history can be changed unwittingly as well. Date Read: _____/_____/_____ Employee’s Initials:________ Page 7 of 12 Rev. Time is immutable.

increasing the chances of interfering with it and the risk of paradox. The sum is a steady constant throughout all of time that has come before you.01. Because the risk increases with each trip. 10. Inc.17-PL-1834 . And the Yossarian Horizon increases exponentially. an ea row e e m w Fa ture ge H y et t l rs on M ion na va ev en nc or ur o Sp Wa rn C um Th e A N W lu ti ut st Re die ia enm t or u a te a hi rF rF iss i liz ld o In ac e e rl y To iv or Pr t e h Ea lR du i g N rl y In En l Ea str This chart assumes our typical temp has not yet traveled in time. And this is why we here at Browne Chronometric Engineering. Consider the typical temp’s random chances of interfering with their own personal history. The gray line across the top is the Yossarian Horizon. firmly believe that temporary employees make the safest choice for anachronous agents. that risk of paradox increases as well. because your personal history is becoming a bigger target for the domino effect. Likewise.. or the combined base chances of creating a paradox merely by traveling in time. Inc. Date Read: _____/_____/_____ Employee’s Initials:________ Page 8 of 12 Rev. As more travel occurs. but the greater the chances of the little things you do knocking over the dominoes of history until they collide with your own personal events. there are a finite number of practical journeys through time one can realistically make. including the history of their parents and grand parents (shown on the chart below as the solid line) and their chances of creating a cascade effect that would eventually interfere with their personal history (shown on the chart below as a dotted line). the less likely you are of directly affecting your personal history. The further back in time you travel. Browne Chronometric Engineering. your personal history starts to show up all over the timeline.

In order to preserve a more harmonious work environment.  Employees should respect the personal property and space of other employees. It takes precedent over all others. anomalies. such attempts put us all at risk. Employee Responsibilities and Regulations Due the sensitive nature of our work here at BCE. Sometimes you just have to take one for the team. Date Read: _____/_____/_____ Employee’s Initials:________ Page 9 of 12 Rev. Sharing knowledge of the future with people from the past can cause them to alter their course of action. Inc. employees are required to follow a strict set of safety rules and regulations to ensure a healthy work environment for us all. naturally occurring phenomenon. Inc. Do not take things that aren’t yours.  Employees may not allow knowledge of the future to affect their chosen course of action. 10.01. employees are asked to respect one another. Browne Chronometric Engineering. and ahistorical presences. but not limited to plots by intelligences known and unknown. Inc.17-PL-1834 . This includes their computer desktop.. and other potentially paradoxical complications they encounter.  Employees must preserve the mystery of the future. This principle guideline is the most vital part of our work here at BCE. Do not leave things on the workspace of other employees. Inc. which in turn can change the course of history and cause a paradox.  Employees of Browne Chronometric Engineering. They make their decisions based largely upon this ignorance. including.. Most folks walk through life without knowing what’s in store for them. As tempting as it might be to avoid particularly embarrassing or stressful moments you know are in store for you. and their representatives must do everything within their power to correct any anachronisms.

 Employees must not attempt to right a wrong that has already happened. Our human resources department has also conducted studies that show when you meet your future self. were to go back in time to prevent Hitler from coming into power.  Employees may not use their knowledge of the future for personal gain. the chances of paradox escalates exponentially. If an employee of BCE.17-PL-1834 . looking to make a quick buck travel back in time to invest in a stock they know is going to increase (thus increasing the demand for the stock) and then withdraw their investments just before the moment they know the stock is about to drop (thus precipitating the crash). fights have broken out. 10. If you have a problem with alcohol. Our temporal economists have to monitor history closely to ensure that no such incidental manipulation of the markets runs the risk of paradox.. Do not place us in this untenable situation. Browne Chronometric Engineering. Alcohol. which can endanger not only themselves but everything. We need your help to stop it.  Alcohol. Inc.  Employees should report any theft of office supplies or other wrong doings. Our temporal theorists have calculated that when the past and future versions of the same person meet. In 63% of all recorded cases of employees meeting themselves. the resulting paradox would erase all that ever was and we would be legally and morally obligated to stop that employee and place Hitler back in power. Date Read: _____/_____/_____ Employee’s Initials:________ Page 10 of 12 Rev. drug.01.  Employees must never attempt to meet themselves. The loss of office supplies costs the company money that would be better used to throw a holiday party or company picnic. Gambling and playing the stock market is strictly forbidden. A large quantity of amateur time travelers. Everything. drug. Several financial crises of the past century have been the result of economic bubbles created by a sudden influx of anachronistic monies into the stock market. unaware of each other. you are almost always disappointed. Inc. and other substance abuse can impair an employees ability to make the right decision at critical moments. drug and other substance abuses are prohibited.

employees are encouraged to keep their hands and thoughts to themselves. contact your manager for a review. Inc... Date Read: _____/_____/_____ Employee’s Initials:________ Page 11 of 12 Rev. has a zero- tolerance policy towards sexual harassment.17-PL-1834 . you can confidentially contact human resources. Here are a few tips to help you further that career. They are familiar with a wide range of programs that can help you.  On the other side of this page is Personal Progress Report form. but the lives of everyone they’ll ever meet. there has been some confusion about what is and isn’t appropriate workplace behavior. Until they’ve completed these courses.  Browne Chronometric Engineering. or other substance abuse. including any children they might have had. The increase to the risk of paradox is staggering.  After the form is filled out. Because of the wide range of cultures represented at BCE. Career Advancement Opportunities abound for the industrious employee at BCE.01.  For each project. Browne Chronometric Engineering. Inc. One of the most dangerous things one could do while time traveling is to kill someone. record 2 ways your contribution was recognized and 2 areas in which your co-workers felt you could use a little improvement. Even with extensive use of prophylactics and other methods of birth control. Your career is as important to us as it is to you. the risk of introducing anachronistic genes into the pool is too great. 10. Inc. Inc. Human resources offers a series of mandatory courses to bring employees up to speed on the topic. Use it to record the notes from your project debriefings.  Employees are strictly prohibited from engaging in sexual relations with persons from other times.  Employees are required to exhaust non-violent options first and to avoid killing indiscriminately. on your next project. You are not only changing their lives.  Keep this form handy so that you can address these issues in the field.

01. Browne Chronometric Engineering.17-PL-1834 . 10. Inc. Personal Progress Reports Project: Date: Valued Contribution: Valued Contribution:   Improvement Opportunity: Improvement Opportunity:   Project: Date: Valued Contribution: Valued Contribution:   Improvement Opportunity: Improvement Opportunity:   Project: Date: Valued Contribution: Valued Contribution:   Improvement Opportunity: Improvement Opportunity:   Project: Date: Valued Contribution: Valued Contribution:   Improvement Opportunity: Improvement Opportunity:   Date Read: _____/_____/_____ Employee’s Initials:________ Page 12 of 12 Rev.

the temps can get bonuses from their C. The styles of the various résumés can differ. controlling their actions. there's Marigold Staffing Agency. you start off in your cubicles at BCE.The Rules Primer How to Play the Game One of you will be the GM. Like this: Job. Fortunately. the rest will play temps. the GM should have no problem putting you in the thick of the action. each with two bullet points worth of related skills underneath. Management Classes Meanwhile. Achievement. and later on a little help from the temps' TPS reports. With the ideas in there. and telling us what they want to do. and the GM has the makings of a temporal emergency. This book outlines how adventures in Time & Temp should run. Generally speaking.V. at least in the beginning. imaginary characters in need of employment. Academic History or Hobby • Related Skill or Trait • Related Skill or Trait During the game. Each player should write a C. if the jobs or skills listed are applicable to what they are trying to do. Field Work When every temp has a C. Inc. for their temp.V. The GM takes on pretty much every other role. some home grown imagination.V. The players play the roles of their temps. The Hiring of a Temp Before your temps can be hired. the GM can browse the General Management Policy. but the basic structure should include three jobs (or achievements or recreational activities). and into the domed room that will shatter the laws of physics and transport them through time! . Swiftly the temps are whisked from their cubicles. they'll need résumés. down a drab hallway. it's time to field the temps.

and occasionally. it happens. Strange things can happen (see the “Anomalies” section). • When you risk failure or incident (see “How Many Dice?”). But that leaves a couple questions: What size dice to use and how many of them? . But sometimes it's not always that easy. dice must hit the table before we can go on. you should roll whenever one of the following three conditions are met: • When you are opposed by another character or creature. But it's not all bad news. Messing With Time Every time you roll. within reason. there will be moments where the players will have to roll to see just how well the temps do and/or if there are any consequences to their actions. Things you do when you're unstuck in time have consequences that go beyond cause and effect.Doing Things In general. ready to collapse into a paradox. you're changing the nature of reality. Take a look at the “Rolling” section. And the “Modifiers” section will show you that you don't always have to rely on luck. and yup. You simply tell the GM what you want to do. Take a look at the “Matrix” section. Rolling When to Roll? While the temps are doing their thing. the temps can do anything they want. It'll tell you when things need dice to resolve what happens. At this points. This is a measure of how reality twists under the pressure of the temps' actions. Specifically. • When your actions could clearly change history. you get to do those things that make time travel worthwhile (see “Synchronicity”).

Player Decides—When you're ready to roll. So if the player sets the effort at “strolling out of the cave” and the GM sets the effect at “not getting out before tyrannosaurus rex wakes up” the player is allowed to amend their effort. Extensive Minor Major Effort & Effect Minor d12 d10 d8 Major d10 d8 d6 Ext ensive d8 d6 d4 . and this will tell you the size of the dice you'll be rolling. the player decides whether they want to set the effect or the effort. This is the effort and the effect. a back and forth. All the dice you roll will be of this size. This is a discussion. Dice Size—Once the player has set one and the GM set the other. The below are more details about what all this entails. the GM will set the other. Whichever one they set. Effect—Setting the effect means you're saying this is the job the temp wants done and they'll do whatever it takes. and just exactly what that goal is.What Size Dice? Setting the Effort & Effect The player and the GM should discuss what sort of effort the temp is putting forth to accomplish their goal. Effort—Setting the effort means you're saying your temp is going to go this far to get the job done. cross reference them on the Effort & Effect chart to determine the size of the dice you're using. Or swing around and decide to set the effect instead.

• Or recalling a conversation. tools. • Gossiping at the water cooler. Minor Effort These are the sort of things that require little energy or concentration.. consider what the temp does and how they do it. With effort you get to describe what resources. If it is the sort of project that takes several days or longer. you can take a few breaks to deal with other matters. Most people can do these things while engaged in something else. how long it takes. Describing the Effort When describing the temp's effort. • Wooing someone in a bar. You can say what the temp is trying to do. Or something that takes everything you've got. including tools used. . Extensive Effort These are long term projects or brief moments of exhaustive effort. such as time. Major efforts could be: • Lunging at a runaway cat. Major Effort This effort requires concentration for a brief amount of time. • Or reciting the entirety of Star Wars from memory. the environment.Effort Working Hard or Hardly Working? Effort is a measure of the amount of energy and attention the temp personally puts into the task at hand. Temps usually cannot do anything else of note while putting forth this level of effort without also taking extra time. techniques. you are using to your advantage. resources used up. or more casual concentration over a long period of time. etc. • Or recalling a joke. • Defending yourself in court. precautions made. Extensive efforts could be: • Engaging in a wrestling match. but nothing specific about the results. Minor efforts could be: • Swatting a fly. and so forth. but that will certainly impact how long it will take you.

but if there are an specific secondary results. great grandmother invent chocolate chip cookies before Ruth Wakefield. only the unavoidable results. • Helping your great. drastically altering an environment. great grandmother win first prize in a baking competition. great grandmother’s shortbread recipe with a trick you picked up in a Better Homes & Gardens from 1997. They divert people from their daily tasks. or change the environment or a culture in significant but not drastic way. Things that temporarily delay people or have no noticeable impact on an environment or culture. or event. such as impressing onlookers and whatnot. Major effects could be: • Waylaying a guard to steal his uniform. Describing the Effect Describe what the temp wants to happen. When choosing the effect.Effect Doing What It Takes to Get the Job Done Effect is a measure of the extent of the impact the temp’s actions will have. prevent things from happening that could happen again. and just about anything of permanence. Minor effects could be: • Distracting a guard. • Or improving your great. Extensive Effect These include killing. Extensive effects could be: • Getting someone pregnant. . You don't have to go into details at this point. You should not talk about what the temp did to accomplish this. Major Effect These have consequences. don't get too wrapped up in the possible long term results. be sure to mention them. Don't look at what might happen. Minor Effect This covers largely inconsequential stuff. society. • Or helping your great. but solely at what will happen. but not dire ones.

you find the levels of effort and effect on the following chart to determine the size of the dice you'll be rolling. Special Condition: Sex & Violence Any act that could permanently destroy or create a sentient being that is or will be a part of this timeline is always an extensive effect for the purpose of determining the die size. or keeping an eye out for danger. they're setting the amount and nature of the information revealed. Ext ensive Minor Major Effort & Effect Minor d12 d10 d8 Major d10 d8 d6 Extensive d8 d6 d4 Special Condition: Information! When a temp is doing research. This includes such joys as unprotected sex and gunfights with the locals.Putting Effort & Effect Together Once the player has set one and the GM has set the other. or otherwise just looking for information. Players setting effect are setting precisely the information they are looking for. Bonuses and penalties cannot change the effect die size. . Note however that characters out of their own time could be fair game. Bonuses or penalties spent to change the level of this effect automatically take death or conception off the table. the effect is always minor for the purpose of determining the die size. When the GM sets it.

Ties take up as many places as there are tied dice. the better it is for your temp. In order to succeed without suffering the failure or incident you risked. Risking Paradox—The third risk. they would occupy the lowest and second lowest places. If a Paradox die is locked in. or their pride. is determined by the rules. while attempting what they're attempting. Failure and Incident. These are the risks. This means that the GM. but not both. If two dice rolled ones. you must use the lowest die result. or any other player can put them at risk. or if there is a obvious Anomaly involved. Risking Incident—A temp risks incident if there's a decent chance they might get hurt. Number of Dice—You roll one die. if anyone playing thinks the temp is at risk. then the temp automatically risks Paradox. The temp may not be a normal person. but that's a matter for the bonuses to suss out. After Rolling Decide which result to plug into the Matrix. You would have to fail and suffer incident to get a higher result. To take the second lowest result you must either accept the incident you risked or the failure you risked. To take the third lowest result.How Many Dice? Determining the Risks Involved Everyone playing the game should look at the situation and determine if the temp is in danger of failing or harming themselves. you must both fail and suffer the incident you risked. The lower the result. or suffer fallout from their attempt. Paradox. Incidental fallout is not necessarily related to the temp's success or failure. then the temp is at risk. . Risking Failure—A temp risks failure if there's a good chance a normal person might not succeed at what they're attempting to do. if one or more of the temps is Bilocated. be embarrassed. the temp's player. Everyone Decides—For the first two risks. plus an additional die for each of the three risks you are taking. and they will tell you how many dice you will be rolling. but the more dangerous it is for reality.

there's a couple of things we need to talk about first. . If the player set the effect they must describe failure that prevents another attempt. it's not over. time gets affected. the fabric of time will tear slightly causing anomalies to occur. There are three things that can happen when a number is plugged in the Matrix: the world can grow closer to a paradox that will end it. Try Try Again If the temp fails at something. The player is allowed to describe failure in such a way that the temp could have another go. But before we get to that. but only if the player set the effort. It is highly recommended that when you read the next section you have a printout of the Matrix on hand. On the 3rd attempt. the Synchronic Sets. or they might have another shot (see “Try Try Again” below. You must use . . The 2nd lowest die Fail without Incident Fail with Incident The 3rd lowest die Then take that number and put it in the Matrix. Succeed without The lowest die Incident Succeed with Incident —or—. and Anomalies. On To the Matrix The Matrix is a grid that the players plug numbers into whenever they roll. It might not be their fault. and/or the temps find opportunities to use the fact that they can travel in time to their advantage. the player must set the effect. . . it's up to the player to decide just exactly why. As the grid fills up. . and how it works together with the Anachronometer. they find a number as described above and place that number in the grid. Failure & Incident Player Narrates Failure—When a temp fails. When they roll.) GM Doles Out Incident—When a temp suffers from an Incident. so you can see what it looks like. the GM must fill out an Incident Report and explain how the Incident occurred. If you want to .

but any number. There are three Synchronic Sets. If this is the temp's first visit to this time & place—the Matrix is clear of numbers—then the Insertion Roll always goes in the upper-right corner. This only happens when they place the last number in the set. blank spaces can show up in places that will make some numbers appear as if they weren't legally placed. Legal Placement 8 X X 3 X X X X X X X Legal Placement Because numbers can be shifted around by Anomalies. Synchronic Sets A Synchronic Set is a pattern of numbers inside the Matrix. This is okay as long as the numbers were in legal spots when they were first placed. including the last number. then the players can choose to risk failure for a chance to decide where to place the Insertion Roll. Success means the players may choose any of the available legal spots. If there are numbers already in the Matrix. And it's possible for a number to be the last number for more than one set. all other numbers must be placed in a blank square that is adjacent to another number in the Matrix and either directly to the left or directly below that number. Legal Placement Once you have at least one number in the Matrix. can belong to more than one set. Failure means the number goes in the first legal spot closest to the upper-right corner (with the GM deciding if more than one spot qualifies). or the roll the players make to see if their temps managed to operate the time machine correctly. .How to Use the Matrix The Insertion Roll The first number plugged into the Matrix will always be the Insertion Roll. they get a Synchronicity Token. earning the players more than one Synchronicity Token. Any time the players place the last number in a Synchronic Set.

each wit h 5 unique numbers The 2nd is a cross with either a horizontal bar of 5 numbers and a vertical bar of 5 numbers. Finding Anomalies in the Matrix When two numbers of the same value are placed next to each other.9. .7.10) in a horizontal. an Anomaly occurs.6. Each bar must have 5 unique numbers. Every two Anomalies after that cause another escalation.5. but they may share numbers with each other. the GM checks off an Anomaly Escalation. No two numbers in the square can have the same value. Read the “Anomalies” section for more on what Anomalies do. Once it is added. The 1st Anomaly is always Déjà Vu. 2 cross bars. vertical. 7 consecut ive numbers in a row The 3rd and most difficult set to complete is a set of 7 consecutive numbers (such as 4. even if it satisfies those conditions. altering which Anomalies can now be added to the story. or a number and a legal blank spot. 9 unique numbers in a square The 1st and easiest set to get is a square of 9 unique numbers. The GM then creates an Anomaly in the story.8. This will not complete a Synchronic Set or cause another Anomaly. or two diagonal bars of 5 numbers. and swap them. The bars must bisect each other in the middle. or diagonal row. Read the “Synchronicity” section for more information on what you can do after you complete a Synchronic Set. The players may take any two numbers in the Matrix.

A rating of 3 checks it off every 40 minutes. A Menace Rating of 0 checks one circle off every two hours of real time you've been playing. XII making them roll an extra die for XIII-XIV that risk. that number now Threatens Paradox and the Paradox Dice are rolled. The Paradox Roll Threatens Paradox I The Paradox Dice are four d20s. II but at most you only ever roll 3 III of them. After a number has been checked off more than 2 times on the Anachronometer. the GM rolls all those that IV are not currently locked in (max. A Menace Rating of 1 checks a circle off every hour and a half. A rating of 2 checks it off every hour. XV-XVI XVII-XVIII 2nd Locked Die—Escalate the Anomalies. When a Paradox Die rolls a VI value that Threatens Paradox. XIX-XX 3rd Locked Die—Escalate the Anomalies. X 1st Locked Die—The players risk XI Paradox from here on out. V of 3). The Temporal Villainy Index Whenever the temps are dealing with a menace that is rated on The Keeley-Sullivan Temporal Villainy Index (see the General Management Policy). VIII Record which dice are locked in IX on what numbers. 4th Locked Die—All of reality never happened. it must also be checked off on the Anachronometer. . When called to roll the dice. it VII gets locked in on that number.Anachronometrics Once a number is placed in the Matrix. both numbers Threaten Paradox and the Paradox Dice are rolled. And a rating of 4 does so every 20 minutes. Once the second circle is checked off for a set of numbers. the GM will periodically check off the lowest circle on this end of the Anachronometer.

Each token can only be used for one Synchronicity. Easy. You have to learn to get along to make time travel work for you. It does not matter who completed the set that created the token. no matter what the GM had in mind. . Epiphanies allow the players to establish facts about the world of the game. The squabbling between their temps in the present and the future stymies their efforts. Epiphany A moment of inspiration or clarity that lights the way for the temps. the token goes back to the GM. or a long overdue package from the past that has just the right information. each with their own set of rules: Epiphany. If more than one player wishes to use the same token at the same time for different Synchronicities. Synchronicities There are 5 Synchroniticies available. You have to earn it. The Synchronicity Token The players earn Synchronicity Tokens by completing Synchronic Sets in the Matrix. Hidden Agent. The only limit is that the Epiphany cannot completely contradict something that has already been firmly established. Once you use it. none of them can use it. And here's how it works.Synchronicity This is the sleight of hand that time travelers use to play with causality and get what they want from the universe. it's true. or the sudden understanding of a cryptic riddle the temps will send eventually to themselves—an ominous e-mail from the future. When the temps have spent enough time and effort in a particular place and time. they get one token. and Zeitgeist. and they cannot decide which of them gets to use it. Deus ex Machina. Bilocation. it's reasonable to assume that they have gathered enough knowledge and wherewithal to reliably plan to remember to come back to this time and place to help themselves out. right? But these things don't just happen because you wish they would. Any player may use one at any time. If an Epiphany was spent on it. The tokens go in a common pool. For every set they complete. This can be the result of the knowledge or experience that comes from being unstuck in time.

the very first thing an agent does when they reveal themselves succeeds without the need for a roll. the agent will likely do as they are told according to the nature of their relationship with the temps. The temp is under no obligation to keep the promise. but they are ultimately under the GM's control. This introduces a helpful character who is willing to act on the temps' behalf. or something like a convenient trapdoor. The element of surprise and the benefit of hindsight combine to make the very first thing you attempt to do with this a success without the need for a roll. This can be a tool. the GM invents a promise that the future version of the temp made to this person in order to get them to help. the temps are able to set up a surprise allegiance. When a Hidden Agent is created. By making a serious of carefully orchestrated visits into the past of another character. After that. nor is the agent under any obligation to be truthful about the promise. Thanks to the element of surprise and the benefit of hindsight. Deus ex Machina allows the players to immediately give their temps something that the temps will inevitably remember to go back in time to set up. But the promise must come up in the course of the game. as long as it is conceivably possible. Hidden Agent Sometimes only a local knows how to best deal with a situation. or a character the temps have already interacted with who has kept their knowledge of the temps a secret until the moment of the big reveal. Since the temp hasn't yet made the promise. the current version of the temp may be in the dark about it. a weapon. . This person may be someone totally new.Deus ex Machina You can always have the right tools for the job when all you have to do is remember to come back and leave them where you found them. The Hidden Agent is a local for the sake of the Group Coordination bonus. and this bonus works on Paradox risks from Bilocated temps and obvious Anomalies. and usually when the agent is needed most. Anything but another character (see Hidden Agent) or the temps themselves (see Bilocation). But the temp must do what they can to make it plausible that they would eventually come back in time and help themselves.

so immersed in the time that they are visiting. If that number is the same value as any locked-in Paradox Die.Zeitgeist Occasionally. Remove any effects they might be causing. either by using their knowledge of the past or by accident. . they turn to him and say. A single Synchronicity token allows for one or more of the temps on the current team to bring back a single future version. Or while in the 80s they incidentally popularize the slang word “rad. the future versions of the temps immediately show up to help out. those dice are now unlocked. With Bilocation. right?” and he's hearing the line for the first time.” Or. Zeitgeist allows the players to select one single occurrence of a number in the Matrix and remove it. If the origin of the idea is known. after saving Shakespeare's life. It is during these moments when temps can accidentally become the progenitors of historical events. For any single temp to have more than one future self present. a temp will feel and act so completely in the moment. They don't need to take credit for it (and in many cases probably shouldn't). that they will actually ease the burden of their presence on the time stream. another token must be spent per extra future temp. the temps must give birth to an idea. that is the question. These are full-blown temps under the control of the players of the original temps. which will affect future Anomalies created with this Matrix. but they should be the driving force behind it. Bilocation The riskiest option available to a temp is to come back in time to the moment of need and give yourself a helping hand. This is when. invention or cliché that is historically accurate for the time they're in. however the temps give birth to this idea must conform with it. “To be or not to be. This may de-escalate the Anomalies. trend. And then remove one instance of it from the Anachronometer. But some things you just have to do literally by yourself. the temps make history. but does not affect any Anomalies that may already exist. In order to do all this. A Zeitgeist is when the temps drop an apple on Isaac Newton's head.

Or it may simply be the truth. the temps risk Paradox when rolling. They can simply remember them. future temps do not need to make rolls to be informed about events that are about to happen. immediately roll the Paradox Dice as if a number threatening Paradox had just been entered into the Matrix. They know exactly where to be and what to do. Thanks to the element of surprise and the benefit of hindsight. all of these changes must come about. Before the temp can use Bilocation again. Future temps may also bring along specialized equipment and other necessary items. While Bilocated. Irresponsible Information—The temp's information is true and knowing it could possibly result in actions that contradict future events. As long as a future temp is around. There's no way of telling. And there are no requirements that must be met for this option. Each future version of the temp must exhibit some sign or indication that they have changed in some way since they were the current version of the temp.While the future temps remain. It's why Bilocated temps always risk Paradox. so they can do it with casual confidence. but wouldn't if they knew the truth. When a future temp imparts knowledge of a future event. there is no need to spend a Deus ex Machina for equipment they could be carrying. the very first thing a future temp does only requires minor effort and has one bonus. Prophetic Information—The player may spend a Synchronicity Token on an Epiphany to make everything the future temp reveals to be true without causing undue harm to the timeline. . But it's also a very useful tool. This may be a ploy to get the past temps to do what they must do. However. the player must choose one of the following options: Unreliable Information—The temp may or may not be telling the truth. Every time the players choose this option. Also. the local bonus cannot remove it. Information & the Bilocated Temp Information about what's yet to come can be a very dangerous thing. even if there are no Paradox Dice locked in. sharing this information is a perilous prospect.

The results of what they did may be far reaching. the fabric of the universe gets worn thin and strange things start to occur. all Anomalies in this Matrix will be persistent. Many of these can also be adapted to other categories with minor changes. Anomalies are measures on three axes: ephemeral to persistent. When this happens. An Anomaly occurs whenever a number is placed in the Matrix adjacent to a number of the same value. . the GM chooses an Anomaly from the list of available ones (or makes up one that fits the parameters) and immediately adds it to the story. the GM picks one of the axes to escalate. but the source of Anomaly is no longer present. They happen and then they're gone. From that point forward. Random events that can help. or obvious. but that list is not exhaustive. benign. Often they'll be sent to a later date. Which means the first Anomaly is always Déjà Vu. Once all three axes have been escalated you can ignore any further instructions to escalate. but usually hinder the temps in their quest for an anachronism-free world. and checks it off on the Matrix Sheet. Each category has its own set of rules that all Anomalies in that category follow. The first Anomaly is always ephemeral. These are the Anomalies. After the first Anomaly. If the temps leave without clearing it up. hostile. and will continue to remain. Persistent Anomalies remain.Anomalies As the temps mess around in time. until the temps do something about them. There is a list of Anomalies on the handout at the end of this PDF. after the Anomaly has wreaked a little havoc. Anomalies get escalated again after every two new ones and after the 2nd and 3rd Paradox Dice are locked in. Ephemeral to Persistent Ephemeral Anomalies are momentary. and subtle to obvious. benign to hostile. they will likely be sent back to deal with it. and subtle. doing what they do. You are encouraged to make up your own and add them to each of the categories.

At worse. When a hostile anomaly first appears. This represents the temp experiencing the same moment over and over. not something that would have otherwise happened. but nothing suspicious. A subtle Anomaly would not threaten someone's understanding of how the universe works. Déjà Vu This is the only Anomaly that is ephemeral. and most likely knocked around a bit. . Subtle Anomalies are the sorts of things folks dismiss as perhaps unusual. they can annoy or embarrass someone. They can appear to be magic to the superstitious. every temp in the area immediately gets an Incident Report. Once this Anomaly occurs. Obvious Anomalies simply don't make sense to most. the first Anomaly that occurs in each Matrix is always déjà vu. Déjà vu means that the temps will experience some things as if they had already happened. Anything involving an obvious Anomaly automatically risks Paradox even if there are no Paradox Dice locked in. And the local bonus has no effect on it. one at a time.Benign to Hostile A benign Anomaly will not do any harm to a person. trying to get it exactly right. to re-roll one of the dice. the GM picks an axis to escalate. either physically or psychologically. anytime a player has bonuses left over and they've already rolled. but in the end. Hostile Anomalies are outright hazards and can often be lethal. or some sort of super science. After this Anomaly is activated. benign and subtle. Even if there has already been escalation. It is also always the first Anomaly. they can spend these bonuses. they are clearly unnatural. Subtle to Obvious This axis refers to how evident it is that the Anomaly is not natural. But no one is in any real danger.

They come from a lot of sources. whichever one the GM set. Déjà Vu—If the Déjà Vu Anomaly is in play. Mitigating Circumstances—You can spend one bonus to shift the Effort or Effect. and can be spent on a future roll. You can spend these bonuses on a one-for-one basis to get the advantages detailed below. you count them up whenever there's a situation that requires a roll. You cannot prevent the risk of Paradox unless you have a bonus that comes from a local helping you. There are 2 ways for penalties to be spent: Counteraction—The GM can eliminate the temp's bonuses by spending penalties on a one-for-one basis. you're done with your bonuses until the next time you need to roll. Mitigating Circumstances—The GM can spend one penalty to shift the Effort or Effect. you must use the next smaller size. Bonuses spent on one roll do not disappear. to re-roll one of the dice you rolled. one level. one level. The GM then spends them to counter the temp's efforts and to generally make things more difficult. But once you've plugged a number into the Matrix. except d4s which are re-rolled as d4s.Modifiers How Bonuses Work Bonuses are the temps' way to get a leg up on the competition. How Penalties Work Penalties are what brings the temps down. In a situation where you should roll. whichever one the player set. . or to block a bonus just as the player is about to use it. This changes both the die size and the description of what is happening in the fiction. Just like bonuses. This changes both the die size and the description of what is happening in the fiction. This can be done before any decisions are made. you determine how many bonuses you have. but they're essentially advantages that the temp can exploit to make the situations involving a roll more favorable. There are 3 ways to use a bonus: Risk Avoidance—You can spend one bonus each to prevent your temp from risking Failure or Incident. Each time you re-roll. you can spend your bonuses. one at a time.

The only bonus not listed below is the one Bilocated temps get on their first action. Written reports are a little more durable. the GM needs to fill out Incident Reports. When an Incident occurs.V. If it makes sense that a particular Incident would make whatever the temp is trying to do more difficult.V. each with two bullet points worth of related skills underneath. then the GM may get a penalty from it. If it is a written report. Progress Reports. Incident Reports.Sources of Bonuses & Penalties Almost all the sources of bonuses and penalties are listed below.. and go away after they are used for a penalty. the GM writes down the nature of the Incident on a report. and each one of them comes with their own set of parameters. No more than two Incident Reports can grant penalties for the same roll. No more than two bonuses can be drawn from a single C. They are: the temp's C. There are two types of Incident Reports: verbal and written. Job. it must be a verbal one.V. Academic History or Hobby • Related Skill or Trait • Related Skill or Trait During the game. for their temp. Incident Reports Speed Bumps on the Road to Success As the temps incur Incident. the temps can get bonuses from their C. Cooperation. . They can get two bonuses if skills from two separate jobs are applicable.V. The basic structure should include three jobs (or achievements or recreational activities). Achievement. If more than one temp already has an Incident Report. Situational Advantage. Verbal reports are temporary. Temporal Project Specification Reports and the Temporal Villainy Index Penalty. Curriculum Vitae The Power of the Résumé Each player should write a C. Otherwise. is applicable.V. They get one bonus if anything on their C. if the jobs or skills listed are applicable to what they are trying to do. the Local Bonus. this report will be a written one. the GM also writes down what corrective actions must be taken to remove it.

too. you can give the GM a penalty to use against you. select two things that were said about your Valued Contributions and two things that were said about your Improvement Opportunities and record them in your Progress Report. If you succeed at this roll.V. after all is said and done. the temps return to the office and have a debriefing with their manager. you can chat with the GM to figure out something new to add to your C. Quarterly Review—After you've started a new Progress Report. During each debriefing you will get feedback from your fellow temps and your manager about how well you've been doing and where you need improvement. In your defense and as feedback for the other temps. Improvement Opportunity—If one of your Improvement Opportunities is relevant to a roll. You cannot claim a bonus for this Contribution again.V. can also claim this bonus if they manage to convince skilled locals to do their dirty work for them. based on the Contributions and Opportunities you checked off.V. that might apply to the situation. with or without Incident. You may only claim one bonus per roll this way. Valued Contributions—During a mission.Progress Reports After each adventure in time. You'll have your own say. This feedback will address two specific areas: Valued Contributions and Improvement Opportunities. they can get an extra bonus if the lead temp has some sort of leadership skills on their C. you can claim one bonus. you can put a check mark in the box next to the Opportunity to indicate that you've shown improvement. . all cooperating temps take incidents. without Incident. For each debriefing. put a check mark in the box next to the Contribution to indicate that you've demonstrated consistent work. Temps with leadership skills. if one of your Valued Contributions is relevant to a roll. If. If an Incident occurs while temps are cooperating. or just particularly persuasive temps. or both the lead temp and a helping temp have jobs on their C.. Cooperation If two or more temps work together. you succeed at the roll.

and the player wishes to retry. In addition. . historical person. the threat's menace rating is reduced by one for the rest of the adventure. If your temp filed a TPS Report pertinent to the adventure at hand. TPS Report bonuses work just like the Local Bonus when it comes to avoiding the risk of Paradox. The reports are nothing more than a title and three facts about the subject. Situational Advantage If the player sets the effort and they describe something in the environment that gives them an advantage. then you may treat each fact on the sheet as if it were a bullet point on your C. the GM may describe something in the environment that hinders or works against the temp and claim one penalty. event. you can spend the bonus they give you from cooperation on avoiding the risk to Paradox. And. These are reports on a time period. the advantage goes to whoever did not claim it the first time. You can get the cooperation bonus. if one or more locals is doing your dirty work for you. or anything else the player is interested in their temp encountering. These are only used when the temps directly interfere with the menace.The Local Bonus Getting the locals to work for you has a couple of advantages. If the temp failed. This affects both the amount of penalties available for future rolls and how often they cause a Paradox roll. Any time the GM needs to use all of these penalties on a single roll. It can turn a roll based on a skill set you don't have into a roll based on your natural persuasiveness. they may claim one bonus from situational advantage. They let the GM know what the players are interested in and help them plan future adventures. Temporal Villainy Index Penalty Threats rated on the TVI give the GM a number of penalties equal to their Menace Rating. Temporal Project Specification Reports Players are encouraged to file TPS Reports with the GM.V. but you still have to describe how you got it. culture. such as an overturned table to hide behind in a sword fight or Barry White on the stereo during a seduction. If they don't claim it.

And now on to the General Management Policy . . you may eliminate any one die you just rolled. your temp perished in the line of duty in a manner of your choosing. you can simply choose a number to enter into the Matrix and succeed. leaving better options on the table. Then roll a d12. if you still don't like the results. . your temp has been critically injured in a manner of the GM's choosing. Any time you roll. there are three other ways to affect the rolls that the temps make: Bickering. you can no longer have the Leading Edge. If you rolled less. you have the Leading Edge Die. they can add the Bickering Die to the roll. Then. Before the number for the Matrix is chosen. the Leading Edge Die and Taking One for the Team. Bickering If the temps are fighting each other and one is rolling. before deciding which result to put in the Matrix. The Leading Edge Die When you're farther into the future than you have ever been. It's another die. roll an extra die of the same size. Once you risk Paradox. If you rolled that number or higher.Other Ways to Affect Rolls Beyond Bonuses and Penalties. Taking One for the Team After you've rolled the dice and spent your bonuses. the same size as the rest. . any single temp involved in the roll or fight can take an additional Incident Report (as the result of the infighting) and then eliminate the lowest die.

17-PL-1834 Browne Chronometric Engineering. 10.General Management Policy Rev. Inc.01. .

Regulations & Reports 6 Adventures in Time! 10 The Mystery in Time Travel 12 Threats to Existence 12 The Keeley-Sullivan Temporal Villainy Index 12 Temporal Enemies 101 13 The Continuing Journey 15 The Matrix Over the Years 15 The Temporal Project Specification Reports 15 Progress Reports & Quarterly Reviews 16 1 . . 2 Training Wheels & Safety Nets 2 About Marigold Staffing & BCE. Inc. 3 The Joys of Temporary Employment 3 Temps Out of Time 3 The Office 4 Co-Workers 4 The Tools 5 Rules.Table of Contents Introduction 2 At the Tone . .

you start to notice a few of them are just slowing you down. The players play time travelers. or you’ve got a better idea of how to handle something. And at the end of the day. you can drop and change them as you please. . At the Tone . Then. you’re eager to please and follow all the instructions to the letter. The first is about the world of Time & Temp. and technologies of Browne Chronometric Engineering. they can reach through the ages and conjure whatever they please. You find you own shortcuts and ways to get the job done. But then eventually. The players play temps. personnel. The rules and guidelines in here are your training wheels. focusing specifically on the offices. offer a few menaces to throw at the temps. Or at least create the illusion that you’re getting the job done. . Training Wheels & Safety Nets You know how when you first start a job. It’s a good instinct. very few things are as serious as a velociraptor at the ’84 homecoming parade. and explain how to make the game work over the long term. especially if you haven’t had a job like it before. Better safe than sorry and all that. explaining a bit about why some things are the way they are. There are no spoilers. 2 . at the command of one of the most astounding powers imaginable. Keep them on in the beginning. they’re behind on their projects and the boss is upset with the number of personal e-mails they’re making. Time & Temp is a lighthearted game about dire situations and consequences. All of reality trembles when they walk across the eras. Inc. You should treat this book in the same fashion. the lowest part of the office food chain. but that doesn’t mean the players should avoid it. if you find a few of them are not helping. Like magicians. There are three parts to this book. but don’t be afraid to make things serious every so often. at least until you find your balance. After all.Introduction This book is written with the General Manager in mind. and the curious will only be rewarded with a better understanding of how the game works. The second part will run you through the various rules to the game. The third part will outline the typical Time & Temp adventure. as you follow all the procedures. marginalized by co-workers who can’t be bothered to learn their names. and how to best use them. Humor will serve you well playing this game.

Inc. Inc.. I’m just waiting for George to call me back on that one. anything else the temps want should be denied through deflection. is not exactly hostile. that does in no way limit our temps to being modern New Yorkers (or God forbid the occasional New Jerseyan). With this sort of relationship. The work environment at BCE. Victorian detectives. be anyone and practically do anything. The temps’ status as temps should prevent them from effectively improving their work conditions. Marigold Staffing has limited access to some of the world’s most cutting edge temporal technology. The Joys of Temporary Employment In the field. come on back to the trusty General Management Policy and see if that doesn’t help. are located in present day downtown New York City. The relationship between Marigold Staffing and Browne Chronometric Engineering. musicians from the Titanic. there’s a mountain of red tape and negotiations involved. Inc. you’d think the temps could get some recourse. they are still temps. at least. About Marigold Staffing & BCE. If. you go too far afield and things start to drag. but it would not be unjust to describe it as uncaring.” Temps Out of Time As part of their exclusive contract with BCE. As the Placement Manager at Marigold Staffing. is a tight one.. and then we’ll go ahead and send the request through. Or. as you’re playing the game. Inc.. which should happen whenever requested. Carol Ann Foreman is about the closest thing the temps have to an ally in the office world. Cave men. They can go anywhere. that’s what she tells them. raises and benefits. and in return BCE hires exclusively from Marigold Staffing. the world is the temps’ oyster. 3 . “Oh. While both Marigold Staffing and BCE. and ace space pilots from 2307 AD are all fair game. This has allowed them to recruit temps from any nook of the world and any cranny of history.But you should also consider them safety nets. She’ll fiercely defend them and fight for their rights. When the players want something out of the office side of their temp’s life. Aside from the Quarterly Reviews.. But at home. Inc. Marigold recruits exclusively for BCE.

There are plenty of opportunities for temps to occasionally run into Vikings or redcoats. and probably never will. The same holds true for computers and chairs. as he lacks tact. Co-Workers The other floors of BCE. are teeming with folks from other times and places. George is the Directing Manager of Chronometric Maintenance. The temps themselves will have cubicles. Mr. it’s all creams. which often leaves him just telling people what they want to hear. and he almost always operates under the assumption that the temps have already been briefed. He’s the kind of guy who just wants everyone to be his friend. and off-whites. the BCE Building is an imposing structure covered in large. He has. however.. just out of business school and probably more successful than all the temps combined. He’s an honest boss. rather than the truth. 4 . Barry Barry is the Managing Director of Temporal Preservation. In the center of it is a morbid. perhaps to a fault. But from the elevator on. black tinted windows. although they may not have enough cubicles to seat every temp. But most of their days are spent in forced blandness. There are. This is to preserve their unimportance and optimize their use as paradox eschewing time traveling machines. three characters the temps will run into on a regular basis: Todd Todd is 25 years old. His job is to brief the temps on their assignments and get them going. The lobby is also imposing.The Office Located in beautiful downtown New York City. A stern but fair man who will likely be presiding over the temp’s de-briefings and Quarterly Reviews. Part of Barry’s job is to preside over the temps’ de-briefings and Quarterly Reviews. The floor the temps work on is decorated sparsely with the occasional plastic plant and oil painting of ships at sea in storms. He’s also their trainer. Inc. Some will have to share. rusting statue of a man in anguish with “In Memoriam” printed at the base. remember the temps’ names. eggshells. with vaulted ceilings and black tiled floors. George Mr.

In the center of the room is a scarlet circular settee. Todd takes the temps in. When traveling through time the room will shake a little and a projection of the sky will appear on the domed ceiling. and there’s a return key on the Commodore that brings the Domed Room back to the office moments after it left. The time machine. Front Side Back 5 . it appears as a doorway that exist only from the front. This is the commute. Behind this door is a circular room. aluminum door. This projection will appear in dizzying time lapse as the machine speeds through time towards the destination date. the door can be locked from the inside. The ceiling is a white dome lit by lights tucked behind the faux wood paneling. behind which is faux wood paneling.The Tools In addition to the on the job training and preparation mentioned in the Employee Handbook. When the Domed Room arrives at its destination. Opposite the door is a short file cabinet on top of which there’s a Commodore 64. the temps will also have access to the following vital bits of time travel technology. plugs a few figures into the Commodore and leaves them to it. The ride. The Domed Room There is a hallway just feet from the temps’ cubicles that leads to a single beige. There are three important features of the room: the rust-colored. The walls of the room are draped in red velvet curtain. plush carpeting is generally safe to fall on.

The Office Survival Kit Tucked into the file cabinet in the Domed Room is also a standard office survival kit for up to three persons. They are the rules of the game. Rules.  3-day supply of water rations. This is the Ansari Anachronometer.  And six sanitation bags. covered in LEDs. the Ansari Anachronometer is to be returned to Todd immediately so that its readings can be recorded and programmed into it moments before Todd handed it over to the temps earlier today.  One hand-crank radio. There’s nothing 6 . we have the General Management Policy to help us out. Though the odds of this happening are drastically reduced by the fact that the key to their ride home is attached to it. Regulation & Reports The five rules pullouts cover a wide breadth of situations and occurrences without delving too deeply into any of them. It lights up in accordance to the results being recorded on the Anachronometrics on the Matrix sheet. Once the mission is over. The kit includes:  A comprehensive first-aid kit. There will probably be a lot of back and forth. as the players may want to adjust the effort until you’re willing to give them the effect they want. about the size of a remote control. but they don’t tell you how you should be using them. Particularly not to let it fall into the hands of the locals.  A box of waterproof matches.  Two hand-crank flashlights.  Six candles. Effort & Effect The discussion over effort and effect should be handled as a discussion. The Ansari Anachronometer The key to the Domed Room is attached to a device that looks like a long black plastic box. Fortunately.  12 food bars.  Three Mylar thermal blankets.  Six emergency light sticks.  Six flares. The temps are under explicit instructions not to lose or let harm befall the Ansari Anachrometer during their missions.  A compass.

 Because there are no historical accounts of people actually turning into bears and if that were to change. A special case to keep in mind is that temps who can do things normal people can’t do. the more dice they get to choose from. A player in the dark is just a frustrated player. you should come up with a consequence for that. Don’t let the effort and effect bartering go on for too long. cheapest way for the temps to get what they want plugged into the Matrix. The more they risk. Risking Failure & Incident Don’t go overboard with the giving the players risk. including turning into a bear.V.  He can do all sorts of things normal folks can’t. If they fail. feed them all they need to know. And if they succeed. we could have a Paradox. the World’s Mightiest Mage. Reveal a hefty chunk of the menace’s plot. he risks Failure.  He spends a bonus from his C.wrong with that.  Every time he tries to turn into a bear. they are stuck with whatever that single die gives them.” then you aren’t doing this right. make sure you have their players describe how the failure occurred. really. Encourage this! And then exploit this opportunity. what do they fail to find? If you’re answer is “Nothing. If they rolled for information. They just have to use the bonuses on their C. If the players want to risk failure on a roll. Failure & Incident When temps do fail. Bizarre. Put them on the course towards confrontation and resolution. but definitely don’t try to shorten it by insisting that the player set theirs first. is slumming it as a temp. still risk Failure when they try them. to avoid the risk of Failure. because a normal folks can certainly fail to do that. It works like this:  Mr. It’s easy to get into the mode where you translate the results for everyone. give them information. 7 . the more control they have over the Matrix. Information! This rule is the easiest.  Now he’s rolling whatever die the effort and effect give him and plugging that into the Matrix. but that’s not the General Manager’s job.V. A quick glance around when Failure and Incident are at risk means the player is rolling three d12s and taking the pick of the litter. and they don’t risk Failure or Incident. to remove that risk. If the temp tries to do something that is opposed by another character.

If the temps want more than that. it may be much more in line with how history remembered it and because the story gets much more interesting when the temps interact with the locals. when no one accepts the extra Incident. and the most effective way to combat that is for the temps to trick the local population into doing what needs be done. Bonuses & Penalties Most sources of bonuses or penalties can only give you one. There’s nothing glorious about saving the world and stubbing your toe in the process. but you should be equally as stingy with that second on. This is both because it makes sense that if locals do something.” or “The rest of the village now blames you for the deaths of their men folk. whatever Incident you come up with should be fairly temporary. get a little brutal. If you notice the temps at each other’s throats.When an Incident occurs. risking Paradox is one of the more dangerous elements of the game. you don’t have to go with the obvious. Then. Bickering Temps like to take their frustrations out on each other. That sort of thing is best handled by calling in Human Resources.” Keep in mind what sort of Incident Reports you’re writing. Incident reports do not have always be some sort of physical harm. If it seems like the temps are always exploiting a particular resource. For instance. suggest they bicker each other. The only exceptions to this are the two bonuses from the C. If less than two Incident Reports are sitting on the table. But the bicker bonus offers a delightfully passive-aggressive alternative to fisticuffs. They be things like “Snorri believes you’re a liar. Taking One for the Team Be truly brutal with this. When a temp takes one for the team. it may be exactly what they should be doing. The bonus system works best if the temps aren’t just relying on their superior skills all the time. they’re putting their all on the line. they can always blame each other for the bad roll. Also keep in mind if the temp has been Bilocated recently and needs to lose an eye to explain a mysterious eye patch on the future temp. You can be pretty liberal with allowing that first bonus. There are no rules in this game for two temps out and out fighting each other.V. There are several loopholes specifically set up in the system to encourage the players to incorporate them.” or “Stuck with a persistent case of the hiccups. 8 . But if two or more are out there. too. they’re going to have to dig deep. But lose a hand and they’ll write songs about you at the office holiday party.

That doesn’t mean that this couldn’t be fun every now and then. there’s still that risk of a temp learning or doing something in the future that would set off a chain of events that would ultimately prevent them from learning or doing it. that’s just as disappointing. or are treated as the wrong members of society. Poof! Paradox. Consider having the temps being haunted by the same anomaly. but never let a Synchronicity have a less than dramatic impact. All the rules are still applicable. BCE. the game is wrapping up. and methodically drowned out by the growing numbness. If that fourth Paradox Die locks in. May be this mother is sick of this happening. just wait for it to happen one more time. but that doesn’t preclude the temps from taking jaunts into the future. Resist the urge to toss them another challenge by diminishing the impact of a Synchronicity. too. certainly has a stake in the future.. but keep in mind the Leading Edge Die. Drink until all the children’s laughter that will never be laughed is slowly. take a moment to collect yourselves. Or maybe a different temp’s mother each time. The Future Most of the rules in the game focus on traveling to the past. Certainly don’t give them a cakewalk. and then go out and drink to the world that never was. Consider personalizing the anomalies.Synchronicities Once the players get a synchronicity. if you want. None of these preparations are 100% infallible. Paradox This is the end. Maybe the same person keeps being sucked out of time and dropped in front of them. Anomalies Many of the Anomalies listed on the pullout can be scaled up or down in the various axes to make them applicable in a number of different situations. And if you got a motif going. These are powerful and they’re meant to be that way. Drink until you know what it feels like to never be in the first place. You certainly can set up the occasional adventure where the temps can’t communicate properly. Inc. 9 . thanks to you. And because we are in fact the future’s past. Drink until you can’t hear the dreams that were never dreamt. Then start again with new temps and a new Todd and whole new world. or have to avoid contact with some horrible disease. They work hard for them. Maybe this person is one of the temps’ mothers. consider escalating. One the Job Training & Preparation The whole reason why these things exist is so that every single one of your adventures doesn’t have to be about the temps being fishes out of the water. and is now carrying pepper spray.

10 . sorting the mail. Time to fix time! Temps at Work Start the game off right. any temp willing to step up to the Commodore and have that player make the insertion roll. they can’t roll. Put them in a lake. sitting back-to-back with rolling chairs packed in so tight. wish the temps good luck. or on the edge of a cliff. Most of them will also be assigned tasks such as filing.  Have the door open into the middle of a battle. Todd’ll tap some keys on the Commodore. and close the door on his way out. assuming they know far more about it than they actually do. The Door Opens If Incident occurred. Let them stew for a few moments in the off-white glory of the office. several temps may have to share same cubicle. make it a bumpy landing. Tersely and a little put off. The Commute Inside the domed room. Enter Todd After a minute or two. but the players may not risk Failure unless they’ve already been to this Matrix. talking to them about the project they’re getting. have Todd collect the temps (not by name. The effect is shoving several people into a time in which they don’t belong. We’re on our way! The domed ceiling of the room dissolves into a montage of sky as the seasons pass by at breakneck speeds which in turn melts into a gray blur. of course). whip out the Matrix and plug it in. As they approach their destination. and sitting in for the receptionist when she takes her lunch break. Todd ain’t one for listening. Make the roll. put them in the thick of it. where soldiers on both sides mistake them for the enemy. but he should answer any questions. Grab your friends. so it’s extensive. toss them the Ansari Anachronometer. and fresh Matrix. He’ll walk them down the hall towards the commute. Pick a temp. Risking Incident is a- okay and can lead to a lot of fun. grab some snacks. As soon as that door opens.  Have them mistaken for long awaited friends or help. with the temps staring at their cubicle walls. the process reverses until the sky is still once more. Due to limited space. Have the player describe their temp’s effort. grab your dice. Somewhere dangerous enough to dole out an Incident Report right away.Adventures in Time! This is how it all goes down.

the temp’s player records their two favorite offerings from this round in the progress report. The temps will make a few rolls. the game is over . and then BANG. If you’ve got a snazzy menace. Adventure! From here. played by the GM. Then the temps player records two of these offerings in the progress report. nothing is typical. Once all the temps have had a chance to endure this lovely process. What the temps do will likely surprise you. Slap the date and location on the Matrix. And again.  Place them in the middle of a busy thoroughfare stuffed with gawking people. party with the locals. Whatever you do. and with a bit of luck entertain you. and toss it back into the folder. Synchronicity. everything should turn out all right. give them something to do immediately. 11 . Go around the table. and single out each temp for a round of cheers and jeers. including the GM and the temp in the hot seat. they’re sweeping up the mess and getting the hell out of there before they end the universe themselves. . Return to the Office With the completed Ananchronometer—and possibly your menace—in tow. and the temp in the spotlight get to offer a Valued Contribution. each temp listens to all the other temps take turns offering compliments about his or her performance in the field. gather all the temps in a meeting room and have one of the managers preside over the de-briefing. gets a chance to talk about the temp’s shortcomings in the recent mission. have them arrive just in time to accidentally save someone. chase down a few leads. A job well done. Next thing you know.  Have someone crying for help in the distance. as well as the values of any locked Paradox Dice. Even the presiding manager. . Just have plenty of hooks for them to grab onto. and you hide it behind a couple mysteries. in which everyone. In the debriefing. Don’t plan this part of the game too much. Then there’s the Improvement Opportunity round. they all pile back into the domed room and hit the return key. for now. Or at least a job done. The Debriefing Afterwards.  Or better yet.

If the menace has created a red herring to draw the temps off his scent. And it’s very easy to make it a hot. Do not make the players try to cipher it out. Ratings are from 0 to 4. But there’s two things all these menaces have in common: they’re all the root of the problem and they all have a rating on the Keeley-Sullivan Temporal Villainy Index. Time & Temp is designed to handle this problem. wait for the opportunity. And then it dawns on you. He’s remembering things backwards! There’s two of her running around! Even if they do stop this robot. feed them the false information. Threats to Existence The majority of the time the temps will be dealing with a menace: some one or something which threatens the timeline. but don’t make the players experience the mysteries like their temps. When the temps blow an information roll and choose failure. The players have enough puzzling to do as they try to sort out the Matrix. Go ahead and have mysteries in your adventure. but in order for it to work. frustrating mess. if you want to deceive the temps to lure them into a trap.The Mystery in Time Travel A sense of mystery is at the core of many time travel stories. Likewise. with a rating of 0 being something which threatens Paradox because it exists but does not actively work towards it and a rating of 4 being an army of future cyborgs trying to assassinate every president the United States ever had. 12 . These menaces can take many forms. Their temps just did. just what’s been going on all along. you may need to handle mysteries in a specific way. draw them off his scent. But the moment someone makes an information roll. The Keeley-Sullivan Temporal Villainy Index Any creatures. A good time travel story feels like a puzzle. person or force stuck out of their time. but it’s all very difficult to do in a game like this. right there with that roll. they can’t stop the future! That’s all good stuff. or somehow threatening the stability of the temporal structure has a rating on the TVI. You need to piece together all the bits of information you’ve got so you can see the outline of the missing bits. Players know the information is wrong—they’re the ones that failed the roll—but trust them to run their temps right into the trap. put them right back on his scent. including the form of a non-menace.

13 . the rating remains the same. It’s important to note that for the purpose of the game. but has been known to apply to ideas. an alien race of spectral lovers.The rating is arrived at by asked four straight forward questions about the menace. Does the subject possess the ability to travel freely in time? Incidentally. the later version is much easier to calculate on the fly. So if you’re not a GM and you don’t want to be spoiled. A kill-crazy. shape-shifting android pull through an Anomaly in to court of King Louis XIV may seem like it has a TVI rating of 2. but if the temps were already dealing with a different menace. the TVI rating is only applied to the main menace of any given adventure. updated by Dr. While the original version is considered to be more accurate. don’t turn that page. and particularly charismatic leaders who are able to create causes bigger than themselves. Temporal Enemies 101 Creating a menace is almost as easy as just answering the TVI questions. When the index was first created by Dr. This is about the only part of the General Management Policy that might contain spoilers. the rating goes up one. the android would not grant the GM penalties nor cause the periodic rolling of the Paradox Dice. Just give them a quick reason for why they might be threatening a paradox and a modus operandi. but fiery mustelids. Now if the temps came back for him in another adventure. is the subject trying to do something that would inevitably prevent them from having tried to do it in the first place? Does the subject possess capabilities beyond that of a predominate population of the time they are in? This is actually the 1963 version of this particular question. Keeley. Sullivan. Is the subject actively pursuing a paradoxical goal? Specifically. the question matched the subject’s capabilities against that of a number of specifically named small. this alone gives the temps a TVI rating of 1. Does the subject possess a way to propagate itself? This question is typically applied to viruses and such. Here are some temporal menaces to get you started. the TVI would be in full effect. For each one answered negatively. For each question answered positively.

who snapped in the year 2034 after having to build just one too many monstrous doppelgangers for some of histories vilest people.’s Overriding Theory of the Fragile Immutability of Time. a group of werewolves. 14 .. Inc. as there’s no account of it in the historical record. Rogue temps working for BCE. Thraxis is a scientist simply trying to test the hypothesis that all of reality would unravel if a paradox occurred. naturally of that time. The Perseus Gang is a trio of prisoners there who haplessly found themselves a wormhole hidden under one of their bunks. but the way they figure it. where they quickly sold their garish orange jumpsuits for a bite to eat and a hand gun. They’re not much for planning. Inc. Dr. they’re just ahistorical. if they play their cards right. Giddy at the thought of escaping. Thraxis TVI: 3 Not every temporal scientist subscribes to BCE.Mother of Grendel TVI: 3 Mother of Grendel was a former robotics engineer at BCE. In 1834. The Brood Club TVI: 2 Monsters do exist. And not every menace is violent. Now she’s hatched a plan to create a historical Grendel to terrorize the historical Hrothgar to lure the temps to her. Dr. Inc. where she can slay them before she has to make another genocidal megalomaniac. plotted to attack and turn President Andrew Jackson into one of them. Or so says Todd. they just might end up owning this here town. This of course did not happen. So he’s traveled through time conducting extensive research and experiments leading up to an attempt to prevent a particular person from appearing in the background of the 1987 broadcast of Macy’s Thanksgiving Day Parade by delaying her in traffic. kept trying to prevent atrocities by assassinating those responsible before it happened.. but no one of that time is capable of stopping it. The Perseus Gang TVI: 1 Perseus is a prison satellite that orbits the Earth in the near future. nor much for thinking. they jumped through and ended up in the American Wild West. The responsibility fell to Mother of Grendel to lead a team in creating a convincing robot that would take over where the assassinated maniac left off.

or perhaps the same time but in a neighboring village. they may have a bit of an uphill battle ahead of them. where do you play? The TPS Reports can be your best friends. but you don’t want to give them a clean one either. but a year earlier or a few months later. When the temps want to almost go back. Just have the players jot down on a note card some place they want their temps to visit or some event they want to get mixed up in. And when they go somewhen else. releasing any Paradox Dice that might be locked in on them. But hold on to those old Matrices! Persistent Anomalies. as the temps bulk up their C.The Continuing Journey Time & Temp is a game designed to be played over many adventures. too). and so forth. When the temps leave a Matrix. promises they want to keep. you don’t want to give them the same Matrix. A good way to handle this is to take the used Matrix. So when the temps return. sometimes to the very moment he or she left. 15 . It gives the players the chance to steer the Domed Room. Anomalies they have to clean up. they start anew with a fresh. roll three d12s and erase every instance of those results from the Matrix and the Anachronometrics. When the temps leave. and then three facts related to the topic. The Temporal Project Specification Reports When all of time’s your playground. They’re dead simple. The players get bonuses out of the deal and you get a hint as to where next to take the adventure. (Keeping in mind that this might even de-escalate the Anomalies. but everything else stays and any Paradox Dice that were locked in are recorded on the Matrix sheet. when they want to go back. certain Synchronicities. when this happens. all the Synchronicity Tokens are immediately removed. empty Matrix. and even interesting people and places can call a temp back.s and begin to become a tad ubiquitous.V. characters who have captured their interests. And this is why you should keep looking for excuses to send them back to the same time and place. they leave it behind. and gives you the chance to bone up on wherever they’re steering it. The Matrix Over the Years Each Matrix is unique to its time and place.

so everyone gets the hang of how they work. it’s going to be time to sit down with the player and add a little something to the temp’s C. Each time a temp has a Quarterly Review.V. So make the temp sweat. so don’t be stingy. George or Barry assign them once or twice. George or Barry putting the temp in the hot seat.V. during a Quarterly Review. but then you’ve got to let them arise naturally. it goes under a fourth job heading labeled simply: Temp. You’re not really there to veto the player’s ideas.. they can only add one thing to their C.V. Giving You All the Time In the World 16 . but agree with the player. you’re there to help and offer suggestions.The problem is. You can have Mr. It smells too much like homework. Rather. Progress Reports & Quarterly Review Once the players have filled out all four sections on their Progress Reports and had a little time in the field to check off some Improvement Opportunities and Valued Contributions. And to play the roll of Mr. you don’t want to force the players to do this. When something is added to the C. You and the player should look at the Opportunities and Contributions the temp has checked off and try to suss out a common theme or skill.

) If the player set the effect they Suffer Incident must describe failure that prevents Ties take up as many places as there are GM Doles Out Incident—When a another attempt. and they will tell you you'll be rolling. Roll 1 die plus: bonuses to suss out. or they might but only if the player set the effort. or any other player can Minor d12 d10 d8 put them at risk. Bilocated. If two dice rolled ones. the GM will set the means that the GM. then the temp is at risk. decide to set the effect instead. So if the player sets the effort not necessarily related to the at “strolling out of the cave” and temp's success or failure.) accomplish their goal. The other side of this card has 1 more if Failure is risked. Effort—Setting the effort means you're saying your temp is going d10 d8 d6 Risking Failure—A temp risks failure Major to go this far to get the job done.. the GM sets the effect at “not After Rolling getting out before t-rex wakes up” Risking Paradox—The third risk. player. Succeed Try Try Again With Incident Failure & Incident If the temp fails at something. not be their fault.. temp is putting forth to determine if the temp is in danger (Roll an extra die for each risk. if there's a good chance a normal person might not succeed at Extensive d8 d6 d4 Effect—Setting the effect means what they're attempting to do. chance they might get hurt. are the risks.. they temp suffers from an Incident. tied dice. exactly what that goal is. This is or their pride. These will tell you the size of the dice change history. The lower the result. you're saying this is the job the The temp may not be a normal temp wants done and they'll do person. rules. is determined by the their effort. Everyone Decides—For the first Extensive Minor Major Player Decides—When you're ready to roll. a back and their attempt. You must use.. Risking Incident—A temp risks more details about what all this 1 more if Incident is risked. Or swing around and the Matrix. Whichever Effect at risk. the effect. Incident occurred. how many dice you will be rolling. the player decides Effort & two risks.. but if one or more of the temps is the more dangerous it is for reality. size of the dice you're using. the three risks you are taking. or suffer fallout from This is a discussion. cross reference them on the Effort & Effect chart to determine the Succeed The lowest die Number of Dice—You roll one die. the temp's other. Fail and The 3rd lowest die have another shot. It might the temp could have another go. the player is allowed to amend Decide which result to plug into Paradox. and just of failing or harming themselves.. The player is allowed to Fail without temp fails. . and this When your actions could clearly what they're attempting. it's —Or— The 2nd lowest die Player Narrates Failure—When a not over. or if there is a obvious Dice Size—Once the player has Anomaly involved. Incidental fallout is forth. automatically risks Paradox. incident if there's a decent entails. You would have to Fail and suffer Report and explain how the Incident to get a higher result. This one they set. Failure and Incident. All the Without Incident plus an additional die for each of dice you roll will be of this size. the better it is for your temp. it's up to the player to describe failure in such a way that Incident decide just exactly why. If you want to. the player must set places. 1 more if Paradox is risked. then the temp set one and the GM set the other.. If a Paradox die is locked in. be embarrassed. while attempting the effort and the effect. but that's a matter for the whatever it takes. When to Roll? What Size Dice? How Many Dice? When you are opposed by Setting the Effort & the Effect Determining the Risks Involved another character or creature. The player and the GM should Everyone playing the game discuss what sort of effort the should look at the situation and When you risk failure or incident. (See left. if whether they want to set the anyone playing thinks the temp is effect or the effort.. the would occupy the lowest and 2nd lowest GM must fill out an Incident On the 3rd try.

You don't have to go how they do it. great Engaging in a wrestling match. Major d10 d8 d6 Describing the Effort Describing the Effect When describing the temp's effort. Swatting a fly. destroy or create a sentient being significant but not drastic way. tools. automatically take death or efforts could be: Helping your great. Extensive Getting someone pregnant. timeline is always an extensive Waylaying a guard to steal his effect for the purpose of uniform. Helping your great. altering an environment. or trying to do. culture. don't get too wrapped to describe what resources. but if used. . for a brief amount of time. and just about anything certainly impact how long it will of permanence. Don't environment. techniques. you can These include killing. but to your advantage. the effect is always Minor Effort minor for the purpose of Minor Effect These are the sort of things that determining the die size. as time. Note however that Extensive Effect several days or longer. This effort requires concentration change the effect die size. Extensive effects take you. Major efforts could be: Any act that could permanently environment or a culture in Lunging at a runaway cat. Effort is a measure of the Effect is a measure of the Extensive Minor Major amount of energy and attention Effort & extent of the impact the temp’s the temp personally puts into the actions will have. but period of time. setting the amount and nature of grandmother’s shortbread Recalling a joke. such up in the possible long term results. great Gossiping at the water cooler. Temps usually not dire ones. the information revealed. results. With effort you get Effect the effect. recipe with a trick you picked up in a Better Homes & Major Effort Bonuses and penalties cannot Gardens from 1997. you are using Minor d12 d10 d8 look at what might happen. information. When the GM sets it. Or something that takes Bonuses or penalties spent to change the level of this effect could be: everything you've got. Things that temporarily delay concentration. Most people can Players setting effect are setting people or have no noticeable do these things while engaged in precisely the information they are impact on an environment or something else. chip cookies before Ruth Reciting the entirety of Star Wakefield. Wooing someone in a bar. Wars from memory. They divert people cannot do anything else of note from their daily tasks. otherwise just looking for the temp did to accomplish this. including tools into details at this point. onlookers and whatnot. Extensive Effort determining the die size. solely at what will happen. precautions made. etc. grandmother invent chocolate Defending yourself in court. great grandmother win first prize in a These are long term projects or baking competition. be sure to Information! mention them. or more Major Effect casual concentration over a long These have consequences. resources used up. other matters. such as impressing and so forth. how there are an specific secondary long it takes. they're Improving your great. Extensive d8 d6 d4 Describe what the temp wants to consider what the temp does and happen. This includes such joys as brief moments of exhaustive effort. society. that is or will be a part of this Major effects could be: Recalling a conversation. the only the unavoidable results. You can say what the temp is When a temp is doing research. If it is the sort of project that takes unprotected sex and gunfights with the locals. Minor effects could be: could be: Distracting a guard. conception off the table. but nothing specific keeping an eye out for danger. prevent while putting forth this level of things from happening that could effort without also taking extra Sex & Violence happen again. or You should not talk about what about the results. drastically take a few breaks to deal with characters out of their own time could be fair game. but that will or event. When choosing task at hand. Minor efforts looking for.. or change the time. This covers largely inconsequential require little energy or stuff.

II Players have an extra die III whenever they roll. Choose one each time anomalies escalate. XIX-XX Synchronic Sets 9 unique numbers in a Anomalies Anomaly Escalation square Déjà Vu – Temps may use bonuses to re-roll. Ephemeral becomes persistent. XII XIII-XIV XV-XVI XVII-XVIII Fourth Paradox Die Nothing ever was. Benign becomes hostile. Anomalies escalate. Anomalies escalate. 2 cross bars. Insertion Roll Time: The Matrix Location: Anachronometrics Threatens Paradox First Paradox Die I All rolls risk Paradox. VII VIII IX X Third Paradox Die XI Anomalies escalate. IV V VI Second Paradox Die Anomalies escalate. numbers Subtle becomes obvious. 7 consecutive numbers in a row . each with 5 unique Anomalies escalate.

5. . No two numbers in the numbers. long as the numbers were in legal spots when added.10) in a horizontal. . And it's possible to operate the time machine correctly. . Every two Anomalies . or Whenever the temps are dealing with a number in the Matrix and either directly to the diagonal row. all other numbers must be placed in a set of 7 consecutive numbers (such as The Temporal Villainy Index blank square that is adjacent to another 4. and swap them. . they get a After a number has been checked off more Synchronicity Token. .How to Use the Matrix Synchronic Sets Anachronometrics A Synchronic Set is a pattern of numbers inside Once a number is placed in the Matrix. Anomalies. players make to see if their temps managed belong to more than one set. earning the players more than The Paradox Dice are four d20s. but at most If this is the temp's first visit to this time & place one Synchronicity Token. . the GM rolls all those that are not Insertion Roll always goes in the upper-right There are three Synchronic Sets. 40 minutes . . hour . of 3). . 4th Locked Die—All of reality never happened. . which are currently locked in (max. 2 . Success means the players two diagonal bars of 5 numbers. . illustrated on the other side of this card. Temporal Villainy Index. Once the 8 X When two numbers of the same value are second circle is checked off for a set of X 3 X placed next to each other. . . an Anomaly numbers. . This will not Check off a circle for every . . complete a Synchronic Set or cause another Menace Rating Because numbers can be shifted around by Anomaly. places that will make some numbers appear The GM then creates an Anomaly in the story. 0 . . . This only happens when than 2 times on the Anachronometer. If there are numbers already in the Matrix. but they may 3rd Locked Die—Escalate the Anomalies. Once it is 3 . even if it satisfies those conditions. . The Insertion Roll number in a Synchronic Set. a chance to decide where to place the square can have the same value. The 1st and easiest set to get is a square of 9 Record which dice are locked in on what then the players can choose to risk failure for unique numbers. that The first number plugged into the Matrix will they place the last number in the set. of real time that passes after that cause another escalation. Each bar must have 5 unique numbers. . . it gets locked in on that number. . they were first placed. or one spot qualifies). as if they weren't legally placed. the GM checks off an Anomaly 4 . Paradox Die rolls a value that Threatens Paradox. two hours . The players may take any two and the Paradox Dice are rolled.6. When called to —the Matrix is clear of numbers—then the roll the dice. you only ever roll 3 of them. 20 minutes . vertical. The bars must 2nd Locked Die—Escalate the Anomalies. bisect each other in the middle. while playing Time & Temp. it must the Matrix. Failure means the number goes 1st Locked Die—The players risk Paradox from in the first legal spot closest to the upper-right The 2nd is a cross with either a horizontal bar of here on out. can Paradox Dice are rolled. . making them roll an extra die.9. X X X numbers in the Matrix. Escalation. blank spaces can show up in 1 . . altering which Anomalies can now be added to the story. Insertion Roll. . rd Once you have at least one number in the The 3 and most difficult set to complete is a Matrix. but any number now Threatens Paradox and the always be the Insertion Roll. for a number to be the last number for more The Paradox Roll than one set.7. When a corner. corner (with the GM deciding if more than 5 numbers and a vertical bar of 5 numbers. or a number and a Legal Placement legal blank spot. . both numbers Threaten Paradox X X X occurs. may choose any of the available legal spots. menace that is rated on The Keeley-Sullivan left or directly below that number.8. including the last number. This is okay as The 1st Anomaly is always Déjà Vu. Legal Placements share numbers with each other. . hour and a half . the GM will Anomalies periodically check off the lowest circle on this Legal Placement end of the Anachronometer. Any time the players place the last also be checked off on the Anachronometer. or the roll the number.

a weapon. You can always have the right tools for the job when all you have to do is remember to come The temp is under no obligation to keep The tokens go in a common pool. Any player back and leave them where you found them. The squabbling (see Bilocation). the token goes Thanks to the element of surprise and the back to the GM. For of the temp may be in the dark about it. and this Machina. or the sudden another character. the very first thing an wishes to use the same token at the same something like a convenient trapdoor. each The Hidden Agent is a local for the sake of with their own set of rules: Epiphany. between their temps in the present and the After that. nor is the agent under any may use one at any time. it's overdue package from the past that has just willing to act on the temps' behalf. immediately give their temps something the course of the game. This reasonable to assume that they have the right information. understanding of a cryptic riddle the temps up a surprise allegiance. This can be the result of deal with a situation. or benefit of hindsight. and they Anything but another character (see succeeds without the need for a roll.Synchronicity Epiphany Hidden Agent A moment of inspiration or clarity that lights Sometimes only a local knows how to best This is the sleight of hand that time travelers the way for the temps. and it plausible that they would eventually bonus works on Paradox risks from Zeitgeist. Synchronicity. By making a serious of use to play with causality and get what they the knowledge or experience that comes carefully orchestrated visits into the past of want from the universe. or a long This introduces a helpful character who is effort in a particular place and time. as cannot decide which of them gets to use it. Hidden Agent. the GM you wish they would. the promise. It does not matter obligation to be truthful about the who completed the set that created the Deus ex Machina allows the players to promise. hindsight combine to make the very first relationship with the temps. If more than one player This can be a tool. And here's how it from being unstuck in time. If an knowledge of the temps a secret until the themselves out. matter what the GM had in mind. come back in time and help themselves. Bilocated temps and obvious Anomalies. . and usually when that the temps will inevitably remember to the agent is needed most. But the promise must come up in token. will send eventually to themselves—an When the temps have spent enough time and ominous e-mail from the future. every set they complete. Each token can only be used for one go back in time to set up. the temp made to this person in order to The Synchronicity Token get them to help. There are 5 Synchroniticies available. the temps are able to set works. right? Epiphany was spent on it. Deus ex The temp must do what they can to make the Group Coordination bonus. the current version completing Synchronic Sets in the Matrix. You have to earn it. it's true. Bilocation. Since the temp hasn't The players earn Synchronicity Tokens by Deus ex Machina yet made the promise. none of them can use it. Once you use it. person may be someone totally new. but they are thing you attempt to do with this a success ultimately under the GM's control. The only But these things don't just happen because limit is that the Epiphany cannot When a Hidden Agent is created. Easy. agent does when they reveal themselves time for different Synchronicities. Hidden Agent) or the temps themselves long as it is conceivably possible. no moment of the big reveal. Synchronicities without the need for a roll. or a gathered enough knowledge and character the temps have already wherewithal to reliably plan to remember to Epiphanies allow the players to establish interacted with who has kept their come back to this time and place to help facts about the world of the game. completely contradict something that has invents a promise that the future version of already been firmly established. they get one token. You have to learn The element of surprise and the benefit of are told according to the nature of their to get along to make time travel work for you. the agent will likely do as they future stymies their efforts.

future self present. undue harm to the timeline. that they will things you just have to do literally by yourself. the future versions of the events that are about to happen. exhibit some sign or indication that they spend a Synchronicity Token on an have changed in some way since they Epiphany to make everything the future If that number is the same value as any were the current version of the temp. either by using their knowledge of When a future temp imparts knowledge of a the past or by accident. Or while in the to bring back a single future version. the temps make A single Synchronicity token allows for one future event. It's why Bilocated completely in the moment. control of the players of the original temps. however the temps give birth to this idea must conform with it. Irresponsible Information—The temp's Thanks to the element of surprise and the information is true and knowing it could This may de-escalate the Anomalies. Paradox had just been entered into the In order to do all this. the player must choose one of history. there is no need to spend a shouldn't). It is during these moments With Bilocation. This is when. And there are no Zeitgeist allows the players to select one no Paradox Dice locked in. trend. right?” and he's hearing they must do. While the future temps remain. They know exactly choose this option. unlocked. benefit of hindsight. immediately roll the Anomalies that may already exist. And then remove one instance of it from the Each future version of the temp must Prophetic Information—The player may Anachronometer. temp reveals to be true without causing locked-in Paradox Die. Also. For 80s they incidentally popularize the slang any single temp to have more than one Unreliable Information—The temp may or word “rad. sharing this progenitors of historical events.” Or. be causing. But some temps always risk Paradox. those dice are now Before the temp can use Bilocation again. but they should be the driving Deus ex Machina for equipment they force behind it. A Zeitgeist is when the temps drop an or more of the temps on the current team the following options: apple on Isaac Newton's head. risk Paradox when rolling. “To be or not to be. the very first thing a possibly result in actions that contradict which will affect future Anomalies created future temp does only requires minor effort future events. They can when temps can accidentally become the temps immediately show up to help out. birth to an idea. but does not affect any and has one bonus. known. but wouldn't if they knew the line for the first time. another token must be may not be telling the truth. invention or cliché Future temps may also bring along that is historically accurate for the time specialized equipment and other they're in. Matrix and remove it. even if there are There's no way of telling. However.Bilocation Information & the Bilocated Temp Zeitgeist The riskiest option available to a temp is to Information about what's yet to come can be Occasionally. the temps must give Matrix. Or it may simply be the truth. useful tool. simply remember them. But it's also a very time that they are visiting. future temps do actually ease the burden of their presence on not need to make rolls to be informed about the time stream. This may be a they turn to him and say. ploy to get the past temps to do what that is the question. so immersed in the and give yourself a helping hand. where to be and what to do. Every time the players with this Matrix. While Bilocated. the local requirements that must be met for this single occurrence of a number in the bonus cannot remove it. option. . They don't need to take credit necessary items. after saving Shakespeare's life. Remove any effects they might all of these changes must come about. These are full-blown temps under the information is a perilous prospect. spent per extra future temp. a temp will feel and act so come back in time to the moment of need a very dangerous thing. the temps the truth. If the origin of the idea is could be carrying. so they can Paradox Dice as if a number threatening do it with casual confidence. As long as a future temp for it (and in many cases probably is around.

happen and then they're gone. or obvious. spend these bonuses. and science. Each category has its own set of rules that all Obvious Anomalies simply don't make sense Anomalies in that category follow. benign to hostile. but in the end. This represents the temp available ones (or makes up one that fits the parameters) and immediately adds it to the Benign to Hostile experiencing the same moment over and A benign Anomaly will not do any harm to a over. From that point forward. Random events that can help. anytime a player has bonuses left placed in the Matrix adjacent to a number they'll be sent to a later date. person. not something that would have otherwise happened. Anomaly automatically risks Paradox even if Many of these can also be adapted to other there are no Paradox Dice locked in. Subtle Erased from History—Everyone the temps Anomalies get escalated again after every Anomalies are the sorts of things folks dismiss have encountered so far in this Matrix has two new ones and after the 2nd and 3rd as perhaps unusual. A suddenly forgotten who they are and don't Paradox Dice are locked in. Anomaly is not natural. the GM picks Anomalies are measures on three axes: someone. they will already happened. they are clearly you are encouraged to make up your own unnatural. These are the each Matrix is always déjà vu. benign. and subtle to obvious. After the first Anomaly. they can of the same value. either physically or psychologically. The This is the only Anomaly that is ephemeral. . and will but usually hinder the temps in their quest for continue to remain. and subtle. hostile. every temp in the area springs up a fluid that can slow down the immediately gets an Incident Report. Persistent Anomalies remain. Anything involving an obvious and add them to each of the categories. It is also always the first As the temps mess around in time. trying to get it exactly right. the fabric of what they did may be far reaching. Often occurs. or some sort of super The list of Anomalies is not exhaustive. but nothing suspicious. the GM picks one of most likely knocked around a bit. Anomalies. but not drastically halt it. axes have been escalated you can ignore someone's understanding of how the any further instructions to escalate. But no one is in any real danger. doing what they do. escalation. And categories with minor changes. the first Anomaly that occurs in things start to occur. after the over and they've already rolled. universe works. an axis to escalate. they can annoy or embarrass After this Anomaly is activated. one at a time. ephemeral to persistent. When this happens. the Anomaly has wreaked a little havoc. story. the local bonus has no effect on it. first appears. the temps do something about them. This axis refers to how evident it is that the of his or her life. until Déjà vu means that the temps will an anachronism-free world. to re-roll GM chooses an Anomaly from the list of one of the dice. Once all three subtle Anomaly would not threaten remember ever meeting them. but Anomaly. They can appear to be magic to the superstitious. Hostile Anomalies are outright hazards and The Persistent. At worse. When a hostile anomaly Fountain of Youth—Somewhere in the vicinity Vu. and checks it off on the Fortunate One—A character involved who is Matrix Sheet. If the experience some things as if they had temps leave without clearing it up.Anomalies Ephemeral to Persistent Déjà Vu Ephemeral Anomalies are momentary. Benign & Subtle Which means the first Anomaly is always Déjà can often be lethal. They results benign and subtle. Even if there has already been of the universe gets worn thin and strange the source of Anomaly is no longer present. to most. all Subtle to Obvious not a temp becomes quite lucky for the rest Anomalies in this Matrix will be persistent. Once this Anomaly An Anomaly occurs whenever a number is likely be sent back to deal with it. and aging process. the axes to escalate. The first Anomaly is always ephemeral.

future revealing who the temps really are. Hostile & Obvious Toxic Atmosphere—Air from long into Earth's Illness Out of Time—An ancient or futuristic Critter from Out of Time—Something alien to prehistoric past. other are bad ones. harm. or post-apocalyptic future. the consciousnesses permanently traded. Time Vortex—A whirlwind of temporal energy Missing Time—The temps suddenly find Time Loop—The point in space where the persists and drags anyone who gets near it themselves elsewhere much later in the day. The only memories people the Earth was yesterday opens up for a event that didn't happened to them. Hostile & Subtle The Persistent. sucking everything it can into the causing some post-traumatic stress. Rocks become neutrally buoyant in the air. Even their immunizations aren't ready for it. Body Swap—A group of folks have their Premonitions—Everyone involved remembers Anti-Physics—In the surrounding area.The Ephemeral. vacuum of space. Hostile & Subtle The Ephemeral. temps currently are keeps repeating the into another time. water Accelerated Aging—One or more people flows up. same events over and over. . The Ephemeral. future and placed where it can do the most through a rift and surrounds the temps. communicable disease is transported to the this time period is sucked out of the past or or late 80s Los Angeles swiftly escapes temps current location in time and space. Benign & Obvious The Persistent. in slow motion. laws of reality have gone haywire. can recall about their relationships with each moment. a moment that hasn't happened yet. begin to age at the rate of a year per hour. Benign & Obvious The Persistent. contact with have a sudden flash to the with no known source. Hostile & Obvious Slow Motion—Everyone over a wide area Anachronistic Visitations—People from Temporal Eruption—A permanent rift in time suddenly experiences the next few minutes another time are constantly showing up in starts spilling forth all sorts of bad news. Into the Void—A rift in time leading to where present suddenly has a memory of a horrible and it's infectious. Flashback to an Unknown Mind—Everyone Time Madness—Everyone hates everyone. and so forth. Spontaneous Combustion—A fire is pulled Vanished—Everyone the temps are dealing Time Invaders—Everyone the temps had through time and breaks out in the present with suddenly disappear into another time. and no one remembers what happened. the current time.

before advantage. one level.. Any time something in the environment that gives them an you roll. but you still have to describe how you got it. bonuses on a one-for-one basis to get the advantages detailed below. But once you've There are 2 ways for penalties to be spent: plugged a number into the Matrix. This changes listed on this card. the GM's choosing. In a situation where you should roll. If you rolled that number or higher. if one or more locals is doing your dirty work for reduced by one for the rest of the adventure. . penalties are spent during a roll how many bonuses you have. Mitigating Circumstances Sources of Bonuses & Penalties You can spend one bonus to shift the Effort or Effect. C. your temp has been critically injured in a manner of the If the temp failed. the TPS If the Déjà Vu Anomaly is in play. The GM then spends exploit to make the situations involving a roll more them to counter the temp's efforts and to generally favorable. and can The GM can eliminate the temp's bonuses by be spent on a future roll. your temp perished in advantage goes to whoever did not claim it the first the line of duty in a manner of your choosing. that comes from a local helping you. you count them up whenever there's a they're essentially advantages that the temp can situation that requires a roll. you can spend your Report and the Temporal Villainy Index Penalty. Progress Reports. spending penalties on a one-for-one basis. and the player wishes to retry. If you rolled less. one level. roll an extra die of the same size. They come from a lot of sources. make things more difficult. you have the Leading Edge Die. the GM may describe you still don't like the results. The Leading Edge Die Situational Advantage When you're farther into the future than you have If the player sets the effort and they describe ever been. future rolls and how often they cause a Paradox roll. you can spend the bonus they give you from affects both the amount of penalties available for cooperation on avoiding the risk to Paradox. penalties on a single roll. the threat's menace rating is And. roll a d12. It can turn a roll based on a skill set you only used when the temps directly interfere with the don't have into a roll based on your natural menace. You can get the cooperation bonus. Situational Advantage. and each one of them comes with both the die size and the description of what is their own set of parameters. bonuses. whichever one the player set.One Step Ahead One Step Behind How Bonuses Work How Penalties Work Bonuses are the temps' way to get a leg up on the Penalties are what brings the temps down. The Keeley-Sullivan Temporal Villainy Index The Local Bonus Threats rated on the TVI give the GM a number of Getting the locals to work for you has a couple of penalties equal to their Menace Rating. if If they don't claim it. Incident Reports. Almost all the sources of bonuses and penalties are whichever one the GM set. you're done with your bonuses until the next time you need to roll. Just like competition. you determine Much like bonuses. You cannot changes both the die size and the description of prevent the risk of Paradox unless you have a bonus what is happening in the fiction. Counteraction Bonuses spent on one roll do not disappear. This can be done before any decisions are made. they may claim one bonus from Paradox. They are: the temp's happening in the fiction. Once you risk during a seduction. Déjà Vu the Local Bonus. This you. one at a time. but bonuses. Risk Avoidance Mitigating Circumstances The GM can spend one penalty to shift the Effort or You can spend one bonus each to prevent your Effect. Any time the GM needs to use all of these persuasiveness. time. Each time you re-roll. to re-roll one of the dice you rolled. Then. Cooperation. or to block There are 3 ways to use a bonus: a bonus just as the player is about to use it. such as an overturned table to hide deciding which result to put in the Matrix. Bilocated temps get on their first action. except d4s which are re-rolled as d4s. This temp from risking Failure or Incident.V. You can spend these for disadvantages to be applied to the situation. you can simply choose a something in the environment that hinders or works number to enter into the Matrix and succeed. you may behind in a sword fight or Barry White on the stereo eliminate any one die you just rolled. you can no longer have the Leading Edge. Taking One for the Team After you've rolled the dice and spent your bonuses. These are advantages. situational advantage. Then against the temp and claim one penalty. you must use the next The only bonus not listed on this card is the one smaller size.

V. the temps return to the extra bonus if the lead temp has some sort of office and have a debriefing with their manager. or both the lead temp During each debriefing you will get feedback from and a helping temp have jobs on their C. then you may treat each fact on improvement. lowest die.V. the GM needs to fill out styles of the various C. the same size as the rest.V. subject. For persuasive temps. the temps can get bonuses from their C. Cooperation Progress Reports If two or more temps work together. Job. the GM writes down the ● Related Skill or Trait nature of the Incident on a report.V. Before the number for claim one bonus.s can differ. you nothing more than a title and three facts about the can give the GM a penalty to use against you. There are two types of Incident structure should include three jobs (or achievements Reports: verbal and written. historical person.. you can die. it must be a verbal one. cooperating temps take incidents. Valued Contributions—During a mission. put a check mark in the box next to the Contribution to indicate that you've Temporal Project Specification Report demonstrated consistent work. then the GM may get a penalty from it. Achievement. You'll have your own say. event. You cannot claim a Players are encouraged to file TPS Reports with the bonus for this Contribution again. If more than one ● Related Skill or Trait temp already has an Incident Report. select two things that were said manage to convince skilled locals to do their dirty about your Valued Contributions and two things that work for them. but the basic Incident Reports. make whatever the temp is trying to do more difficult. Bickering If the temps are fighting each other and one is rolling. any single temp involved in the roll this way. for their temp. and go away after they are used for a worth of related skills underneath. you've been doing and where you need improvement. leadership skills on their C.V. Otherwise. is applicable.V. leaving better options on the table. without Incident. with or without Incident. You may only claim one bonus per the Matrix is chosen. Academic History or Hobby When an Incident occurs. that your fellow temps and your manager about how well might apply to the situation. These are reports on a time period. It's another Valued Contributions is relevant to a roll. They get one bonus if corrective actions must be taken to remove it. you can chat with the GM to figure Bonus when it comes to avoiding the risk of Paradox.V. if the jobs or skills listed are applicable to If it is a written report. if one of your they can add the Bickering Die to the roll. The As the temps incur Incident. were said about your Improvement Opportunities and record them in your Progress Report. No more than No more than two bonuses can be drawn from a two Incident Reports can grant penalties for the single C. or just particularly Contributions and Improvement Opportunities. anything on their C. out something new to add to your C. or anything else the player is Improvement Opportunity—If one of your interested in their temp encountering.V. They can get two bonuses if skills from two separate jobs are If it makes sense that a particular Incident would applicable. This feedback will address two specific areas: Valued Temps with leadership skills. the GM also writes down what what they are trying to do. can also claim this bonus if they each debriefing. all defense and as feedback for the other temps.Curriculum Vitae Incident Reports The Power of the Résumé Speed Bumps on the Road to Success Each player should write a C. They let the GM know what the players are interested in and help them plan future adventures. During the game. Quarterly Review—After you've started a new In addition. penalty.V. after all is said and done. culture. TPS Report bonuses work just like the Local Progress Report. based on the Contributions and Opportunities you checked off. GM. roll or fight can take an additional Incident Report (as the result of the infighting) and then eliminate the If. you can put a check mark in the box next to the If your temp filed a TPS Report pertinent to the Opportunity to indicate that you've shown adventure at hand. you succeed at the roll. The reports are Improvement Opportunities is relevant to a roll. the sheet as if it were a bullet point on your C. this report will be a written one. Verbal reports are or recreational activities). In your If an Incident occurs while temps are cooperating. If you succeed at this roll. too. they can get an After each adventure in time. Written reports are a little more durable. . same roll. each with two bullet points temporary.

17-PL-1834 Rev. 10.01. 10.17-PL-1834 Rev.01. 10.01. 10.01.17-PL-1834 Rev.17-PL-1834 Rev.17-PL-1834 Rev.01. 10. 10.Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Date: Time: Date: Time: Date: Time: Incident Incident Incident Description: Description: Description: Corrective Corrective Corrective Action: Action: Action: Rev. 10.17-PL-1834 Rev.01.01.01. 10.17-PL-1834 Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Date: Time: Date: Time: Date: Time: Incident Incident Incident Description: Description: Description: Corrective Corrective Corrective Action: Action: Action: Rev. 10.17-PL-1834 Rev.17-PL-1834 Rev. 10.17-PL-1834 Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Date: Time: Date: Time: Date: Time: Incident Incident Incident Description: Description: Description: Corrective Corrective Corrective Action: Action: Action: Rev.17-PL-1834 . 10.01.01. 10.01.01.17-PL-1834 Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Incident Report (Written) (Verbal) Date: Time: Date: Time: Date: Time: Incident Incident Incident Description: Description: Description: Corrective Corrective Corrective Action: Action: Action: Rev.