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CHAPTER ELEVEN

QUICK REFERENCE CHEAT SHEETS
INVESTIGATIVE REFRESHING YOUR
BUILD POINTS (P. 23) POOL POINTS (P. 67)
The number of points each player spends on Investigative XX S pend a Stitch at any time to refresh 2 points from one pool
abilities varies according to the number of regularly attending XX After resting 24 hours, fully refresh Athletics, Scuffling,
players, according to the following table. Shooting, and Vehicles
XX After the end of a mission (and not before), refresh all
# of players Investigative Build Points Investigative points, all Health and all Chronal Stability
1–2 23 (barring points that have been permanently lost)
XX Heal 2 Health per day unless Seriously Wounded; see p. 87.
3 20
4 18
5+ 16
SIMPLE TEST DIFFICULTY (P. 70)
TimeWatch thoroughly trains agents in basic chronal theory
and proper time travel procedures. Every TimeWatch Agent Difficulty Example
gains Timecraft 1 for free. 3 — Easy Sneaking past a sleeping guard
4 — Normal Sneaking past an awake guard

GENERAL BUILD POINTS (P. 26) 5 — Hard Sneaking past an awake, alert guard
Sneaking past an awake, alert guard
Each player gets 50 points to spend on General abilities, 6 — Very Hard
with a guard dog
regardless of group size. You start the game with an additional
6 free points each in Health and Chronal Stability. Infiltrating an integrated high-
8— tech security system that includes
Although there is no set cap on abilities, the second highest
Exceptionally guards, laser tripwires, infrared
rating must be at least half that of the highest rating.
Difficult cameras, floor sensors, and video
surveillance

THE TRAVEL TEST (P. 64)
Every instance of time travel requires a Travel test, a simple
Difficulty 4 / Loss 2 Paradox test described on p. 91. Effectively,
SIMPLE CHASE RULES (P. 73)
roll a d6; roll 1–3, and lose 2 points of Chronal Stability. Paying Simple chases use the Full Contest rules; characters roll
a Stitch per trip bypasses the need for a Travel test. Athletics or Vehicles tests, and any character who fails a roll is
out of the chase. If a quarry fails, pursuers catch up with him
and he typically must surrender or fight. If a pursuer fails, he

WHAT STITCHES DO (P. 65) may not continue the chase. The chase ends when all pursuers
have dropped out of the chase, or when all quarries have been
XX efresh a General ability pool by 2 points
R caught up with.
XX Simplify time travel (pay a Stitch, ignore the Travel test)
During a simple chase, attempting any non-chase action
(such as Shooting, trying to hide with Unobtrusiveness, and so
XX Teamwork (pay 2 Stitches, give someone else +1 on a die
on) raises the Difficulty for both that non-chase action and the
roll if you can explain how you’re helping) chase action by +2. The GM adjudicates any unusual actions
XX Boost your damage by 1 point you try.
XX Reduce damage done to you by 1 point

378

including the knowledge of other nonhuman species and organizations that are opposed or allied with TimeWatch. and even use them to your advantage. newly created holiday resulting in a parade that blocks your quarry’s escape route  spend 1 or more points to literally have your future self come back and help you fight. predict them. such as a usefully timed rainstorm caused by a particular butterfly’s wing-flap or a short-lived. and retain a memory of previous timelines (although that memory may be fuzzy or incomplete)  sense when you interact with a change in the correct timeline  determine methods for fixing disrupted timelines  recognize anachronisms by touch (such as neural disruptor rifles disguised as blunderbusses)  recognize an anachronistic individual by touch (and occasionally sight). may write something that could be misleading. this will still trigger a Paradox test . recognize an individual who has been absorbed by the timeline due to chronal instability or paradox Sample spend: Spending a point of Paradox Prevention can have a number of uses. you’re bound to run into paradoxes. and requires permission from your GM  obtain other sorts of brief assistance from your future self through a 1-point spend. you are an expert on chronal theory. You can:  know what sort of actions might cause paradoxes and chronal instability  notice when time has changed around you. regardless of their disguise  by touch (and occasionally sight). such as picking a door lock from the other side of the door  travel to a parallel timeline (with the GM’s permission and assuming they exist in your game) by spending 1 or more points of Paradox Prevention when time traveling TIMECRAFT You know the official rules and procedures of TimeWatch. may ask you to make a Paradox test as well. such as your future self writing your past self a note with useful information (your GM may limit this information to avoid ruining the adventure. If you have two or more points of Timecraft. You can:  operate a time machine  operate chronomorphic technology to disguise futuristic devices  identify timeline changes that create parallel timelines or paradoxical time loops  predict how timeline changes ripple outwards. You can:  spend 1 point to add +3 to a Paradox test (automatically making most tests)  spend 1 point to gain aid from your future self when that aid would normally result in a paradox. you’ll notice and remember true history. solve them. including techniques for cleanly re-establishing a diverted timeline and how to operate all official TimeWatch technology. This ability allows you to recognize them. and predict the scope and strength of those timeline changes  identify signs of alien influence and mind control in others . When a historical change ripples through everyone around you. Every player character begins with 1 free point in Timecraft.PARADOX PREVENTION If you’re a time traveler. or may charge you more than 1 Paradox Prevention point)  spend 1 or more points to arrange a convenient circumstance in your favor.

TimeWatch’s secret headquarters that resides outside of the normal flow of history  use a time machine to track a quarry through time by following their time vortices  if your GM and campaign frame allow it. it has no effect on General abilities where you don’t roll a die to make a test. such as Medic or Reality Anchor  travel into parallel and alternate timelines if your GM and campaign frame allow it. any time you use that ability you can roll two d6s and choose the result you prefer. no matter how far through time you travel to get there A 2-point spend might allow you to:  set up a temporary chronal dampening field that.  use a time machine to reach the Citadel. identify the location and existence of parallel dimensions and time streams  use the MEM-tagging process to remove anachronistic knowledge from unconscious witnesses  remove traces of your true identity and origin before departing a timeline  with 2 points of Timecraft and the Tinkering ability. pick a single General ability. repair a time machine or install chronomorphic technology Sample spend: Spending 1 point of Timecraft might allow you to:  gain a +1 bonus on every Vehicles roll during a time chase  eliminate the need for repeated Travel tests during a time chase  time travel to the precise physical location you desire. by spending multiple Timecraft points . for one scene. When spending two points. For the rest of the scene. prevents anyone within Long range from time traveling into or out of the area  break through someone else’s chronal dampening field  see alternate futures and pick the one you prefer. This can work for combat abilities (such as Shooting) and noncombat abilities (such as Unobtrusiveness).

87) Health: 0 to −5 Health: −6 to −11 Health: −12 or lower HURT SERIOUSLY WOUNDED DEAD XX Immediately make a Consciousness XX Immediately make another Con. beam weapon +2 When surprised. club. You surprise antagonists by sneaking up on them with a successful Unobtrusiveness test. The +3 bonus from impersonator mesh never applies on this test. The basic Difficulty is 4. kick −1 XX Long (within 100 meters) Improvised weapon. adjusted by the foe’s Alertness Modifier (see p. mourn your late Agent’s heroic death XX Difficultiesof all General ability tests XX Can’tspend Investigative points until increase by 1 until above 0 Health above 0 Health XX Can be healed normally by the Medic XX Difficulties of all General ability tests ability increase by 2 until above 0 Health XX Can’t be healed normally by the Med- ic ability XX Must recuperate in a medical facility to regain Health 379 . XX Very Long (within 500 meters) 0 inactive autochron Heavy club. knife. XX Barring time machine–related inter- roll to stay conscious sciousness roll to stay conscious vention by your allies (or a particular- XX Can’t spend Investigative points until XX Lose an additional Health point every ly timely use of the Flashback ability above 0 Health half hour until stabilized by an ally with high Preparedness). these penalties pertain only to the first round of combat. sword. 117) Modifier XX Near (within 30 or 40 meters) Fist. +1 SURPRISE (P. The basic Difficulty is 4. 72). 74) Lead Tracker Quarry is… Point-Blank Close Near Long Very Long To the Pursuer COMBAT RANGE (P. so long as you have not drawn any attention to yourself and your foe has not noticed you at all. In a PaciFist or neural disruptor (usually Stun 5) fight. INJURIES (P. 79) firearm (including automatic weapons) Heavy assault rifle. 82) XX oint-Blank (adjacent) P Damage XX Close (same room) Weapon Type (see p. adjusted by the foe’s Stealth Modifier. crossbow. you suffer a +2 increase to all General Stun test ability Difficulties for any immediately subsequent action. TIMEWATCH ADVENTURES ADVANCED CHASE RULES (P. 78) WEAPON DAMAGE (P. The +3 bonus from impersonator mesh can apply to this roll. Avoid being surprised with a successful Unobtrusiveness test to notice the hidden ambush.

experience. 89) Paradox Prevention Trigger Difficulty/Loss Spend Required? No Paradox: None No XXYou successfully restore history back to its true path. you can’t XXEvery additional overlap adds +2 to the Difficulty and +2 to the Loss) aid yourself in this way) Severe Paradox: XXYou close off a time loop and remove the reason you time traveled in the first place. D4/L4 – P to spend a Paradox though your past self never becomes aware of the fact (such as secretly Prevention point. D6/L6 or higher No ternate history timeline XXYou are caught in the chronal field of a broken autochron XXYour direct ancestors within the past 3 generations are killed in a way that ensures you will never be born (Loss decreases by 1 for every gen- eration prior to that. or cause something that violates a known fact XXYou significantly change the future. 44) XXYou kill someone essential to history XXYou change events in a way that fundamentally changes a future you know to have occurred. perhaps by revealing future history to someone or by leaving a futuristic device behind in time D4/L4 No XXYou kill someone consequential. a change more than 250 years before your birth does not trigger a test) 380 . you can’t sniping a foe from a nearby rooftop or unlocking your own prison door) aid yourself in this way) XXEvery additional overlap adds +2 to the Difficulty and +2 to the Loss Greater Paradox: Yes XXYou overlap yourself in a scene and directly offer yourself aid (such as (if you choose not arriving to heal your own unconscious body. to history XXYou are hit by a chronal destabilizer (whether weapon or effect) XXYourfuture self leaves you a vague or mostly useless clue about a future event Paradox: XXYour future self leaves you a specific message or important clue about a Yes future event (if you choose not XXYou overlap yourself in a scene and aid yourself.CHAPTER ELEVEN PARADOX TESTS (P. perhaps branching correct history onto an al. ending the mission (no test required) XXAny time travel (“the Travel test”) D4/L2 No Lesser Paradox: XXYou learn. but not essential. al. or your future self joining in D4/L6 – P to spend a Paradox an ongoing fight to double your firepower Prevention point. with the unfortunate result that two paradoxical versions of you exist simultaneously (see p. changing history.

Point-Blank (Difficulty 6 Athletics 2 — jector. Class Examples Annihilation Range Damage Range Debris Range Close pen grenade. If you fail. suicide vest. RPG rocket. concussive pro. hellfire missile. report back If you are outside of its annihilation or damage range to TimeWatch for your replacement character. plus a modifier equal to three times its class. black pow. gas main (Difficulty 12 Athletics (Dead) (2d6 + 12 dmg) test or 1d6 + 4 dmg) 240 m HE shell. weaponized mini-drone (2d6 + 6 dmg) test or 1d6 + 2 dmg) nitroglycerine. pipe bomb. damage. AP shell. plus a modifier equal to its class. exploding spaceship (Difficulty 18 Athletics (Dead. 109) XX utochron (your time machine) A XX Impersonator Mesh XX Medkit XX MEM-Tags XX PaciFist Neural Disruptor (usable with both Scuffling and Shooting) XX Tether XX TimeWatch Uniform XX Translator 381 . so dead) (2d6 + 18 dmg) test or 1d6 + 6 dmg) STANDARD ISSUE TIMEWATCH GEAR (P. you take two dice of take a die of damage. micro-grenade (2d6 + 3 dmg) test or 1d6 + 1 dmg) Close grenade. mortar shell. make an Athletics test with the If you are within a device’s damage range (but outside explosion’s class times three as the Difficulty. TIMEWATCH ADVENTURES EXPLOSIVES DAMAGE (P. stick of TNT. satellite death ray test or 1d6 + 3 dmg) Long Close Near 4 truck bomb. you its annihilation range) when it explodes. but within its debris range. gravity bomb. Point-Blank 1 — (Difficulty 3 Athletics der explosive. 100) If you are within a bomb’s annihilation range. Near Point-Blank Close 3 land mine. So. brick of C4. (Difficulty 9 Athletics (Dead) (2d6 + 9 dmg) cinematic gas tank. Near Long 5 (Difficulty 15 Athletics exploding black powder magazine (Dead) (2d6 + 15 dmg) test or 1d6 + 5 dmg) 4 km Long 3 km 6 suitcase nuke.

healthy ver- Help Yourself 5 sion arrives to help in Summon Mooks as Summoning 3 combat backup Link brains to share Use super-science to Technology 2 information and produce technology Hivemind 0 or 2 lower a foe’s Hit Threshold Move instantly from Teleport 2 one location to Out of phase with another Immaterial 0 or 2 reality Never become Perfectly imperson. 152) Special abilities are powered by Tempus. and make all Impersonation 2 Unfeeling 0 ate another creature Consciousness rolls and Stun tests Infection 0 Spread disease Instantly attack ev- Briefly restrict time Interdiction 0 or 2 Universal Attack 1 or 2 per target eryone you wish to travel within range Attack also delivers Venom 2 poison 382 . Stun 0 usually at Stun 5 An older. as per the Preparedness Booster Made of stone and Stony 0 resistant to many Flight 0 or 2 Levitate or fly attacks Effectively immune Strength 0 or more Incredibly strong Fluid 0 or 3 to most physical attacks Attacks can stun. Hurt. Ability Cost Effect Ability Cost Effect Armor 0 or 3 Reduces damage Increases Hit Invisibility 3 Threshold and Raises the Difficulty Stealth Modifier of player character Awareness 0 Unobtrusiveness Lightning Speed 2 Move quickly tests to hide Genius planner and Mastermind 0 Flash in and out of tactician Blink 2 + 1/round combat Chronal Stability test Pick one of two possi. Mental Attack Variable to avoid mind control Branching Point 4 ble paths for yourself or possession or another Trigger a muta- Mutation 2 Drain Reality Anchor tion-related effect Chronal Drain 2 points on a hit Predict upcoming Oracle 1 Clock Out 2 Time travel future events Trigger a robotic Trigger a psychic Cybernetics 2 Psychic 2 effect effect Trigger D4/L4 Regenerate Health Destabilize 2 or 4 Regenerate 0 or 2 Paradox test damage Look like a different Stun test Difficulties Disguise 1 Resist Stun 0 person are lowered by 2 Increase Hit Refreshes another Distortion 2 or 3 Restabilize Variable Threshold creature’s Tempus Render electronics Jump into combat Electronic Interference 2 Seize Initiative 2 useless initiative at any point Gain Tempus every Reshape body into a Shape-Shift 2 Embrace Instability 0 time Agents make nonhumanoid form Paradox tests Walk on walls and Spider Climb 0 or 1 Fling target through ceilings Exile 2 time Raises the Difficulty Gain a 2nd action in a of player character Extra Action 2 combat round Stealth 0 Unobtrusiveness tests to notice you Have a preprepared hiding Flashback 5 plan.CHAPTER ELEVEN ANTAGONIST SPECIAL ABILITIES (P.

Tell the time. turn in right time and everything changes. for need one die: a d6. running… all these are done with General abilities. stop other time travelers from messing up the true timeline. no roll required. “Do you have any rating points in Research?” If would make you a stunt driver. You’re an agent of TimeWatch. The fun here ability. and you hail from anywhere in Investigative abilities. but an 8 or higher is ever required. While you can also use them for a few other things. You can spend these points to get cool in-game It’s traumatic for your dice bag. Spend 3 out of love for you. make things easier to find — Academic. If you have 1 or more points in any of these. Your target Difficulty Number instance. fighting. shoot someone? Spend 2 points from your Shooting pool. but apply the right pressure at the pool by two points. and pretend for a second that you have a rating of 2 is usually 4. When your pool drops to Just remember. Stitches can be turned in at any time to refresh one History may be fairly robust. spending a point from an Investigative 0. You raise these odds by spending points from your GM you’re spending 1 or more Charm points to get cool stuff General ability pools and adding them to your d6 roll. These are broken into three sections to the whole of recorded history. If you don’t have any rating at all in a General there is one. An 8 Vehicles GM may ask. 383 . if you roll a 4 or higher with a General ability like or 3 in it. points. This matters because during the have a General ability rating of 8 or higher. Tell the GM you’re using Charm to flirt with the supporting Obviously. Yes. Learning Stuff You’re incredibly competent. and the assistant may double-cross his boss it to your d6. you stink at it and won’t generally succeed. TIMEWATCH ADVENTURES HOW TO PLAY TIMEWATCH: Stitches. a 0 Scuffle means you say yes. all you need to do is tell the GM that you’re using an talented at that activity (and may get access to cool bonus stuff appropriate ability and you’ll automatically get a clue if when using it). you’ve got a time machine and Ignore your General abilities for a second and look over at your high-tech gear that hides itself. Interpersonal and Doing Stuff Technical knowledge — but they all work pretty much the General abilities are how you get stuff done. not how you get it. you’re extremely game. Athletics. is in what you do with that information. for instance. If you you’re an expert at it. You meet the evil mastermind’s handsome assistant. you’re stuck just rolling a d6 until you can refresh your pool. and the assistant will let slip important clues. and you’re guaranteed to hit. lets you drive to the store and back but you’d fail So let’s say you’re searching old birth records for clues. You travel through time to some Stitches. And really? That’s all you need to know before starting play. automatically. add Spend 2 points. TimeWatch’s action point. The GM and other players will hand them to you for being awesome. It just limits You refresh your General ability pools by spending how many times in a game you can ask for special cool stuff. ability doesn’t stop you from knowing that topic. Want to while you’re flirting. No roll you’re no good at hand-to-hand combat. so remember to A CHEAT SHEET FOR NEW PLAYERS be awesome. The at any task difficult enough to require a die roll. she’ll tell you everything you can find out. and you usually only fail if you roll a 1. Scuffle would make you an expert martial artist. you probably succeed. but in TimeWatch you’ll only advantages. Roll it. same way. Take the Interpersonal ability Charm. A 0 Vehicles. When you start running low. that would mean you only succeed half the character. Sneaking. and the assistant may fall in love with you. Similarly.