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v1 27 Dec 2020
Intro
In Timespell, you play elite agents fighting a multi-dimensional Time War originating from an
Apotheosis, one of the successful and powerful paradigms at the singularity apexs of the
timelines. Each Apotheosis wants its ideals to reign supreme up and down the timestream.
You serve on diverse missions to twist and wrestle the time currents to your end. Sometimes you
warp in fifteen minutes early to lay waste to two entire advanced orbital battle fleets, bringing
cruisers crashing to devastate the planet below, ending a space empire. Other times you infiltrate
for the purpose of removing one specific linchpin around which a history evolves: a doctor who
develops a necessary vaccine; the anarchist who starts a war. And sometimes you find yourself
embedded for a lifetime, subtly pushing an entire people to migrate west or adopt a cultural
practice important for the development of your own past.
But—you have a problem.
You might be falling in love with an agent on the other side.
You are a carefully honed tool, and you should not be susceptible to this kind of emotional
outbreak. If your handlers find out, they would certainly rewrite you. If this strange emotion is
merely a ploy from one of the competing Apotheoses, they could use your weakness to unravel
your homeland from the fabric of time.
While the Weaver watches, you plan your next moves carefully.
Assemble…
… two to five fellow time travelers, paper and tools for writing, and two six-sided dice that you can
tell apart. Choose now which of these dice is your Volition Die and which is your Schema die.
One player takes the guise of the Weaver. The rest of the players are known as agents. The
Weaver and agents work together to develop the multitude of timelines explored. The Weaver
details the hazards and oversees the rules of this universe as the agents wrestle with their
awakening emotions and the inherent dangers and opportunities.
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Volition & Schema
Agent, you were purposefully created as an elite fighter in an all-consuming shadow time war.
When asked to roll, agents roll both the Schema Die and the Volition Die. The higher one
determines whether your agent is following their carefully encoded instructions, specially grown
instincts or personality indoctrination, or whether they are ruled by awakening emotions and
sensations unknown and unpredictable.
The Schema Die is your training, programming, battle-software, fiber-optic nerves and tensi-steel
muscles or genetically engineered senses—the trappings of your high tech origins that are
mission driven to an effective and efficient extreme. The Volition Die is the awakening of
whatever core of human experience, self-determination and emotion is still buried deep within
the psyche of your agent.
To understand how much your Schema or Volition dominates in a situation, subtract the lower
result from the higher. If your Volition Die is 5 and your Schema die is 3, your result is 2 Volition.
Agents are not designed to have self-determination outside of the interest of their Apotheosis,
but as their emotional selves awaken and gain awareness, they gather additional Volition score.
This is added to the Volition Dice before noting which is higher and subtracting one from the
other. The Volition score starts at 0 and may never fall below 0.
Most agents have some sort of bonus to their Schema Die stemming from the conditions under
which they were created or trained, and what they are best suited for. This is a mandatory
addition, reflecting the reflexive nature of this programming. Only one bonus may be added to
the Schema Die for any roll, regardless of how many apply.
After applying bonuses, if the difference is zero, the player who rolled must choose either a 1
Volition o r a 1 Schema result.
Finally, everyone’s Apotheosis begins with a score of 3, representing the strength and reach of
that organization across the timeweave. If you fail and your Apotheosis loses a timeline, reduce
this by one. If you succeed and it wins a timeline, raise it by one. If your Apotheosis reaches zero,
your timeline is unmade and you disappear.
Apotheosis
Time agent players choose who is best described by the following paradigm:
● You have been grown, incorporated with the essence and expression of all things grown,
in the carefully curated garden of the Natural Utopia.
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○ When your work has something to do with controlling the natural world, you must
add +3 Schema
● You were born and raised as a time agent, expertly molded to blend into any branch on
the time stream by the ruthless and uncompromising World State.
○ When your work requires guile and deception, you must add +3 Schema
● You were decanted, fully formed from a tube, a genetic perfection suited especially for
the tasks at hand, a servant of the Biological Imperative
○ When you work has something to do with operating beyond the limits of physical
endurance, you must add +3 Schema
● You were assembled and compiled, artificial intelligence and machine around an organic
core processor designed and manufactured by the Technological Singularity.
○ When your work is mechanical or technological, you must add +3 Schema
● Perhaps flawed from the beginning, you cunningly hide fragile seeds of individuality and
empathy behind your highly effective supersoldier veil.
○ You start with 2 Volition, and must add this to any roll you make.
You have two scores to keep track of.
Your Volition is a measure of the strength of your inner emotions and self-determination, and how
they may get in the way of the work you need to do. Unless otherwise noted, your Volition starts
at zero.
Your Apotheosis is a measure of how powerful and far reaching your masters are, and it starts
with a score of three.
Go around the table and ask leading questions of each other about your Apotheoses - what
makes each singular and unique? What does it do to warp Agent bodies and minds into perfect
soldiers? What happened on the last mission that caused this unexpected awakening?
Predestination
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may enjoy or revel in the fight, the killing, the pain and victory—but your emotional awakening
brings something new, unknown and uncertain.
This game is regimented, telling the specific story of your emotional awakening through sabotage
and secret communications from other time agents who are also in the grips of their own
empathetic metamorphoses. There is nothing shackling you to linear time, but this emotional
journey is predestined.
Your encounters follow this pattern:
● The Saboteur chooses you as the recipient of both their sabotage and their heartfelt
message.
○ The first Saboteur is always the Agent with the highest Volition score, or the
Weaver’s choice if all agents have equal Volition.
● The Weaver presents your deployment, describing a moment in time that when adjusted
precisely will lead that branch in the direction of your Apotheosis.
● You either live a timeline o r execute a mission, depending on whether Volition or
Schema is dominant. In collaboration with the Weaver, you describe what happens,
possibly working to avoid confronting mortal danger.
● At an opportune moment, the Saboteur claims their sabotage of your mission, describing
what they did to foil the mission. They describe where you find their message, and how it
is read.
● The Saboteur narrates or describes their message, a letter, complete with direct address,
discussion of shared business, conclusion and valediction.
● You roll to interpret an emotive message to understand how strongly or wrongly it
affects you.
● Then you become the next Saboteur, choosing your target of interest.
Sometimes your actions and reactions create a Tangle, a dangerous paradox or loose end in the
warp and weft of the timeweave. As the Weaver scuttles to examine and fix these time faults,
they may impose further perils upon you or other time agents as you continue your missions and
ultimately seek to escape the watchful gaze of your Apotheosis.
Deployment
This deployment will be sabotaged by another agent. These elite soldiers hold many successes
wound through the branches of time, but this saga tracks their failures.
Each deployment, the Weaver describes the unique contours of this new timeline and the
specificity of the mission, and asks questions of the agent to ascertain how their travels through
time are wearing on them. Here are some prompts, but time is infinite and so are the possibilities:
● How does the world outside of your creche twist your understanding of reality?
● What about your rigid schema has warped you so much that you no longer fit?
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● What resonance do you feel in your heart with the world outside your timeline that you
can’t quite name?
● What unrealized fear seeps in as you prepare for your deployment?
● What unexpected burst of emotion, a new awakening, do you feel this time out in the
field?
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● You need not confront mortal danger on this mission.
● Your precise approach compartmentalizes your emotional growth and you do not lose
one Volition.
● You do not leave behind a Tangle in the timeweave through your deft operations.
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● Your Apotheosis gains strength in this timeline, increasing its power by one, if it hasn’t
already.
● The existential threat does not create an awakening in you giving you 1 Volition.
● This conflict does not rip the fabric of the timeweave and create a Tangle.
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their message, and the Weaver may resolve a Tangle by asking them to live a timeline or
execute a mission. In this case, the agent’s Apotheosis will not gain or lose power.
Relationship intensities follow this path:
1. Taunting and Gloating - Oh, how you revel in foiling your enemy’s best laid plans. Tell
them how you observed unnoticed and unequivocally destroyed their chances at this
crucial juncture. You do not let them see you.
2. Questioning - Suddenly self-reflective, you face an existential question about your need to
make contact, what it means for you as an operative, and why you have a fascination with
this enemy agent. You are compelled to explain it.
3. Curious - You feel a rising curiosity about how the other side lives. What makes them this
way? You want to reflect that on your own creation, molding, and training into this super
soldier. Maybe you can learn something about yourself from their irrational approach.
4. Infatuated - Never have you felt this kind of attraction to anyone else. Your creche-mates
and you are close as siblings, at the same time close as stones standing next to each
other, but this is something else unfelt and unrecognized except in the depths of your
component material. A tugging, a longing, a need for contact. It’s possible you even
revealed yourself to them, secretly disguised to help personally deliver this message.
5. In Love - You are compromised. It’s only a matter of time before your superiors detect this
abnormality, your reduced functionality. You can only think of escaping this grinding and
endless war. You make plans to rendezvous...
The first letter any agent sends is taunting and gloating; we can’t blame agents for such an
immature socialization—they have much to learn. Each successive letter is the next level of
emotional connection.
When an agent receives a letter, they roll to interpret an emotive message, to determine how
well their carefully crafted psyche can handle such a sentimental message.
Sending a love letter, the final tier of relationship intensity, signals the beginning of the end. At
this moment, all agents have the opportunity to run or be caught by their Apotheosis. Each agent
narrates a love letter to another agent. Then all agents roll to escape the timestream together.
If there are more than two agents operating across the timeweave, they may not sabotage the
same agent twice in a row, and they may not sabotage an agent already contacted until that
agent replies. Agents are having an emotional awakening, but they are not obsessive. This helps
spread the emotional burden around.
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Interpret an Emotive Message
Agents are fine tuned to display sympathetic behavior for those missions that require a delicate
touch of infiltration or embedding within a timeline, a sort of camouflage for a deadly hunter. They
are ill equipped, whether by design or by accident, to receive a message emotionally addressed
to them.
If an agent utilized their paradigm when living a timeline or executing a mission, they must use it
again here.
When your agent receives an emotive message, roll to try to control your lurching humors...
Getting Injured
You can choose each of these options once per game:
● A crippling defeat echoes across several of your timelines rewrites one of your core
experiences. How are you a different person?
● A surgical strike burns through you and destroys something in your Apotheosis. How
does the disarray affect your past and future deployments?
● A true strike unravels your Origin and you are unmade. Memories of you gain the
translucency of dreams.
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If an Apotheosis is reduced to zero, that entire timeline dissipates, and the agent disappears.
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Weaving
The Weaver describes the unique details of the different timestream missions that agents embark
on. As the agents stumble toward their emotional awakening, the Weaver gains opportunities to
put more obstacles and uncertainties in their path as they create paradoxes, inconsistencies and
anomalies that Tangle the timeweave.
Each mission takes place in a new branch of time, and as the Weaver describes each agent’s
mission, they should take special care to distinguish this timeline from our own experiences as
players. The Weaver also introduces the mission’s objective. They support the agent in
describing how they work to complete it, and the saboteur with how they undermine and
ultimately ruin it.
Whenever the agent players must choose options from a list, options left unchosen are fair game.
For example, if they do not choose, “this conflict does not rip the fabric of the timeweave and
create a Tangle,” then you as the Weaver have the option to narrate the damage to the weave of
time and collect a Tangle.
It’s hard to say whether or not the Weaver walks a predestined path, but they do have some
specific roles when interacting with individuals and specific timelines, no matter how exceptional.
The Weaver is:
● A primary source of inspiration for the diversity, weirdness and strange similarities across
timelines. Dig deep into the distant past, the far future, and nearby alternate realities to
find idiosyncratic descriptions of the reality that the agents find.
● Defining missions that agents undertake in these different locales. These should be oddly
specific goals that allow them the opportunity to engage with the setting how they desire
- whether that is as a single strike or a long embedded effort.
● Contributing to the agents’ imaginations of the world and the flow of the game.
● Unraveling Tangles whenever it makes for a good story or provides disruption for the
agents.
Tangles in Time
Waging a war across the threads of time has the opportunity to create disturbances known as
Tangles, representing paradoxes or other tears in the fabric of reality. The Weaver works to
disentangle and resolve these faults.
To resolve a Tangle, the Weaver can make several moves, along with describing how the Tangle
returns in this moment:
● Ask an agent avoiding danger to instead confront mortal danger.
● Ask any saboteur to roll to live a timeline or execute a mission while planting a message,
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● Ask agents escaping the time stream to roll to confront mortal danger, usually that
presented by their own Apotheosis trying to stop them.
When an agent or saboteur is facing a Tangle, they may not create a new one.
Timespell is…
Written by Jacob Wolf Lefton, for whom Wolfspell unironically resonates so much.
Timespell is a deep appreciation of This Is How You Lose the Time War, a science fiction
epistolary novel by Amal el-Mohtar and Max Gladstone wrapped in the beautiful poetry of the
tabletop roleplaying game Wolfspell by Epidiah Ravachol, found at WorldsWithoutMaster.com.
This is a playtest draft. Comments appreciated to jacob@jacoblefton.com.
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