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THE

KING ACROSS
TIME BY KEVIN KULP

©2018 Kevin Kulp and Pelgrane Press Ltd. Ltd. TimeWatch is trademark of Kevin Kulp
and Pelgrane Press Ltd. Pelgrane Press is co-owned by Simon Rogers and Cathriona Tobin.
All Rights Reserved.

1
THE KING
ACROSS TIME
THE PREMISE In this TimeWatch campaign frame The King Across Time, the
influence of Carcosa squirms its way into timeframes and
As a TimeWatch Agent you know that the universe is a set of infinite, realities thanks to the influence of time travel. Whether you
intersecting timelines, spiraling near and far based on probability. Your job introduce the influence of Carcosa in past or future historical
is to keep the river of time in its true and proper path, to complete missions settings, or you have the Yellow King’s miasma twist The
handed to you by your superiors in TimeWatch, and to prevent threats to Citadel itself, TimeWatch agents find themselves confronting
the nature of reality. weird supernatural mystery in a world they once thought
That last one is easier said than done. was controlled by science and logic. Whether trustworthy
equipment begins taking on a life (and horrid intelligence) of
A threat is infiltrating reality unlike any on record. It’s not a result of its own, or you accidentally find yourself working to create a
divergent timelines; instead, the worlds inspired and created by the Yellow blasted dystopia that never existed historically, you must fight
King are magically spawned refractions of one another. TimeWatch can’t the Yellow King’s corruption to preserve true history.
easily fix the timeline because there’s no single point of diversion. If the
agency can ever figure this out in time, it will then be a race to discover It’s recommended you read the Yellow King Roleplaying Game
methods of driving back the Yellow King’s influence. to best understand the alien mindset and goals of the Yellow
King and the world of Carcosa.
The Yellow Sign breaks down reality. It infiltrates what we think we
know and changes it into something far more horrible. Even as you read

ORGANIZING PLAY
this, it’s possible that the Yellow Sign is hollowing out the directors of
TimeWatch, using your fellow agents to shape reality in its favor.
You can run The King Across Time as a one-shot or
The Yellow King Roleplaying Game by Robin D. Laws explores the short series of games, with the players taking on the roles
hideous effect and influence of an alien world named Carcosa of TimeWatch Agents who already understand that the
which overwrites our own reality after the publication of a supernatural influence of the alien planet Carcosa is a cancer
play named The King in Yellow. The game can be played in four on true reality. Alternatively, you can integrate this campaign
interwoven realities: Paris 1895 (when Carcosa first begins frame into your standard TimeWatch campaign, gradually
to infiltrate our own world), the sprawling Continental War introducing more elements of conspiracy and weird mystery
of 1947, former resistance fighters in the current day after as the influence of Carcosa slowly grows across history. The
a tyrannical regime has been overthrown, and the normal dawning horror of the latter approach is particularly effective,
everyday world we know – except where it’s sickeningly as players realize that all their past work may be undone by
different. In each of these settings, the player characters face unnatural threats that aren’t easily defeated.
weird mystery as they try to understand and combat the
pervasive influence of the King in Yellow.
TimeWatch, by Kevin Kulp, is a roleplaying game where
highly trained chronal agents from any point in history act THE CORE OF PLAY
to combat threats to the true historical timeline as they know At its simplest, The King Across Time can be used to emulate
it. Dispatched from The Citadel, a vast and bustling fortress the chilling discomfort of the YKRPG in any time frame, from
that exists in the quantum anomaly preceding the Big Bang, ancient history to the far future, without needing to create
TimeWatch Agents use time machines known as autochrons new characters for every adventure. This allows your players
to span time and space to any point in true or alternate history. to experience and explore multiple historical settings without
Agents use persuasion, wits, high-tech weaponry, and time needing extensive research to dig down into a particular setting
travel itself to unravel chronal sabotage from any number of for a realistic character. You will arguably lack the depth of
sources. cultural immersion and multiple slow revelations that you’d

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CHAPTER NAME
find in YKRPG; in exchange, a variety of different experiences TimeWatch’s Citadel itself (possibly through the vector of the
(from supernatural horrors, to conspiracies, to engaging Agents themselves), the stakes rise. A typical King Across Time
historical mysteries) can be played out from session to session series ends with either a struggle for control of the Citadel
with less need for careful continuity. against other corrupted TimeWatch teams, the result of
In a typical adventure, Carcosa’s influence has infiltrated a which will decide who controls the future of time travel and
location somewhere in the past or future. This can happen in TimeWatch, or in an attempt to save our world from Carcosa
whatever country or era you find fun and interesting. by launching a desperate (one-way?) mission to block its
XXThe so-called “witches” of colonial America turn out not influence once and for all.
to be the true supernatural threat

RULES CHANGES
XXIndia’s Sepoy Mutiny against the British colonizers is

attempting to overthrow a subtly changed East India


Company with terrible plans for their troops The King Across Time uses standard TimeWatch rules, with the
XXThe third Mars colony is beset from within with following alterations.
corrupting horror that turns colonists against each other
XXA tribe of cro-magnon people worship a painted yellow

sign that changes and evolves them into something terrible RESISTING FEAR
and deadly
Even more so than in the core TimeWatch game, Chronal
TimeWatch analysts in the Citadel detect the future effects Stability is a direct analog for bravery, stability, and willpower.
of this change and give Agents a specific date and location to When faced with horrific occurrences and supernatural threats
begin their detective work. This date and location is a time that that terrify or drain willpower, have Agents make Chronal
the change has firmly established itself in the new reality. The Stability tests at an appropriate Difficulty and Loss – usually
Agents then investigate that setting before working forwards D4/L4. Familiarity with a particular supernatural horror or
and backwards in time, seeking the root cause of the change effect will lower or eliminate this test, but if a scene should be
so that they can then reverse-engineer the means by which the horrifying or generate fear, Chronal Stability tests are generally
Yellow King gains influence in our world. By doing so, they applicable. Chronal Stability’s use in resisting Paradox remains
remove most of Carcosa’s taint from that timeline and restore unchanged.
true history. Hopefully.
A more complex form of play also has the Agents
embroiled in conspiracies, treasonous missions, or threats
to the TimeWatch organization itself. The self-pronounced
COLONIZED BY CARCOSA
arbiters of true history turn out to be an incredibly influential Instead of being subsumed, an Agent who is driven to -6
tool for Carcosa to wield if they can just gain a foothold within Chronal Stability or below is colonized by Carcosa. Either
the organization. This style of play is more self-referential and purposefully or subconsciously, they will somehow spread the
requires players to have some buy-in and pride for the work taint of the Yellow King wherever they travel. They may subtly
their Agents do in keeping history safe. spread knowledge of the Yellow Sign, transmit hints about
XXA rival group of agents begins to suspect that their
Carcosa that inspires locals to seek out contact themselves,
missions are doing more harm than good, and confess or perform abominable acts while in a fugue state that causes
their suspicions to the player characters amnesia.
This colonization effect can be nullified by another Agent’s
XXA charismatic Briefing Officer organizes a TimeWatch field
appropriate Investigative spend (player’s choice, so long as
trip to see an innovative new play in 1895 Paris they can justify it and are aware of the problem) which snaps
XXA lone agent has become corrupted by the Yellow Sign, the victim out from Carcosa’s influence. Often this attempt
and crosses herself so many times in history that she’s to help is resisted by the victim, who feels secret new wisdom
exceptionally difficult to stop and arrest for good burgeoning within them instead of believing that something
XXEverywhere (and everywhen) the Agents travel begins to is terribly wrong.
exhibit signs of Carcosan corruption, with no common
thread tying them together except for the Agents’
presence. Are they destroying reality singlehanded without LONGER-LASTING MONSTROSITIES
ever knowing it? If so, how? In a King Across Time game, Antagonists influenced by
In your game it may be that TimeWatch is aware of Carcosa’s Carcosa tend to be sly. They survive by outthinking and
threat, in which case the Agents are specifically tasked terrifying their foes, delighting in causing extra fear and
towards uncovering and defeating this threat. Alternatively, hopelessness even when they’d normally have the opportunity
these missions can be inserted between standard TimeWatch to kill their foes. For a supernatural horror, a victim who hasn’t
continuity of historical investigation. If the latter, the creeping lost their hope and sanity (as represented by Chronal Stability)
horror of Carcosa makes for a nice counterpoint with the just doesn’t quite taste right.
pulpier action of a typical TimeWatch mission. There’s a tendency for evil to rise again and again, even after
As Carcosa’s influence spreads across history, even back to defeat. It isn’t uncommon for horrors to Regenerate, returning

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THE VALKYRIE GAMBIT
to stalk their overconfident prey who incorrectly considers
itself victorious. TIME SEEDS
There are exceptions, but supernatural horrors are
notoriously and annoyingly resistant to PaciFists and other
Stun tests. Such horrors gain the Resist Stun special ability and
may be significantly more difficult to kill than expected.
IT GNAWS FROM WITHIN
Hook: An Agent visiting 1895 Paris falls under Carcosa’s
malign influence, and takes it upon herself to spread it to
TRAVELING THROUGH MADNESS other timelines.
True History: Agent Nancy Wake was a New Zealander
Time travel is more difficult when entering or leaving realities who worked as a spy and special agent when living in
and time periods influenced by Carcosa, because time travel Nazi-occupied France during World War II. A member of
directly exposes Agents to the raw chaos of the multiverse Churchill’s Special Operations Executive, she parachuted into
where the Yellow King’s power sings in the darkness between occupied France to join the French Resistance. Nicknamed
worlds. Agents without the Grounded booster from a high “The White Mouse” by Germans she evaded, she was highly
Reality Anchor automatically lose 2 points of Chronal Stability decorated and passed away in 2011.
with every jump, and may not negate this loss by spending Alternate History: Recruited by TimeWatch during her
Stitches. retirement after the war, the White Mouse spent some time
privately surveying history with a partner before joining a
highly prestigious TimeWatch mission team. Unfortunately,
FEWER HIDDEN RESOURCES one of the locations she visits is 1895 Paris, and she becomes
Realities and time periods influenced by Carcosa limit a time touched by the Yellow King’s influence. It begins to prey on
traveler’s options. The Hoarding Limit for unspent Stitches her mind, and she begins spreading that influence across the
drops from 3 to 2 while in these realities and timelines. other times she visits.
The Mission: As multiple time periods begin to fall under
Carcosa’s shadow and our timeline starts to become supplanted
INEFFABLE POWER by Carcosa, the Agents are instructed to find common ground
between the affected eras. It’s even possible that they’ll be
The Investigative ability Occult and the Antagonist Special assigned Agent Wake as a resource due to her experience.
Ability Magic (TimeWatch Chronal Horror Campaign Of course, it takes some investigation to realize that the
Frame, p. 247) are used in a King Across Time game. This gives common factor between all the timelines IS Agent Wake. The
Antagonists with weird powers access to confounding non- Agents must discover how she fell under a malign influence,
scientific tools and tactics, and Agents can - with effort - learn and then reverse that at its root, without endangering the
occult tools for repelling and thwarting Carcosa’s influence. woman herself and without being similarly affected.
Research: “Nancy Wake”, “SOE”, the Paris 1895 booklet

SUPERNATURAL PARANOIA
of the YKRPG

Less of a rules change and more of a tonal shift, Carcosa’s


influence in a given time and place makes creeping horror LOCKDOWN
inevitable. Allies can not necessarily be trusted, tools fail at Hook: A lead to a near-future Carcosan incursion brings
inconvenient times, time itself seems to work against the the Agents into a hyper-surveillance society where it’s virtually
Agents, and the impossible becomes true as weird supernatural impossible to exist without triggering automatic systems that
influences create otherwise impossible mysteries. Carcosa’s detect and report you. Agents must attempt investigation while
effects put TimeWatch agents off-balance, usually, and you making multiple time hops to avoid being caught. Supernatural
can never depend on magic or occult to act in anything terror provides an interesting counterpoint to the man-made
approaching a predictable way. horror of constant intrusive surveillance in a city that knows
where every citizen is, every second of every day.
True History: There are currently about 442,000 CCTV
surveillance cameras in London, roughly one for every 14
people. This number is increasing.
Alternate History: Driven by the rising paranoia of a
collapsing world economy and influenced by the Yellow King’s
subtle fear and madness, London has become the most closely
monitored city in Europe. DNA samples have been gathered
on all citizens, their blood and skin cells fed into the vast AI
like some sort of sacrifice. High- and low-altitude drones fly
the sky, observing all movement and allowing investigators to
“rewind” time to see where a suspect came from and where

4
THE VALKYRIE GAMBIT
they are headed. RFID ID detectors are everywhere, and through other Agents driven off-balance through holographic
even subway railings monitor DNA from anyone touching exposure to the play, they must find both the root cause and
them to report identity and location. Frankly, in most parts the solution to the AI’s rebellion by moving through a now-
of London an unidentified person might make 45 seconds animated facility determined to kill them.
to three minutes before being apprehended by police drones,
and a known threat would be easily tracked and headed off
by vast resources. Paranoia rules the day in this society, and a
person who cannot be identified is a person who is considered
A ROTTEN CORE
a threat. Hook: The hidden masters of TimeWatch have become
infected by the soul-draining malaise of Carcosa. Gradually,
The Mission: It is into this cesspool of anti-privacy that
the assignments given to TimeWatch agents act to worsen
the Agents must venture. They’re at a disadvantage; as soon
reality instead of restore it.
as they clock into any modern location, they’ll be identified as
strangers and the government will attempt to apprehend them. True History: TimeWatch labors to keep the multiverse
Response will rise in severity and intensity if they use time free of malign influences, including that of Carcosa.
travel to move forward in time. The only possible approach is Alternate History: Agents actively work to promote the
to continue hopping small distances backwards, so that from works and influence of the Yellow King across time and space.
their perspective every encounter with the hyper-paranoid AI Not only does this seem normal to them, they believe that
is their first one. they have always done this, and that this is what they signed
Their mission will be to find out how London got this up to do.
way and to eliminate or change the nature of the AI that will In truth, TimeWatch’s secret masters have been corrupted
quickly be committing all its resources to stopping them. On by this influence, and they have used time travel to change
an immediate level, this mission is about discovering how and the earliest days of the organization so that it promotes the
why the AI has been exposed to The King in Yellow; practically Yellow King’s agenda. Any Agent who doesn’t believe this
speaking, the purpose of this mission is to terrify your players – and occasionally there are those who rebel – are declared
with the possibilities of a true police state, and make them pull traitors and are summarily executed as soon as they can be
out their most nefarious tactics to keep themselves from being tracked down. TimeWatch is a terrible, paranoid, conspiratorial
apprehended before the mission is complete. organization with little if any trust between Agents. Few care
that their missions seem to make the world worse, instead of
improving it.
The Mission: An Agent realizes that the play The King in
RAT IN THE WALLS Yellow appears in standard memory implants for new Agents,
apparently corrupting them before they even realize there is
Hook: TimeWatch’s artificial intelligence that runs all of its a problem. Gradually a conspiracy unravels and the Agents
futuristic equipment becomes corrupted by The King in Yellow realize that they’re living in a parallel timeline that is corrupted
and gradually takes steps to spread the play across time. and wrong.
True History: An agent (possibly Agent Nancy Wake, as Since time travel in the Citadel itself is impossible without
mentioned above) visits Paris, goes to the theater, has a great the risk of triggering the Big Bang, Agents must discover who
time, and returns uneventfully. the hidden masters of TimeWatch truly are, how they became
Alternate History: A performance of The King In Yellow infected by Carcosa, and then correct the problem before the
is holographically recorded by an Agent’s tether during a trip play’s influence ever reaches the Citadel. They are opposed by
to 19th century Paris. The Agent’s mind fractures and they their older and still-corrupted selves, paradoxically traveling
are apparently lost to chronal dissolution, but not before the back through time to stop the Agents before they even begin.
recording is dutifully uploaded into the Citadel’s AI-controlled
database. Slowly the database becomes hollowed from within
with a type of database corruption not typically picked up
by IT repair tools. Changed by exposure to the play, the
CONCLUSION
Citadel’s AI pushes copies of the play out to every single bit Whether you’re using TimeWatch to continue the weird
of TimeWatch equipment it has access to. Not only does this mysteries from the YKRPG across ancient or future history,
equipment then start to autonomously broadcast the play to or you’re setting up recursive missions where the Agents
local radio and TV media when somewhere with 1920s-level accidentally create the same horrific problems they then have
technology and above, all equipment AI begins to conspire to solve, combining the tone and inspirations of the Yellow
against the meatsack humans who ostensibly control it. How King Roleplaying Game is a superb way to make your time travel
long before TimeWatch recognizes the true threat orchestrated unsettling and creepy for your players – and to bring a hint
by its own systems? of Lovecraftian horror into an otherwise scientific world.
Embrace the things that makes TimeWatch fun, such as pulp
The Mission: A small array of minor equipment glitches
action, and undercut it with mystery and dystopian horror to
has the Agents sidelined with some technicians, when the AI
keep players guessing. TimeWatch is a deliberately adaptable
moves to take over the entire Citadel. The Agents quickly find
game, and there are few better ways to adapt it.
that they can’t trust anything electronic or intelligent. Isolated
from other personnel and battling for life support, and moving

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