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Sample File Time Riders Author: Earl Wajenberg ICE MANAGEMENT: Sales & Marketing: Deane Editors: Kevin P. Barrett, S. Coleman Charlton,Sample Begiebing; file Editing & Development: Coleman Monte J. Cook Charlton; President: Pete Fenlon; CEO: Bruce Neidlinger. Cover Illustration: Richard Hescox ICE STAFF: Products: Terry Amthor, Kevin Barrett, Interior Illustratrations: Richard Jacobson Monte Cook, Jessica Ney-Grimm, Pete Fenlon; Cus- Project Contributions: Page Design & Freehand: torner Service: Heike Kubasch; Finance: Chad Kevin Barrett; Cover Graphics: Terry Amthor: McCully; Shipping: John Breckenridge, Jasper Star Map Research: Jim Burrows Merendino, Sterling Wiliams. Copyright 1992:(: by Iron Crown Enterprises, inc. All rights reserved. No reproductions without author's permission. Produced and distributed by Iron Crown Enterprises, Inc. PO Box 1605, Charlottesville, VA 22902 Phone (8041 295-4280: FAX (804) 977-481 1 ISBN 1-55806-162-2 First U.S. Edition. 1992 Stock #I303 Time Riders TRflVELlNG THE TIMESTRERM RUNNING A TIME TRAVEL CAMPAIGN 1.0 Welcome to the Timestream ............................4 10.0 ICE Product Crossovers ................................60 1.1 What Game System Do You Use ............... 4 10.1 Fantasy-SF Crossovers .......................... 60 1.2 Acknowledgements ...................................5 10.2 Science Fiction Crossovers ...................61 2.0 Temporal Theory for Players ............................6 10.3 Crossover Timeline ...............................62 2.1 Paradox and Timelock .............................. 6 10.4 Fantasy Time Travel .............................. 63 2.2 Predestination & Foreknowledge .............7 11.0 Do-It-Yourself History .................................. 68 3.0 Temporal Theory for GMs ................................ 8 11.1 Future ................................................... 68 3.1 Timelock ................................................... 8 11.2 Past ....................................................... 73 3.2 Limelight Effect ........................................ 9 11.3 Planet Design ........................................ 78 3.3 Time-Twists ........................................ 9 12.0 Gamemastering Time Travel ........................ 82 3.4 Fating ...................................................... 10 12.1 Chronological Order ............................. 82 3.5 Loops ....................................................... 10 12.2 Loose Background, Loose Plotting ...... 82 3.6 Saving Appearances ................................ 10 12.3 Loops .....................................................83 4.0 Who Goes Time Traveling?.............................. 11 12.4 Escape Hatch ........................................ 83 4.1 Freetimers ........................................ 11 13.0 Notes on "Flex" Time .................................... 84 4.2 The League of Ages ................................. 11 13.1 Hypertime ........................................ 84 4.3 The Timekeepers ..................................... 13 13.2 Temporal Inertia ................................... 84 4.4 The Revisionists ...................................... 15 14.0 Time Traveling Player Characters ................ 85 5.0 Why Go Time Traveling? ................................ 16 14.1 Creating Character Backgrounds ......... 86 6.0 Secret History of Time Travel ........................ 18 14.2 Datable and Futuristic Skills ................ 88 6.1 The League of Ages ................................. 18 14.3 Time-Travel Careers ............................. 92 6.2 The Timekeepers ..................................... 20 6.3 Revisionists .............................................Sample 21 FIDVENTURES file THROUGH TIME 7.0 Time Machines and Time Equipment ............ 24 15.0 Recruitment for Freetimers ......................... 96 7.1 League Time Ships ................................. 24 16.0 Recruitment for Time-Patrollers .................. 99 7.2 Timekeeper Portals ................................. 25 17.0 The Phidias Affair ........................................ 102 7.3 Timekeeper Time Communicators ........ 26 18.0 The "Bufoon" Convention .......................... 104 7.4 The Holmes-Field Device ........................ 27 19.0 Dinosaur Stranding: The Lost Colony ....... 108 7.5 Freetimer Time Machines ...................... 28 20.0 The Eleusis Oracle ..................................... 112 7.6 Rvisionist Time Machines ....................... 30 21.0 Poachers on Dinosaur Trail ........................ 116 7.7 Equipment List .......................................30 22.0 Adventure Ideas ........................................... 120 8.0 Temporal Culture ......................................... 34 . FIPPENDICES 8.1 Field Tactics ............................................3k1 Appendix I: Timelines 124 8.2 Rumors ....................................................37 ........................................ Appendix 11: Film & Book Bibliography 141 9.0 Big-Time Time Travelers ................................38 ............. Appendix 111: Space Master Reference Material . 142 Appendix IV: Map of the Near Stars .................... 144 Time Riders Traveling the Timestream Sample file Time Riders Indeed, welcome to the timestream! Time Riders gives you a peek into what is arguably the most fascinating and challenging 1.1 WHflT GflME SYSTEM role playing arenas of them all: Time. Backwards and forwards, from one e~ochto another, you can witness humbling geologi- DO YOU USE? cal and biilogical transformations, see whole human Fiviliia- Although the information in Time Riders is useful to any role tions rise and fall, and be a part of events only guessed at in our player, regardless of the game system he uses, most of the game own. contemporary world. And Time Riders isn't just a journey information found inside this book is based on theRolemaster1 through time, it takes you through space as well. True, earth's Space Master systems. Because peoples' classic conception of history is staggering and fascinating all on its own, but there's time travel is rooted in the science fiction genre, the material a whole galaxy of worlds to explore out there. Once in your found in our Space Master series of games is certainly more space-time ship, there are truly no limits to where, when, and relevant to Time Riders than Rolemaster is. what you might encounter. If you only know Rolemaster, you're more than half way to In the broadest terms, Time Riders is a role playing guide for knowing Space Master. And for the benefit of players who don't time travel. Though it gives game statistics for ICE'SRolemas- have access to Space Master, we've included an appendix at the ter1Space Master family of games, Time Riders provides infor- end of this bookwhich contains an RMISM crossover character mation useful to anyone who wants to put time travel into game developement chart. In addition, section 14.2 defines a!! fztur- terms; whether it be for a single adventure, or an entire istic and datable skills for the benefit of players who aren't campaign. familiar with them. RUTHOR'S NOTE IF YOU OWN SPRCE MASTER In Time Riders, I assume history is rigid; time travelers can You're set. Most of the characters and the skills given in this not make events "unhappen." Every work on time travel must book use Space Master guidelines. You'll run across a few assume either rigid or flexible time, and this book uses rigid. It characters with skills taken from Rolemaster or Cyberspace, sounds more iimiting at first, but in fact it raises fascinating but these should be pretty self-explanatory. tactical and strategic possibilities, and reduces confusion. Time travel opens up vast ranges of settings, past and future. You can go bird-watching for pterodactyls in the Mesozoic, IF YOU ONLY OWN conspire in Renaissance Italy, tour the Pleiades, or trade in yet- to-be-invented technology. To help you organize this four- dimensional real estate, this book includes timelinesSample of past file history, book lists of historical adventure fiction, guidelines for As indicated, much of the game-oriented material in Time writing your own histories of the future, and directions for Riders is based upon skills and concepts developed in Space crossovers between time travel adventure and the worlds of Master. However, a comprehensive Space Master skill list is Space Master, Middle Earth, Dark Space, Cyberspace,Outlaw, given in Section 14.2, along with functional descriptions. In Robin Hood, Pirates, Vikings,MythicEgypt,andMythic Greece. addition, Appendix 111 given at the end of this book provides you These are all settings published by ICE. with a crossover character development chart which should Time travel also opens up twisty labyrinths of logical and allow your fantasy characters to start acquiring technological causal puzzles. Time Riders contains sections on temporal skills (and vise versa). theory, for both players and the GM, that attempt to unscrew The most common technological armament you will find in the inscrutable ways of Time. the adventures is a standard stun gun. If you don't have access Time Riders includes descriptions of notable time travelers to Space Master's Stunner Attack Table, we suggest that you you may meet, and of time patrols that defend temporal terri- use a non-lethal attack table from RM, like "Barc Fist," and then tories and regulate the time traffic. It also describes the various double or triple the duration of any resulting stun effect. models of time machines so you can "Head 'ern off at the
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