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Published by l33tgringo, 2022-09-03 10:18:53

GURPS - 4th Edition - Infinite Worlds

GURPS - 4th Edition - Infinite Worlds

human-average in all ways, though United States of Lizardia, 1991
they have distinct racial traits (see
box). They lay eggs, but the egg nor- Current Affairs
mally hatches within a day.
On a world without the Cretaceous meteor strike, dinosaur democra-
This is not just an echo where cy faces new challenges.
everybody has scales and tails. That
would be easier to understand. The Divergence Point
USL’s history is like ours in general,
but it has played out with completely 65 million years ago; there is no Chicxulub meteor strike, so some
different actors. They had a World dinosaurs continue to evolve and adapt to changing weather conditions
War II, but no Hitler, Churchill, or rather than die out.
Roosevelt . . . they have space pro-
grams, but the first man in orbit was Major Civilizations
named Andrei Popov, and, of course,
he was a giant lizard. They had no Saurian, unknown varieties.
Shakespeare, no Rembrandt, but the
world of the USL has produced Great Powers
equally great talents.
Substantially identical to those of Homeline, circa 1991: the United
Nobody even pretends to explain States is the world’s superpower, watching in apprehensive satisfaction
any of this without talking about as the Soviet Union falls apart.
“gods with a weird sense of humor.”
The situation is sometimes com- Worldline Data
pared to that of Goblin (p. 151),
which also features a nonhuman TL: (0+8) (odd blend of acoustics, biotech, and fluidics)
race and a history like ours, but at Mana Level: low
least the Goblins are humanoid and
their twisted version of Europe has Quantum: 4 Infinity Class: P4 Centrum Zone: Inaccessible
leaders with familiar names.
tually minded neo-troodons the Patrol wishing that just this once they could
Outworld Operations observes seem cultured, funny, play- tear up The Secret, materialize in
ful, and almost human at times. (The front of the Black Hills Longhouse,
Oddly, USL is one of the worlds violent, pack-ridden, obsequious step out into a crowd of scaly, bug-
where some members of the Infinity saurians on this parallel seem no less eyed friends, and say “Take us to your
Council would like to reveal The human, but don’t inspire quite the leader. We have much to learn from
Secret and make contact. The techni- same sympathy.) Most Patrolmen who each other.”
cally sophisticated but obviously spiri- spend any time on USL come back

Neo-Troodons 28 points fingers and a long thumb on their hands, and three toes
and a sickle-shaped claw on their tough feet. Their
Canadian paleontologist Dale Russell proposed in inability to resolve non-moving objects is a neurologi-
cal effect, not an optical one, so corrective lenses do not
1982 that the Cretaceous raptor Troodon might have mitigate their Bad Sight.

evolved into a sapient species, based on its high brain- Attribute Modifiers: DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: HP-1 [-2].
to-body mass ratio. He was gratified to learn, as an Advantages: Acute Hearing 1 [2]; Acute Taste and

expert on a surveillance trip to USL in 2001, that his Smell 2 [4]; Discriminatory Smell [15]; Long Talons
(Heels only) [11]; Nictitating Membrane 1 [1]; Night
theory was correct in many particulars. The neo- Vision 3 [3]; Sharp Teeth [1]; Striking ST+4 (Kicks
only, -20%) [16].
troodons of USL do not precisely match the Disadvantages: Bad Sight (Nearsighted; Non-moving
objects only, -20%) [-20]; Colorblindness [-10];
“dinosauroid” model he predicted, however, having Compulsive Behavior (Siesta)(6) [-10], Curious (15)
[-2]; Gregarious [-10]; Skinny (No skill penalties,
(among other things) tails and a lower posture. Infinity -40%) [-3].
Skills: Brawling (DX) [1].
has encountered other neo-troodons on other worlds, Techniques: Kicking 2 [3].
Racial Quirks: Attentive; Carnivorous [-2].
including Shikari and Möbius (where they are roughly

as intelligent as baboons), but USL is the only world-

line known where they have developed a civilization.

Neo-troodons are seven-foot bipeds, slender and

somewhat birdlike in movement and posture. Their

smooth skins range from pale green to almost black;

they have scales (usually in a complementary color)

along the backs of their limbs, spine, scalp and cheeks.

Their huge eyes are black and liquid; they have three

WORLDS ENOUGH . . . 149

YRTH

Yrth is a fantasy parallel, home to Yrth, 2004
elves, dwarves, and orcs. One faction
of elves attempted a mighty ritual to Current Affairs
rid their world of the pestilential orcs.
It backfired, and instead summoned Various sovereignties contend for power on a magical world popu-
an enormous banestorm that lasted a lated by storms blowing across the dimensions.
century and a half, which brought tens
of thousands (eventually hundreds of Divergence Point
thousands) of humans to Yrth from
Homeline, or from a worldline with a Unknown; possibly 150 million years ago, when Pangaea split differ-
very similar past. (It also brought ently. But the moon is different, too.
other nonhuman races from other
parallels, in lesser numbers.) Major Civilizations

A Magical World Western (empire with rivals), Islamic (bipolar), Dwarven (empire),
Elvish (diffuse).
Most of these humans came from
western Europe or the Middle East Great Powers
between the years 1050 and 1200; they
established kingdoms and resumed Megalos (feudal dictatorship, CR4), Al-Haz (theocratic dictatorship,
their interrupted crusades. Bane- CR4), Zarak (feudal oligarchy, CR3 for Dwarves), Al-Wazif (feudal dic-
storms continue sporadically on Yrth, tatorship, CR3), Caithness (feudal dictatorship, CR3), Cardiel (feudal oli-
bringing a few hundred new people garchy, CR3).
every so often, with a major resur-
gence in 1551, which brought thou- Worldline Data
sands of people from 16th-century
France. TL: 3-4 (gunpowder suppressed; some TL3/6+ elements from new-

The largest human kingdom on the comers) Mana Level: normal with variations
continent of Ytarria, the Empire of
Megalos, has a secretive order, the Quantum: 5 Infinity Class: R2
Ministry of Serendipity, devoted to
hunting down new arrivals and inter- Centrum Zone: Inaccessible
rogating them for information about
changes on Earth. Megalos restrains but they can only leave by using mission took only five months to find
any new scientific or technological magic, a nexus portal, or (of course) a its way back to Homeline, and only
developments – especially gunpowder banestorm. Ted Gruberman, a world- lost one man in the process, providing
– fearing the inevitable culture shock jumping Patrolman, discovered Yrth substantially more information about
would tear it apart. Unknown to on a blind hop in 2017, and it took the situation on that worldline.
almost all outsiders, the Ministry of him 14 months to find a magical raft
Serendipity maintains a secret tome, that could sail to another world he On Yrth, of course, The Secret is
the Liber Terranum Primus, which could actually leave. When he finally out. Everybody knows that para-
describes the current state of the orig- returned to Homeline in 2020, his chronic travel is possible; it’s how
inal Earth as best it can – but if the description of the immense bane- most of their ancestors got to Yrth,
banestorms bring “visitors” from storm that struck Yrth a millennium after all! Some Yrth factions may
more than one Earth, the Ministry ago caused an immense storm of its know more than that. There is some
may know that still more Earths exist. own in Infinity headquarters. A sec- indication that the Templars (who
And if the Earth that the banestorms ond, slightly better prepared, Scout arrived on Yrth on Halloween night,
visit is Homeline, the Ministry of 1310, just ahead of the French
Serendipity may know all about
Infinity, too . . . Unknown to almost all outsiders, the
Ministry of Serendipity maintains a secret
(See GURPS Banestorm for many tome, the Liber Terranum Primus,
further details.) which describes the current state of the
original Earth as best it can.
Outworld Operations

Yrth is a quantum sargasso; world-
jumpers and conveyors can enter it,

150 WORLDS ENOUGH . . .

inquisitors) had harnessed a gin – could they have been snatched Paralabs study. A small permanent
banestorm for parachronic travel, or from another worldline? The Dark staff of “Sheldrake Section” would-
at least knew enough to hunt one Elves, of course, have likely not given be wizards, Paralabs field surveyors,
down on their Earth. (Any unpleas- up on their researches, and nobody and I-Cop guards set up shop in the
ant connection between Yrth’s quite knows what to make of the border city of Tredroy, bringing
Templars and the Nazi-tainted djinn or the dragons. along a White Star merchant family
Templars on Friedrich is probably to provide gold and cover for their
just coincidental. Probably.) The Infinity has decided that the pos- odd behavior. In the House of the
Jesuits of Yrth also seem to have sible connection between Yrth and White Star, the Homeliners work to
peculiar artifacts of mysterious ori- Homeline (or a close Homeline echo) understand this strange new world.
required the closest possible

Other Fantasy Parallels

In addition to the “historical fantasy” myth parallels centaurs, Olokun, a planet mostly covered in oceans
such as Burton and Mandeville (p. 136), or borderline and with very high tides, home to merfolk and other
cases like Orichalcum (p. 139) and Rome-6 (p. 145), aquatic beings, and Gabrook, an arid world inhabited
some worldlines hew more to the dictates of 20th-cen- by goblins, reptile men (possibly cousins or alternate
tury fantasy fiction. There are myth parallels closely versions of USL’s neo-troodons), and kobolds – remain
resembling the works of Robert E. Howard, Robert to be found by Infinity. They are evidently radically
McLees, Terry Pratchett, and Andre Norton, for exam- divergent worldlines, and may form part of a skerry
ple. Most such worlds likely diverged at least 150 mil- (p. 89) with Yrth – and perhaps one of the missing
lion years ago, as few of them share Earth’s continental echoes from Q6 is the Earth from which the
outlines. Some of these worlds have divergent Banestorm took its humans!
starfields, implying either severe reality quake damage
to the heavens, a vastly far-past (or future) current year, A firmly located fantasy parallel is Brekilien (Q4,
or that they exist in an entirely different cosmos. Some current year 701), one of the worlds continuously
few of them rest on flat Earths, or inside hollow ones! reshaped by mighty elven magics that harness
Hence, dating fantasy parallels is often a matter of banestorms for the play of the elf-lords.
piecemeal interpolation and wild assumption.
Goblin (Q5, current year 1830) is inhabited exclu-
Agents on Yrth have identified that Banestorms sively by a different sort of goblins, but is otherwise a
from yet further worlds originally snatched some of the very high-inertia, close (if filthy) parallel of Homeline’s
nonhuman races. The locations of these worlds – late Regency era. (See GURPS Goblins for further
Loren’dil, a forested realm of halflings, giants, and details.)

WORLDS ENOUGH . . . 151

CHAPTER FIVE

. . . AND TIME

Although I was used to his We drank in companionable silence, and then he
shabby appearance by stretched and popped a video into the player. Charlton
now, the greasy cyni- Heston came on, striding down the street in Tijuana as
cism of his voice still Orson Welles’ camera kept pulling back and back and
took me aback. “Don’t back.
tell me. Only I can
save the world.” “Hey, this is my favorite movie!”
He gave me a look. “Maybe you are from that first loop,
“That’s right. after all.”
How did you As we watched the screen, he took another swallow,
know?” and spoke more kindly. “Mine, too.”
About halfway through the movie, when Janet Leigh
“You think was in some dire peril or other, the door opened.
you’re the first We looked up at the very familiar stranger on the
one of you to tell stoop, and said as one: “Don’t tell me. Only I can save the
me that?” world.”

“You think
I’m the first
one of me to
hear you say
that?”

That got his
attention, and
he rubbed his
unshaven jowls
thoughtfully.

“No, you
look too tired
to be from the
first loop. Sit
down, take a
load off.”

“I can’t. We
have to go.”

“It won’t do any
good. Trust me.”

“But –”
“No good. Just sit down. What’s a couple of minutes
going to matter?”
A brief guilty surge took me, but I shrugged it off and
sank into the armchair with a grateful sigh. “It feels like
I’ve been on my feet forever.”
“Now maybe you see why I don’t hop up whenever one
of you jokers comes in here.”
“Yeah, my dogs are really barking. Got anything to
drink around here?”
“You know I do. Help yourself and pour me one.”
I got up long enough to pull the whiskey bottle out
from behind the cereal, and poured a splash into two jelly
jars. They didn’t look clean, but I couldn’t really catch any-
thing strange from him, now, could I?
“Cheers.” “Cheers.”

152 . . . AND TIME

TEMPORAL PHYSICS

A lot of stories have been written Devices: The time machine is a Worlds campaign setting, both con-
about time travel, and it seems like “vehicle” which may also be able to veyors (devices) and projectors
no two of them use the same machin- travel in space. This vehicle may be a (stages) may be used, and must be
ery or rules of operation. Before we huge temporal battleship or a one- combined for a really long jump.
can go anywhen, we have to know man capsule. It may not even be a
how we’re going to get there, and vehicle as such; it may be a belt, har- Nothing at all: If the time or cross-
what we can (and can’t) do once we ness or magic amulet that the user world travel is psionic, magical, or
arrive. What follow are not rules as wears on his person. This sort of trav- super-powered in nature, there may be
such, but an outline of the kinds of el usually implies that the traveler has no gadgetry at all involved. However,
rules a GM must decide on when he a great deal of freedom to visit differ- there may be a need for ritual of some
creates a new system of time travel. ent times at whim. For some sample sort. Alternatively, the psionic ener-
They combine setting questions and devices, see pp. 162-163. gies, magical spells, or super time-
the mind-knotting complexities of traveling hyper-speed may require fuel
temporal physics, with the aim of Combination: The above effects or an apparatus to “boost” or “focus”
answering the first and evading the can be combined in various ways. its power or to send the traveler to a
second wherever possible. The Time Sphere on p. 163 combines specific date in time to kill Hitler or
the stage, portal, and device, for steal the Hope Diamond.
THE PHYSICAL example. In the default Infinite
SETTING
Can of Infinite Worms
The first question: how does the
time machine or crossworld railway Adding time travel to an Infinite Worlds campaign isn’t impossible.
“work,” as a layman might explain it? As it happens, there are plenty of time travel devices, such as the Gates
This is not a question of rubber sci- of Thoth, already littering the quantum landscape. At the bare mini-
ence (yet) but of physical description. mum, the possibility of time travel should stay open in case the GM or
Possibilities include: the players want to shift the Infinite Worlds PCs into a “future Earth” or
SF setting with reliable human faster-than-light travel (see Where Are the
Stage: The traveler stands on the Starships?, p. 72), or just one with a calendar date well past the mid-21st-
platform of a monster machine, and century setting of Homeline. If the Gates of Thoth don’t appeal, there’s
technicians at a console start pushing always the option of mysterious transhuman entities, such as Poul
buttons. There’s a blue flash (or a low Anderson’s Danellians, who recruit Patrolmen for a crisis “in a future
hum, or a monstrous subsonic belch) world.”
and you’re there. In this case, the
“time machine” does not travel at all, What the GM should only introduce into the Infinite Worlds if he’s
and the travelers have less control over ready to do a lot of sweating is reliable time travel, under the control of
their journeys. In particular, they can- the players. This rapidly sets up not only a tangle of twisting paradoxes
not bounce around freely in time; (can you retroactively alter an echo?), and the danger of aborted mys-
they’re at the mercy of Mission teries or emergencies draining the game’s narrative tension, but a real
Control (p. 210). The harried GM may mare’s nest of research problems. One of the key features of the Infinite
find this limitation very useful. Worlds is GM control – he always knows what world loyal Time
Patrolmen will visit, because it’s the worldline they’ve been assigned to
Portal: A “door” opens between two visit! Even swagmen or criminals will operate in a fairly confined circle
points, bridging the gap between of parallels, ones that the GM can map out in some detail. Reliable time
times or worlds. Perhaps it’s one-way, travel knocks those struts out from under the campaign, leaving it hang-
perhaps two-way. Perhaps anyone or ing high in the air with no visible means of getting back down.
anything can walk through; perhaps it
accepts living flesh only, or dead mat- Of course, some GMs enjoy the high-wire act, or have every possible
ter only. The extent of the traveler’s alternate history alteration ready to go at the tip of their fingers.
control over his return is this: if he can However even those GMs may find that their players become dumb-
get back to the gate, he can come founded and tentative with all the history of every possible world to
home . . . maybe. Some gates are only explore. They may make a few prods, to test the GM’s improvisational
open at certain times; some can be skills, but even success there runs the risk of making the vast vistas of
opened only by the volition of an oper- time seem humdrum. We can’t stop you from adding time travel to the
ator at the other end (making them Infinite Worlds – just remember, you can’t go back in time and undo your
more like a “stage” device). In the decision!
Infinite Worlds campaign, crossworld
portals and roads exist with any or all
of these criteria.

. . . AND TIME 153

PARADOXES turn out to have been the mailman all unable to return unless he can some-
along. If you try to give Shakespeare how undo the change. This is quite
Altering history may sound like the Plays, you might have a series of playable, because the PCs will be
good clean fun, but it sets up some horrible accidents trying to find grossly inconvenienced, but not killed
famous paradoxes more philosophy Shakespeare, or the book will turn out or transmuted, if they accidentally
than physics. These are the ones that to have been written in Esperanto, or change history. And they have a
everybody from the Twilight Zone to Shakespeare’s pen keeps getting chance to fix it.
Robert Heinlein has used, and any clogged and he throws you and the
player with any interest in time travel book out in the street in a tantrum. In any event, there are no paradox-
will at least vaguely recall them. The Shakespeare, and your grandfather, es. If you make a change in the past, it
good news is that there are plenty of still have free will – everybody has free really happened.
work-arounds for them, if you’re will- will in the present; it’s only time trav-
ing to give up only a little freedom of elers who keep running into Fixed Chaotic Time
action – or your meager human Time in other people’s presents. It’s
notions of causality. just that they will never freely choose An extreme version of “plastic
to alter history, or if they do, some- time” draws on modern chaos theory.
The Grandfather thing will prevent them. If you travel back in time, any change
Paradox you make propagates wildly. If you go
However, if the past can’t be back as far as WWI, the act of buying
A man gets into a time machine altered, it becomes a considerably less a newspaper in London would rever-
and travels back a century or so. He interesting place to visit. (On the other berate down the timeline, and nation-
finds his (as yet unmarried) grandfa- hand, perhaps only history can’t be al boundaries would be different when
ther, and shoots him in the head, altered – the past can change, as long you returned. If you go to the Permian
killing him instantly. Since his grand- as nobody knows any different. For all Age, just stepping out of your time
father can now not meet and marry we know, Shakespeare might indeed machine would make a difference in
his grandmother, the time traveler will have gotten his plays from nowhere! local weather . . . which would propa-
never exist, and thus never shoot his See The Observer Effect, p. 159.) Any gate globally . . . and when you return
grandfather in the head, and thus will campaign background must contain a to the year 2000, the ruling species
have existed, and so forth. specific solution to this problem. To wouldn’t be human.
examine several general solutions:
The Free Lunch Paradox This is hardly suitable for an ongo-
Plastic Time ing campaign, but might make a very
A man gets into a time machine spooky one-shot adventure.
with a copy of Shakespeare’s Complete The past is freely alterable, but at
Plays and Poems, and travels back to the risk of “editing out” the future that Plastic Time With
Elizabethan London, where he pres- you came from. Your actions change High Resistance
ents the volume to the Bard. Like all the future. There are several possible
writers, Shakespeare is desperately results: This is the opposite of chaotic time.
behind on deadline and has already The past is still alterable, but it’s hard
spent the advance, so he gladly copies Traveler at Risk: The traveler him- to alter it. Small changes are canceled
out the plays from the anthology and self may be changed (or even fade out out by the background noise of histo-
goes out drinking all night with his of existence). This isn’t too suitable for ry. Big changes, or small changes
cronies. Who wrote Shakespeare’s gaming unless the players enjoy creat- made with exquisite timing, can
plays? Not Bacon, not Oxford, not ing new characters. change the future.
anybody. Shakespeare merely copied
them from a later copy of his earlier World at Risk: The traveler may be Recall the theory of time as a river:
copies. He got a free lunch, in other unchanged, but return to a changed if you drop a twig in a river, the water
words, and we all know that there ain’t (perhaps extremely changed) world. is momentarily disrupted, but it con-
no such thing. This is entertaining for the players, tinues to flow around the anomaly.
but puts a burden on the GM. And the anomaly begins to flow with
SOLUTIONS the stream until it is, in effect, part of
Past or Traveler at Risk: This option the stream. So you could postulate
The usual answer to one or both of combines the two above; a time travel- that though you went back and killed
the above is that time simply can’t be er can change the past as long as noth- Thomas á Becket at the base of the
altered. This is Fixed Time. Your gun ing he does significantly (or perhaps high altar at Canterbury (rather than
will jam, or you will miss your bus, or noticeably) effects the future society the four knights doing the job just out-
your research will be wrong, or your he came from. Change things too side the Mary Chapel), the time
grandfather will get the drop on you much, and you change, or even van- stream could adjust so that the end
and kill you instead, or he will turn out ish! This is an excellent constraint for result (death of Becket, martyrdom,
to be bulletproof, or your grandmoth- games of time-traveling conspiracy – canonization, and even the presence
er will marry his long-lost identical on the surface, nothing has changed, of four knights who were subsequent-
twin instead, or your grandfather will but now it was the Templars who ly despised) would be the same. And
killed Kennedy, not the Adepts of historians looking at the incident
Hermes. would record it the way we are told
it happened. And perhaps it didn’t
Return Blocked: The traveler may
be unchanged, but stuck in the past,

154 . . . AND TIME

Chronobabble

Players desiring a brief scientific explanation for In a deterministic world, we replace space-time with
time travel may be referred to this section. It may or a foliation. That is, a 3-space development is tracked as
may not be complete doubletalk, but it is nevertheless a series of sharply defined, infinitely thin “leaves,” or
real doubletalk. Any student of general relativity will foliations, defining time development. At a quantum
recognize the sources and follow the argument; some level, the resulting picture is replaced by a “fuzzy” view
will even agree with the conclusions. Those who have of history with leaves of finite thickness. On the order
not studied general relativity should not worry about it. of Planck’s length, the system undergoes quantum fluc-
The authors are indebted to Dale F. Reding for tuations in its 3-geometry. In a classical view, we have
providing this material. the development of the local physics proceeding as a
series of “yes” and “no” geometries. Ordering the “yes”
From the senior undergraduate physics text geometries provides a local view of the 4-geometry.
Principles of Geometric Dynamics, by D.F.R. Skinner, However, quantum theory defines an associated proba-
2080: bility amplitude ψ = (3)γ with each 3-geometry. The
amplitude is greatest along the classical path, with a
“Like flight, the idea of travel in time has fas- sharp degradation on either side of the foliation. One
cinated man since early days. On sound princi- may say that for a small period of time the state of the
ples of physics it was ‘proven’ that manned flight 3-geometry is indeterminate. Simplistically, one may
was impossible, and indeed, man cannot fly like view this as fluctuations in the background 3-space, in
the birds. Yet flight was achieved by methods far analogy with the well-known phenomenon of vacuum
different from those used by the birds. Similarly, fluctuations in the electromagnetic field (the so-called
our common sense experience with special rela- zero-point fluctuations).
tivity categorically disallows the possibility of
travel in time. But here, though special relativity This is the theory as applicable in a vacuum.
may still apply, common sense may not.” However, in the presence of a large spinning mass, or
the provision of considerable energy, the background
Time travel in and of itself is impossible within the fluctuations in 3-space may be set into resonance and
physics of everyday phenomena. However, as the theo- a temporarily stable local deviation from the classi-
ries of relativity deny us the existence of a global iner- cally predicted 3-space then occurs. At each foliation,
tial reference system, quantum mechanics deprives us all physical 3-geometries are possible. Therefore, it is
of the fiction of a deterministic development of space possible to generate the appearance of “time travel”
in time. Underlying the Hamilitonian structure of local by temporarily moving to an alternate 3-space. Such
physics is the remarkably good approximation of the an arrangement is, however, unstable, and will ulti-
Poincar group to the underlying local symmetry group, mately require a “snapping back” into the proper
exploited in canonical quantization schemes, for dis- 3-space.
tances on the order of Fermi’s length (10-15 m).
The beauty of this solution is that Special Relativity
However, in the absence of associated matter, sig- is inviolate as no information is determined about the
nificant extraordinary local effects appear due to the “true” 3-space, only about that in which you are cur-
fluctuations in the local 3-geometry on the order of rently residing. As such, the popular fears of marrying
Planck’s length (L* = [h(3)γ/(2πc3)]1/2=1.6¥10-35 m). your grandmother or shooting yourself are impossible,
The fictions of space-time and time are exposed as neo- as it is not really yourself that you are meeting, only a
classical approximations. “fading” copy. However, some arguments have recently
been presented in the Journal of Geodynamics and
Centuries of research, from Newton to Weinkoff, Astrophysics suggesting feedback from alternate
converge upon the simple observation that the dynam- 3-geometries is possible. Most practical physicists
ic object of study, in physics, is 3-space. (3)γ, super- consider this to be unlikely.
space, the totality of all 3-spaces, becomes the primary
structure of physical theory. Simplistically, the 3-geom-
etry is itself seen as a “carrier of information about
time” (Wheeler, 1962).

happen the way history recorded it in Paradox-Proof Time municate with your earlier self in any
the first place! This relates to the way, because that would create a para-
Observer Effect, on p. 159. This is Fixed Time, but with an dox. You can’t even send a friend back
interesting special effect. If you start to to warn yourself. What’s done is done.
If the future is changed, the do something that would change histo-
results on the time traveler are as ry, boom – there you are, back in your This is a playable option. Getting
described above. High-resistance own time. The universe is not at all slammed back to their own time can
plastic time makes even “Traveler at subtle about preventing paradoxes. frustrate some groups. Others may
Risk” a more playable option, And if you return to a time where you welcome it as a safety net, even
because PCs won’t vanish unless they have already been, you cannot com- though it means some missions can’t
make a real blunder. be completed.

. . . AND TIME 155

New Timelines There is no privileged past . . . There is an
infinitude of Pasts, all equally valid . . . At each
This lets travelers change and every instant of Time, however brief you
history . . . but not their own history. suppose it, the line of events forks like the stem
Whenever a time traveler (or group of of a tree putting forth twin branches.
travelers) arrives in the past, they
cause a new worldline to split off from – André Maurois, “If Louis XVI Had Had
the original, identical in every respect an Atom of Firmness”
up until the moment of arrival. After
that point, however, nothing that hap- This approach owes something to divergences (Russia is still a monar-
pened in the original line is bound to the time-theory in David Gerrold’s The chy). It may or may not be possible to
happen in the same way, or at all. The Man Who Folded Himself, and a little return to one’s line of origin – or there
new timeline may be very similar to to the “superstring theory” of modern might be so many almost-identical
the old one, or chaotically different, as physics. In Gerrold’s book, the tripper worlds that one could never tell.
described above. (Perhaps there is no was duplicated along with everything
way to know in advance what the else. Paradoxes were ignored, because In this case, nothing you do in the
“rule” will be for that new timeline!) almost anything that might happen parallel world will affect your own
could and did happen in one of the timeline – unless you stumble into a
A key point, however, is that every- braided worldlines; multiple versions dimensional war with people who can
thing is duplicated except the travel- of the hero could and did meet, and find your timeline. This is the basis of
ers. They have left their original line the issue of whether one could return the default Infinite Worlds setting.
(not necessarily permanently – more to one’s original line, or only to
on this in a moment). In other words, one indistinguishable from it, was OTHER USEFUL
you can’t really go “back in time” at all, considered but never solved. POSTULATES
or have any effect on your own histo-
ry. You can only create a new world, The dramatic drawback to this sys- Although neither required nor con-
whose future you are free to alter tem is the old problem of “If anything tradicted by most of the metaphysical
because it hasn’t happened yet. can happen, who cares?” The travelers constructions above, these next three
can shoot Genghis Khan, shoot axioms appear in time travel fiction
It may or may not be possible to Shakespeare, shoot their own double; and some time travel theory.
return to the “original” worldline. If it it isn’t their universe, after all. This Implementing any of them limits the
is possible, you can only return to the might become tiresome, but on the way time travel works, and constrain
moment you left, or possibly some other hand, it can open up some very player action. (Implementing them all
later time. You can’t return to any ear- interesting questions of morality and is fairly restrictive, compared to most
lier point, because that would give you responsibility. Interested players gamers’ assumptions about time trav-
the possibility of making changes to should read Corrupting Dr. Nice by el, so explaining things early is help-
your own past. John Kessel (about a society that can ful.) This can be good or bad, depend-
create new timelines at whim), or ing on the gaming group’s instincts,
This gives a traveler absolute free- Glimpses by Lewis Shiner (about a but it does help harried GMs maintain
dom from time paradox. You can kill single traveler who can). Either as some control over story developments.
your grandpa, or even your younger nihilism or experiment, new timelines
self; it only means that in the duplicate can be fun while they last, especially The Linearity Principle
line you won’t get born, or won’t grow for those who know some history and
up to be a meddling time mechanic. want to play around with it. This law applies when time travel-
You cannot, however, make infinite ers must operate from a “home base,”
copies of yourself, because you leave Parallel Worlds rather than jumping freely around in
the original line each time you time- time. It states that time moves forward
jump. You can exist in two places at Another possibility is that what we at the same speed for the agents in the
once, by going back to a point within choose to call “time travel” is actually field and the machine operators at
your natural lifetime, but no more parallel-world travel; you’re not going home. If the team spends two weeks in
than that – because any subsequent to “our” World War II, but to an exist- the past, they return two weeks after
trips take you into a new, “blank” copy ing alternate universe in which World they left. Conversely, if the agents
of the worldline. (Unless you let the War II happens to be going on “now.” request information or assistance
new parallel branch off from the one The world may otherwise be exactly from Mission Control, and it requires
you just created, with two of you in it. identical to Home Time, or have differ- two days to research the data or pre-
Good luck with that.) You can leave ences so tiny as to make no difference pare the backup team, the help arrives
the original line any number of times, (President Roosevelt’s middle name is two days after it was requested.
but you can only arrive in a particular Douglas), or major and important
line once.

Yes, this is difficult to follow.
Because our logic is causality-based,
and therefore time-dependent, this
sort of thing always happens when
you consider the implications of time
travel.

156 . . . AND TIME

The real reason for this rule is, effect that limits the availability of all You can travel randomly through
again, to prevent the team from solv- past time. time and/or space. Use the Random
ing problems by “magic.” Mission Present Table on p. 86 to determine a
Control’s inability to scan freely back While this doesn’t make all para- destination year, and pick a real nasty
and forth should be given some doxes impossible, it limits the travel- location in space to fit the result.
mechanical explanation, preferably ers to historical periods instead of
one that can sometimes be bent a little bothering their last-week selves. If this You can wind up in Limbo. Limbo
to save the day. One possibility: is the kind of campaign the GM plans is just a theory . . . a term to describe
Control must maintain a “fix” on the to have anyway, a Recency Effect is a the place travelers go when they van-
agents, which moves forward as they good thing to introduce. ish and are never seen again.
do; to scan back to some earlier
moment risks breaking the fix, losing TALKING TO If an imprecise method of time
all communications with the team YOURSELF travel is being used, temporal exclu-
until they can be located again. (See In sion can happen by accident when
the Cube, p. 29, for more detail.) Nothing can create a really messy somebody tries to cut things too close.
(and unplayable) paradox quite as
Obviously, where linearity applies, quickly as a time traveler who visits What if you clock into a period just
agents can’t make “pickups” in the himself. He can tell himself what to before one you already occupy, and
field. If you have been out for five do . . . or what not to do . . . or show wait until the “younger you” appears?
years, you can talk to someone who up and argue with himself. If something happens to the younger
left home just a year after you did. But you, a paradox is created. Therefore,
when you go home, it will be five years For gaming purposes, the question the older self – who is the one respon-
later; no way around it. becomes “What sort of logical expla- sible for the problem anyway – should
nation, or rubber science, will prevent feel the effects. (This is the most
Oscillating Time this from happening?” This prevents playable answer, but if the GM can
characters’ visiting the same era again find a way to make the younger self
This is an interesting limitation to and again, either to “work on the feel the effects of a decision the player
apply to time travel of any sort. problem till we get it right” or to mul- hasn’t taken yet, go ahead!)
Suppose that the energies of time – tiply themselves into armies. It also
whatever they are – vary in a pre- means that Time Agents cannot return Temporal Snarls
dictable way. You can only travel home “before they left” and give them-
between points that have the same selves advice on how to deal with the This rule is essentially Temporal
“chronal charge.” Result: the time mission. Exclusion that can be “bent” once in a
machine can only make jumps of a while, but within strict limits. It
certain length. This might be a month, Paradox-Proof Time assumes that history is resistant to
a year, or a century. Perhaps there are change and paradox, but allows some-
only a few points in all of history that As described above, this type of one to be in the same time more than
the machine can reach – in that case, reality simply bounces a traveler back once . . . as long as no interaction takes
it’s more like a “time gate” or a “time to his origin as soon as he starts to cre- place!
subway” that only makes stops with a ate a paradox. If he avoids paradox, he
lot of commuter traffic. can do anything he likes. If you try to interact with an “earli-
er” version of yourself, you’ll probably
Time travelers are thus presented Temporal Exclusion be frustrated; you are trying to create
with some interesting problems; they a “temporal snarl” in your own past.
can never depend on going right to the In this sort of cosmos, it is simply This sets up probability oscillations,
time they want to see. In particular, impossible for a traveler to clock into and you start suffering fatigue and
they can’t even think of bopping to last a period he already occupies. If you try other effects as you exert effort in
week to tell themselves “Don’t do that!” to travel to a time where you have opposition to your current existence.
This can make a campaign more “already” (in your own absolute past)
manageable. Note that such a system been, several things can happen, none If someone tries to alter his own
automatically conserves linearity. of them good: past drastically (say, by shooting him-
self), he should either fall unconscious
The Recency Effect You can bounce. The attempted trip or pop into another time. This takes
fails, leaving you mentally stunned. care of the Grandfather Paradox. Note
This assumes that, for some reason, that it is the size of the alteration, not
the travelers cannot visit their immedi- You can wind up in a parallel world its subtlety, which matters. Going
ate past. The “Recency Barrier” can be at the same time. If it’s a close parallel, back 500 years and convincing your
a week ago, a year ago, within the life- it may be a very long while before you many-times-great-grandmother to
time of the time traveler, or centuries find out you’ve gone astray. become a nun would have exactly the
in the past. If the GM wants to avoid same effect; you can’t do it.
troublesome alterations to the cam- You can wind up at the wrong time.
paign’s recent history, this is the way to Usually you go farther back than you Any attempt to set up a “free lunch
go. This may be justified by rubber planned – sometimes a lot farther loop” in time is also doomed to failure
physics like the Time Corps’ “Arbatov back. But you might wind up just – or, at least, to having no effect on the
Barrier” (p. 218), or by an oscillation before, or just after, the stretch of time outcome of the adventure. (This is
you already occupy. offered purely for playability. In terms
of physics, there’s no reason why it
couldn’t be done.)

. . . AND TIME 157

If you try to meet and talk to your- We Will Have Warned
self about something relatively minor, You in the Past
it should still be painful – say, 6 FP and
-2 IQ for the duration of the meeting How can someone in the past communicate with the presentday?
and the rest of the day. Without a handy Time Radio, or a time-fax to transmit a note a few hun-
dred years uptime, a resourceful traveler can still pass information or
But a minor attempt to alter your even call for help. The longer it will be before the message is read, of
own worldline is possible. If you want course, the harder it is to be sure it will get there.
to send yourself a cryptic note, the
cost might be a mere 3 FP. Message Drops

If the GM allows this at all, he A message can be left in a predetermined place if someone uptime is
should assess fatigue (and other) costs looking for it. For a period of a few years, a safe-deposit box could be
based on the size of the paradox or used . . . but it is important that nobody ever look in it during the inter-
change the traveler is trying to create. vening years!
A general guideline: the more
headaches it causes the GM, the For longer durations, a time capsule can be buried in a safe place.
harder it is for the character to do! With access to high technology, time capsules can be put in very remote
places . . . in orbit, for instance, or at the top of the Great Pyramid. Even
Of course, an accidental meeting with “ordinary” technology, creative solutions are possible. (The recov-
with yourself should be good for a ery of a message can be an adventure for the uptime team, too!)
Fright Check at -2 or worse. If you see
yourself with injuries or changes, the Active Delivery
penalty should be much bigger!
If nobody expects your message, you just have to create a message
In campaigns involving parallel that seeks out the person you want it to go to. This is much harder, but
universes, the rule is not needed and not impossible.
should not be used. This allows paral-
lel versions of a character (who may Lawyers: With an appropriate advance payment, a law firm will hold
well not be friendly) to meet and inter- a message and deliver it in the future – even a very long time in the
act. future. Pick a law firm in a city that you know will remain prosperous
and unconquered until the day the message needs to be delivered. (Other
COMMUNICATION organizations than lawyers can do this kind of task, but a good lawyer
won’t even blink at the request.)
AND
Message in a Bottle: Bury the message where you hope it will be found
OBSERVATION at the appropriate time, nested inside two envelopes. The outer envelope
says, “Deliver to Such-and-so for an appropriate reward.” The inner one
In “Time Agent” campaigns, the says, “If you get this message before (whatever the date is), do not tell
GM must decide what communica- anybody, and don’t open it before that date.” Thus, you have at least a
tions are available between Mission chance that the message will arrive safely, and will not be read before it
Control and the Agents in the field. In should be. (Reading it early could create a possible paradox.)
campaigns where the travelers are free
to bounce around as they wish, the
question of communications must still
be settled, but it is less central to the
adventures.

No Communication Limited Forward Limited Reverse
Communication Communication
This is the simplest assumption,
and in many ways the easiest to man- The agents can send messages to The simplest reverse communica-
age. The agents are entirely on their Mission Control, but not freely: the tion is to let Mission Control continue
own, and cannot ask for help or infor- messages are limited in length, or for- to send things and people back in
mation. They also cannot move again mat (e.g., they must be sent in Morse), time. There are not, however, very
in time, unless the machine travels or can only be sent at specific times or many messages worth sending if
with them. They must be brought from specific places (say, the team’s Control cannot receive requests for
home either after a fixed amount of arrival point). Control cannot send information.
mission time – a useful way to keep messages to the agents at all.
the action moving – or through some Full Forward
automatic mechanism (see The Time But note that even if there is no Communication
Corps, pp. 217-228, for an example). handy Time Radio, there are ways to
No “recall signal” is permitted – if a get word to the future. (See the box Mission Control can look over the
device can send a beep, it can send above) team’s shoulders constantly, either
Morse code.

158 . . . AND TIME

through a time-transmitting camera Now, if this were entirely accurate, they don’t flee or call for help when
carried by the agents, or an “area time travel would be much simpler they should.
viewer” like the screen on Time Tunnel. and safer. But the Observer Effect says
They cannot, however, send into the that a successful intervention can Agents on both sides are merciful to
past. If you use this option, we suggest occur. History can be changed. But it defeated enemy agents. If they make it
the “time camera” – which may be is very difficult. And usually any home to report defeat, that defeat
unreliable, or easily damaged; if you attempt to change an established fact becomes more nearly irrevocable.
use the viewer, we strongly recom- results in failure.
mend that Control be able to “fix on” Agents hate to observe the death of a
and see only the immediate vicinity of “I Don’t Want friend. Sometimes an agent will walk
the agents. The reason for this is that To Know!” away from a wounded “native” ally,
unrestricted time-viewing simply rather than risk checking and finding
makes Control too powerful (see Time But to a good Time Agent, the out he is dead. If the death isn’t report-
Viewers, p. 160). If they could see any- Observer Effect means that any event ed, there is a chance that help might
thing at any point, it would be possible that was not observed can be changed. arrive in time. Fanatical agents might
to examine every possible obstacle to a And the observations of the locals on commit suicide rather than report fail-
mission – worse, it would be possible the scene don’t count. The observer ure. Even less fanatical agents might
to watch the mission before the agents from the future is the one that mat- ask: “Would you die to give another
had been sent! Time paradoxes ters, because only he can create a par- team a chance to run the mission?”
again . . . adox. (Thick volumes on physics and
epistemology have been written to Degrees of Observation
Full Two-Way explain this, and they haven’t done a and Loopholes
Communication very good job yet.)
An agent can never undo anything
There is the equivalent of a radio or Basically, though, all of the details he witnessed. The only hope – and
TV link between Mission Control and of past history can be considered “in sometimes it is a significant hope – is
the field. The agents can ask for infor- flux” until they are observed by some- that he didn’t witness it correctly.
mation or assistance, and (subject to one from the Absolute Now. There are
the equipment remaining undamaged, two possible explanations for this: Witnessing a film or photograph
a “fix” being maintained, etc.) they isn’t quite as final. Films and photo-
receive it fairly promptly. Time is fixed, but we still have free graphs can be faked. Digital images
will. We don’t know for sure what real- can be easily faked. Still, unless
One interesting way to limit this is ly happened in the past, and until we Mission Control believes that some-
to allow full two-way communication know what happened, we can try to thing was faked, it’s not likely to risk
only from one specific point. The change it. We’re part of history. an agent.
agents have a “time phone,” but it can-
not be moved. If they’re away from the Time is not fixed until it’s observed. An observation reported by
phone, they’re on their own! The act of observation is necessary for another agent is as trustworthy as
the event to be final. It’s like that agent is. A “real-time” report by a
Another way to limit this is to Schrödinger’s Cat, which is neither historical native is as trustworthy as
restrict Mission Control – if the pres- alive nor dead until someone opens that native is.
ent can’t send anything else back to the box to check . . . In this sense, the
the past until the agents return, com- observer from the future creates the Published reports, memoirs, etc.,
munication becomes somewhat less event, and makes it real, by observing are often not reliable at all. If the
game-breaking. (“Control, this is it. It’s not real until then. newspaper says the parade started at
Alpha Team! We’re being attacked by noon . . . well, maybe the paper was
tigers!” “We’ll make a note of that for Either way, an observed event is wrong!
the next mission, Alpha Team. Tiger very hard to change. An unobserved
repellent all around next mission.” event is subject to change. Paradoxes and
“Control, next mission is to the Arctic the Observer Effect
Ocean.” “Can’t be too careful.”) The This means that if an intervention –
Time Sphere on p. 163 has this kind of or a counter-intervention – is bungled, The Observer Effect says that there
limitation. it is very hard to fix. Sure, another are no paradoxes. So what happens
team could be sent to the same time. when something occurs which seems
THE OBSERVER But they can’t do anything that con- to be a paradox?
EFFECT tradicts the first team’s observations.
For instance, an agent is in Ford’s
The Observer Effect, stated most The exception, ironically, comes if Theater on April 14, 1865. He observes
briefly, says “An observed event can- the first team failed completely and Booth’s attempt to shoot Lincoln. He
not be changed.” There are no para- was wiped out. If they didn’t report watches in sorrow as the assassin
doxes. Known history cannot be their observations back to their suc- steps forward . . . and in horror as a
changed. cessors, they didn’t “determine” histo- beam of green light slices through
ry. This has some interesting effects: Booth’s gun arm. In the ensuing
turmoil, Lincoln is hustled out of the
Agents are reluctant to report theater under heavy guard. Clearly,
failure . . . which sometimes means history has just been changed in a big
way. Or has it?

. . . AND TIME 159

There is no one right answer. In 1650. He was observed in 1650. The The simplest way around this is to
fact, the “real” right answer may Observer Effect says that we can’t take ignore quantum physics; the time
depend on what the PCs do. him out before then. We know he was viewer works by some other means
there. Except . . . if it matters enough, than subatomic particle transfer.
The obvious thing would be for we could try to eliminate him and sub- Magic is always good, or pseudoscien-
them to start working to kill Lincoln stitute an exact double, to do those tific mysticism such as reading the
and to leave a historical record that things that the original was observed “Akashic Record.” This psychic
showed he had been assassinated on doing . . . including torturing the recording of all events, future and
schedule. This would be very difficult, original agent! past, in Earth’s history, is kept
especially since there is obviously Somewhere (the Astral Plane, a
some sort of futuristic intervention What if the double tries to cheat monastery in Tibet, the DNA of the
already going on. history? He’d better not. The double Messiah) by Someone (monks,
has to make sure that he does every- Lemurians, energy beings, angels),
They might decide that, whatever thing he was observed doing. If he and is available only to the Worthy
is really going on, it’s too much for tries not to, something will happen – (whoever the GM wants). However,
them to handle – and concentrate on he will go mad and think he is the with suitably laid-back players, the
riding it out without becoming a part witch-hunter, or he will be secretly GM can simply decree that quantum
of it. This would require an iron will killed and replaced by another enemy physics is wrong, or doesn’t apply the
and a blind faith that History Will Sort agent . . . or something equally bad. way physicists think it does, and the
It Out. (The GM can have a lot of fun thinking invention of the time viewer (which
up disasters when PCs try to cheat can’t, no how, no way) communicate
They might also decide that this is observed fate.) with the past proves it, despite its
the sort of event that shouldn’t be being ever so scientific.
observed, since observation makes However, it is perfectly safe for
events real. The obvious answer is that Control to send someone to 1645 to This brings up the issue of game
it’s time to go AWOL, rather than ever keep an eye on the witch-hunter and control and game balance. If the GM
reporting in. (This is really a different report what he does. Sometimes it’s a only lets the PCs’ superiors (or ene-
approach to History Will Sort It Out.) good idea, sometimes it’s not. mies) have a time viewer, he needs to
Knowledge is power, but every little wrestle with the issues implied by an
Or they could go running home to bit of knowledge limits what you can all-seeing Mission Control (some of
report. If Home is still there, it tends do in your own future. The Observer which are addressed on p. 210). He
to prove that the Observer Effect is Effect is a two-edged sword. should also decide if the Observer
still valid. If they can’t get home, it’s a Effect applies, and if there is a
sign that perhaps the rules have TIME VIEWERS Recency Effect for time viewing as
changed (an evil GM at work, no well. Even in games without an offi-
doubt). If they’ve somehow been The biggest problems with time cial Observer Effect, seeing the past
thrown into a parallel timeline, then viewers – devices that can see through has consequences for the observer
there is still no paradox, but they have time – are that they screw up physics, and his decisions about it. Players are
a whole new problem. and they can screw up your game. (A experts at asking awkward, but emi-
time viewer without a good long nently reasonable, questions like
If they do get home, they often Recency Effect also becomes a “Can you trace the movements of the
report in doubletalk or opaque sen- machine for potentially totalitarian bad guy after he thwarts us, and send
tences, in an effort to beat the surveillance. This may be a desired us back to thwart him when he’s
Observer Effect: “I would suggest effect, of course.) Let’s take the easier asleep?”
sending a heavily armed team to one first, the physics: by “seeing”
Ford’s Theatre starting at least a week something in the past, you’re trans- All of this caution applies in spades
before the play.” The usual effect is to mitting information to the past (at if the PCs have a time viewer. They will
make it harder on the follow-up team, least if quantum physics is correct). naturally use it for complete recon-
without beating the Effect in the least. Any reasonably scientific time viewer naissance of their missions, checking
The only time that seems to work is can thus become a time communica- up on the identity of that one shadowy
when the original observer isn’t tor, even if it’s just a matter of “viewer assassin who got away in the past, and
around to be debriefed when the on” and “viewer off” in Morse code. so forth, thus destroying suspense and
shooting is finally over. (Which, as a binary code, can theoret- action in one go. A good general rule
ically transmit computer programs, is, if you must have time viewers, they
Working Around the or any other kind of data – oh, it’s just should never be superior to going and
Observer Effect too horrible to contemplate.) Once looking in person – and should ideally
you’re doing that, all the paradoxes have weaknesses (or blank spots in
Suppose that a Time Agent has the from actual time travel come back to coverage) that can only be addressed
misfortune to be accused of witchcraft bite you, and as long as you have to on the ground. Failing that, they
in 1650. He is captured and tortured, have the paradoxes anyhow, you should be balky, uncooperative, foggy,
but escapes. He reports back to base, might as well get the fun of racing inconvenient things, or impossible to
which determines that the head witch- around in fur undershorts waving a get time on for piddling details (rather
hunter is probably an Evil Time Agent. sword at Romans. like radio telescopes). Otherwise, the

Now, the one thing that Mission
Control cannot do is send a team back
to terminate the witch-hunter before

160 . . . AND TIME

GM will find himself presiding over a four times as long to “home in” on a 10% times the amount failed by (plus
series of thrilling narrations of things specific time period and location, and or minus, roll randomly). A critical
seen on the time viewscreen, rather all rolls to use it are at -4 to skill. It is failure means that it could be seeing
than an actual game. very balky and sensitive; add -2 to any anywhen . . . Other than actual evi-
negative modifiers for chronal storms, dence (“Why are they wearing togas –
Having said all that, here are two atmospheric disturbances, reality are you sure this is 1945?”) there is no
possible time viewers. quakes, etc. To take usable photo- way to tell when the scanner is
graphs or recordings from it is a actually focused, only where – the
Pythagorean Photography or Electronics Opera- same place it is in the present.
Chronovisor tion/TL7 (Surveillance) test at -6!
The more distant the period to be
TL7^ At the GM’s discretion, of course, scanned, the longer the scanner takes
building or using it might also, or to reach it. It takes 90 minutes to focus
This device, according to (genuine) instead, require rolls against Occult- on anything in the last 24 hours, three
occultist legend, uses the Pythagorean ism, Philosophy (Pythagorean), or hours to focus on anything in the last
harmony of the spheres – which pos- Musical Instrument (Chronovisor)! If six days, six hours to focus on a point
tulates that no sound is ever lost, it channels the Akashic Record, or the three months distant, 12 hours to
merely subsumed into the eternal songs of the angels, or some other focus within the last 2 1/2 years, 24
music of geometrical creation – to spiritual archive, the user may need to hours to focus on something in 25
capture images and sounds from the be Blessed, have a suitable Power years, two days to focus on something
past. In 1952, Father Pellegrino Investiture, or at least possess Clerical in 250 years, and so on. Each tenfold
Ernetti, a musicologist (and exorcist!) Investment. (It might also merely be a increase in temporal distance doubles
working in Venice, developed a psychotronic enhancer, and the user the amount of time that the scanner
method of “tuning in” to sounds from must have Psychometry to make it takes to reach that period.
the past using sensitive recording work.)
equipment and an antenna construct- After the scanner is ready, it proj-
ed from a harmonious blend of three It cost at least $50,000 to build ects the visual image of the area occu-
metals. With the assistance of various (and that’s only because the Pope pied by the scanner, and continue in
pious physicists (including, says the made Enrico Fermi help Ernetti for “real time” until deactivated. This can
rumor, Enrico Fermi), Ernetti free); it weighs 30 lbs. be unhelpful if, in the time being
improved his device, adding an oscil- scanned, the area presently occupied
loscope to let him focus on a specific Timescanner by the scanner is filled with solid
era, and a television viewer. Although material.
the pictures were blurry, and the TL9^
sounds muddy, Ernetti was able to For example, archaeologists take a
view speeches by Napoleon and lost A timescanner is a device that can timescanner to the ruin of an ancient
plays in ancient Rome. Father Ernetti be used to see into the past; it is useful palace. They set it up, and choose to
abruptly stopped his research in 1978, for archaeologists, detectives and go back to a day exactly 3,200 years
after the death of Pope John Paul I, for genealogists. When activated, it pro- ago, the approximate date it was
reasons unknown. vides a holographic image of whatever built. It takes four days for the scan-
is occurring within a two-yard radius ner to reach back that far (whether it
The Pythagorean Chronovisor centered around the scanner, at some shows brief glimpses of intervening
(which may work on similar principles point in the past. Nothing outside that periods is up to the GM); then it starts
to an Akashic Time Camera supposed- area can be seen – it can’t be used as a relaying images. The scientists used
ly built in the 1940s and 1950s by the “window” to scan the surrounding astronomical data to make sure they
spiritualist Baird T. Spalding) works landscape. The place being scanned is focused in during the early morning.
on mystical principles, but construct- relative to the nearest mass of conti- What they see is two halves of differ-
ing it requires a Physics/TL7^ nental size. Thus, a timescanner can ent rooms – a wall once bisected the
(Acoustics) roll, and using it requires only be used to scan planetary sur- area now occupied by the scanner.
an Electronics Operation/TL7^ faces. One is furnished, a bit of rug extends
(Temporal) roll. Tuning it into a specif- out, and the corner of a chair. In the
ic time period involves a lengthy peri- Of course, the Observer Effect other, they can see half a bed with the
od of searching (1d+2 hours), which applies to anything seen by timescan- bottom half of someone sleeping
can be cut by a third with a suitable ner. But in a background where histo- under a fur cloak. If they want to see
History or Area Knowledge roll (or to ry can be changed, you might see more, they would have to wait for
one hour on a critical success) while something different the next time you someone to come into the timescan
watching the display pan back and scan the same period! field, or they could try again, either
forth. It can view any scene that took resetting the time (by as little as a few
place within radio range (10 miles) of A timescanner must be set for an hours, perhaps) or physically moving
its antenna. With an Electronics arbitrary point in time in the past – the scanner itself. Moving the scanner
Repair/TL7^ (Communications) roll, it e.g., 31 years, 84 days, 11 hours and 50 breaks the lock.
can be modified to receive from any- minutes ago. Make a skill roll against
where within 1,000 miles, but takes Electronics Operation (Sensors). A A timescanner costs $800,000, and
successful roll means the scanner has weighs 5 tons.
locked onto the correct period. Failure
means that the mark was missed by

. . . AND TIME 161

TIME MACHINES No Machines!

Machines that actually transport You can build an interesting campaign around the idea that, for
things or people into the past (or whatever reason, time travel works only for living beings. (Say, inani-
future, if a future actually exists yet) mate objects have too strong an entropic field, or lack temporal self-
will probably operate (have always identity, or whatever.)
operated?) on the same general princi-
ple. A large amount of energy, focused The most obvious result is that time travelers always arrive naked,
to a point or a line, opens a wormhole with no equipment at all. Under these circumstances, the Time Corps
between two points in space-time. recruits very healthy, self-reliant sorts with little body modesty. In most
That wormhole, then, draws the periods, the first job is stealing some clothes . . .
object at its focus (usually the time
machine and its pilot or crew) through This works especially well with psionic time travel (pp. 166-169), and
itself either instantaneously or at a also makes an interesting malfunction for a “normal” time travel system.
high years-per-second rate. Some
wormholes are “open” to the outside, crystal, and nickel). By moving the The belt weighs 15 lbs., and is usu-
moving the time machine through bars forward or backward, the device ally worn with a harness and a battery
some sort of hyperspace outside regu- travels forward or backward in time, pack (good for 24 hours of continuous
lar material existence. Others are fully remaining stationary relative to the use) on the back to power the magnet-
self-contained, admitting nothing – Earth’s surface. ic containment field. The belt and bat-
not even light or air – to the machine tery pack have DR 1 and 5 HP each.
and its crew during the passage, It requires no power plant or ener- Should the field be breached or shut
which must be carefully calibrated to gy input, but a sufficiently powerful down, the belt becomes too heavy to
avoid smothering the time travelers. force field or temporal distortion lift or wear (doing 4d crushing dam-
Long trips into the past or future may might prevent its rods from precisely age to the wearer, if any), snaps back
need to be done in stages, or the time redirecting the time flow. As built by to the present (or, if critically dam-
machine should be fitted with oxygen its inventor, it rests in an open-frame aged, to 1908), and cannot be used for
masks and breathing equipment like a chassis on two long brass rails; there time travel until repaired or
bathysphere. Some machines (or the- is one seat for the pilot, and dials recharged. Time travel using the belt is
oretical models) “skip” the machine demarcated in days, thousands of instantaneous, although arrival on the
through a rapid series of wormholes, days, millions of days, and billions of exact date desired requires a critical
admitting photons and oxygen mole- days provide some notion of temporal success on an Electronics Opera-
cules every thousandth of a second (as location. Its top temporal speed is tion/TL6^ (Temporal) skill roll. A suc-
experienced by the time traveler). 800,000 years per hour. cessful roll results in an arrival 2d
days on either side of the target date; a
Conventional science throws up its Time Belt failed roll results in missing the target
hands at the request to design a time by 2d¥10 days; a critical failure misses
machine. In 1974, physicist Frank TL6^ by 2d¥1,000 days. The traveler does
Tipler devised the closest thing to a not move in space relative to the
working design; it involves a light- On June 30, 1908, something Earth’s surface. The belt cost its inven-
years-long cylinder of neutronium struck the Siberian forest in the tor $320,000, which included the cost
spinning at three-quarters of the speed Tunguska River valley, emitting a flash of finding and extracting the dark star
of light. Not only is such a time visible hundreds of miles away. It was sliver from the gravelly Siberian
machine inconvenient, bulky, and a piece ejected from a spinning dark countryside.
expensive, it can only send the user star, thousands of light-years away.
back as far as the moment of its own Most of this bolide disintegrated on Time Machine Table
creation. However, the determined impact, but tiny fragments remained.
time traveler has options that do not The time belt contains a submicro- TL Vehicle ST/HP
rely on conventional science. scopic sliver of such a fragment, sus-
pended in a powerful magnetic field. TL5^ Chronic Argo 36
Chronic Argo By adjusting the field strength with a
dial, the wearer can increase the reso- TL7^ USS Eldridge 460
TL5^ nance between this sliver and the orig-
inal dark star. This imparts the dark TL7^ Time Sphere 68
This device, first invented in 1888 star’s “Kerr spin” to the fragment, and
and later perfected in 1895, works on thus to the belt’s wearer and anyone in TL8^ DMC-12 55
an analogous principle to an optical physical contact with him. The wearer
periscope. Rather than redirect the can only travel to dates before June [1] The Eldridge has 11 feet of draft.
flow of light, it redirects the ambient 30, 1908, and once in the past must
time flow of the universe by means of “snap back” to the present before [2] Cost includes two plutonium
a precise geometrical relationship traveling elsewhen.
among several control bars of varying slugs at $80K each.
materials (bronze, ivory, ebony, rock

162 . . . AND TIME

Rainbow Effect Coils Rainbow Effect apparatus weighs twisty nothingness. The winch in the
2,000 lbs. and costs $1,300,000 inde- present can haul up the sphere at any
TL7^ pendent of the vehicle size; the anten- time, but the sphere dangles suspend-
na array weighs 200 lbs., costs ed from its cable in midair in the past
In 1940, the U.S. government $16,000, and uses 50 KW per point of for 1d minutes before returning to the
established Project Rainbow to study Size Modifier covered (minimum +1). projector. Any number of “landings”
the military potential of Nikola Tesla’s are possible without a return to the
power field theories. By July of 1943, Time Sphere present, as long as there is sufficient
the prototype “Rainbow Effect” oxygen for the crew to breathe.
device, a large series of Tesla coils TL7^
nested in a complex geometrical Flux Drive
series, attached to a complex antenna The Reiss-Jäger time apparatus,
array along the ship’s mast and super- invented in 1959 by a former TL8^
structure, had been installed on the Luftwaffe weapons scientist, uses a
destroyer escort USS Eldridge in the fixed time projector to lower a con- This device simply channels an
Philadelphia Navy Yard. In theory, the verted bathysphere into the time energy discharge (1,210 MJ) into a
device would make the Eldridge invisi- stream. The 5’ sphere is suspended point, opening an instantaneous time
ble; what it actually did (on August 12 from a thick cable (350’ long) above gate to a preset destination, at the
or October 28, 1943, depending on the projector platform. When the same relative point on the Earth’s sur-
which report one believes) was rotate zero-point energy source in the appa- face. The initial version of the flux
it out of conventional space-time ratus power plant is engaged, the plat- drive uses two magnetic plutonium
and into a hyperdimension. Witnesses form opens, and a winch lowers the slugs to force a subcritical reaction,
saw the Eldridge disappear from sphere through the yawning vortex which opens the gate; the plutonium
Philadelphia – and reappear 15 min- below. The gravity fields of the Earth instantly decays to lead during a time
utes later in Norfolk, Virginia, a dis- and sun interact with the zero-point shift. Like the Rainbow Effect coils,
tance of 300 miles. Also during that 15 field, and the controller (who remains the flux drive is normally mounted in
minutes, some members of the in the present) homes in on the a vehicle, especially since it requires a
Eldridge crew traveled up to 50 years desired location in space-time using a high rate of local speed (between 85
into the future. Others, unfortunately, series of handsome Bakelite dials and and 90 mph) to activate. A vehicle
“phased” into the deck and died verniers. This homing process takes with a steel or steel-alloy construction
horribly, or went mad from the stress. 3d¥5 minutes and a successful is best, since it creates its own Faraday
Electronics Operation/TL7^ (Tempor- cage, preventing outside objects from
The Rainbow Effect coils on the al) skill roll (3d minutes on a critical being sucked into the vehicle’s tempo-
Eldridge weighed one ton, and success). During this period, the raw ral wake. The flux drive weighs 15 lbs.
required a 500 KW generator; the energies of the time stream buffet the and costs $393,000; energy generation
“Philadelphia Experiment” seems to sphere; anyone outside the sphere is equipment and fuel are extra.
have generated speeds of 1,200 miles, chronally disincarnated.
and 200 years, per hour. Further test- The following table gives vehicle
ing would no doubt improve this per- The sphere can only travel to loca- statistics for the Chronic Argo, the
formance, and reduce the hazards of tions within the inner solar system USS Eldridge, the Time Sphere, and a
hyperdimensional travel. Project before solar gravity becomes too 1981 DeLorean DMC-12 equipped
Rainbow scientists reportedly con- attenuated to power the vortex. The with a flux drive. Prices all include
ducted a series of land-based tests of crew of the sphere can use a telephone temporal translation equipment
the Rainbow Effect at Camp Hero hookup braided through the cable to as well as base vehicle costs.
(later the Montauk Air Force Station) speak with the controller or anyone Operating any of these time
in Long Island until 1984, and the else at the control station. The sphere machines requires an Electronics
Navy may have used the Eldridge to has one very thick porthole, and a Operation/TL (Temporal) skill roll,
project American power throughout hatch set into the side next to it. While plus relevant Piloting or Driving rolls
the time stream during the secret war in the past, it rests on four thick, stub- for their vehicle mounts.
against Nazi time travelers. The by legs; the cable stretches away into a

Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes

– 12 – 0.5 0.1 +2 1 1 – $5,960 E2Rs

-3/4 11f 2.5/20 1,240 448 +10 186+14A 60 7,000 $2,100,000 gMS3t4X [1]

– 12 – 2.8 0.3 +1 2P 400 – $590,000 g

+1/4 10f 4/62* 1.8 0.4 +3 1+3 5 450 $603,000 g4W [2]

. . . AND TIME 163

DANGERS Staying in
Period Character
Depending on the nature of time
travel, it might be completely safe and A time traveler (or crosstime agent) must be able to fit in with his
instantaneous (except in the 1% of background, down to the smallest detail of dress and speech. Depending
cases when the traveler vanishes for- on the circumstance, this requires a roll on IQ-5, Acting-2, or Savoir-
ever), or the equivalent of a climb up Faire (of the appropriate specialty)-3.
Mount Everest, requiring days of
effort, specialized gear, breathing The GM sets frequency of checks, based on the traveler’s general level
equipment, and a lot of luck. Any of of training, his experience with the period and its difference from home-
the dangers of jump space, hyper- time society, and the circumstances of the mistake. A trained Time Agent
space, or the continuum (see The who has visited the period more than once might never have to check for
Spaces Between, p. 74) might also trivial errors, only for major social provocations. An absent-minded civil-
apply to the time stream. ian might have to check every time he entered a crowded public place,
or did anything unfamiliar.
Chronal Storms
A player who fails a minor roll should be allowed to “cover” with a lit-
Time travel might also have its own tle roleplayed fast talk: “Begad, sir, can’t imagine why I said ‘siege of
dangers, from ultratemporal monsters Cawnpore,’ I meant ‘Mafeking,’ of course. Funny how the port makes the
dwelling between the microseconds to memory play tricks, eh?” Be sure the cover-up is appropriate; there are
storms of pure chronal energy that social situations in which an apology fixes almost anything, and others
batter time machines around like tin in which it only makes matters worse. Make a Reaction Roll for the NPC
cans. Chronal storms might arise for involved, with modifiers for exceptionally good or poor excuses. Even if
any number of reasons; the GM the excuse fails, a minor slip only results in the NPC thinking the char-
should decide on his reasons, decide acter is somewhat odd.
which ones apply to the time travelers’
planned destination, and add up a A failed major check irreversibly gives away that the person is not
total Severity Level (SL) for the storm who or what he claims to be. This does not mean that the NPC realizes
front they will pass through. (For even he’s dealing with an “alien”; most people have no notion that time trav-
more trouble, the GM might want to elers (or crossworld agents) exist. (Exceptions would include other time
figure out if their route leads through travelers, friendly or enemy; locals who had been recruited by the Time
any other storms on the way.) The Corps and let in on The Secret; and the occasional genius/crackpot who
Severity Level can be a pure game- believes all kinds of crazy things. This last sort, if used carefully, can be
rules abstraction, or an actual unit of a very entertaining NPC nuisance.) Instead, the affected NPC guesses
measure used in the Rainbow Project that the liar is concealing his identity for some plausible reason – is a spy,
labs! perhaps, or a commoner pretending to be a nobleman.

Some possible chronal storm Someone who fails a major check may still attempt to control the
causes include: damage with smooth talk. “I fear you have me, monsieur – indeed, I
never served with the King’s Musketeers. But I assure you I am a loyal
Battlefields: The spirits of the war- Frenchman – and my orders come from the Cardinal Richelieu himself!”
like dead, or the collision of historical It may even be possible to turn a neutral NPC into an ally – people love
possibilities, churns the time field the idea of conspiracies, especially if they can gain some advantage
around major battlefields. Determine thereby.
the order of magnitude of the battle
deaths; Bunker Hill killed 1,200 men the uncertainty of the events in the dis- Magic Use: Major spells,
(fourth magnitude), Shiloh killed turbed era. This could give PCs an banestorms, angelic interventions, or
24,000 (fifth magnitude), Passchen- actual motive to go back and solve his- other supernatural manifestations
daele killed 570,000 (sixth magni- torical mysteries – if they finally figure might disrupt Tiplerian space-time,
tude). Add 2 to the SL for every order out who wrote Shakespeare’s plays, adding 1-5 to the SL. Time traveling on
of magnitude above third. (The GM they can more easily time travel magically significant dates (Hallow-
can apply the same metric to other through 1598 London! An significant een, Midsummer Eve) might add
historical cataclysms such the Great controversy about the facts but little another 1 or 2 to the SL.
Fire of London or the Rwandan about the outcome (such as Columbus’
genocides.) exact route) adds 1 to the SL, vague Overlaps: Entering a time that you
but controversial guesses (Arthurian have already visited in person runs the
Cosmic Energies: Nuclear explo- Britain) add 3; total historical igno- risk of personal timeline tangles. It
sions, volcanic eruptions, the rance (much of the history of central might add 1 to the SL for every such
Tunguska impact, and other “big Africa) adds 5. overlap.
bangs” might have also torn up the
time stream, along with the atmos-
phere and the climate. Add 2-4 to SL.

Historical Murk: Perhaps part of
what drives temporal disturbance is

164 . . . AND TIME

Recent Time Shifts: Alterations to machines: -2 for a severe electrical 5 – Diverted by decision point. The
history (by rogue time travelers, say) storm, -6 for a nuclear blast, -10 for a time machine winds up drawn to
no doubt roil the continuum. Altering black hole passage! Paradox wrecks just before a historical decision
a minor cultural trend adds 1 to SL; time travel for everyone; penalize trav- point near the intended destina-
reversing a Presidential election might el attempts -1 for every paradox or tion. For example, if the travelers
add 3 or so; eradicating or seriously causality violation committed by any intended to visit Leonardo da Vinci
deforming a world-historic event or crewman or passenger on their last while he paints the Mona Lisa in
(Christianity, the United States, WWII) time trip (much more for major viola- 1507 Paris, they might wind up just
could add 5 or more. See Tampering, tions like killing one’s grandfather or before the death of Cesare Borgia
p. 86, for one set of modifiers based on quoting Macbeth to Shakespeare as a at Viana the same year instead.
historical tampering levels. boy).
6 – Serious temporal error. The time
These Severity Levels are purely Apply the operator’s final modified machine winds up off course by
arbitrary: a GM’s individual campaign margin of failure to the following 2d¥10 days earlier (1-3) or later (4-
may evaluate the effects of temporal table, adding 1 for every extra passen- 6) than its intended destination.
disturbances entirely differently. Add ger above the time machine’s rated
all the SLs from the various applica- capacity. 7 – Serious spatial error. The time
ble causes together for the era’s total machine winds up out of position
SL potential. Roll 2d and subtract it 1 – Go nowhere. The time machine on the Earth’s surface (not up or
from the potential SL to get the final remains at its original point of down) by 2d¥10 miles in a random
SL for the chronal storm in the travel- departure. Hopefully, the travelers direction.
ers’ path (if any). If Navigation weren’t leaving in a hurry.
(Temporal) exists as a skill in the cam- 8 – Serious temporal and spatial error.
paign (or Navigation (Hyperspace) 2 – Temporal error. The time machine Combine 6 and 7, above.
applies to time travel), a successful winds up off course by 2d days
roll might avoid a storm altogether, or either earlier (1-3) or later (4-6) 9 – Diverted by historical crisis. The
at least brush past a weaker cell of it than its intended destination. time machine winds up drawn to
and try to avoid an accident (lower just before a historical crisis point
the final storm SL by 1 for each point 3 – Spatial error. The time machine within 15 years of the intended des-
of success). winds up out of position on the tination. For example, if the travel-
Earth’s surface (not up or down) by ers intended to visit Leonardo da
Temporal Accidents 2d miles in a random direction. Vinci while he paints the Mona
Lisa in 1507 Paris, they might wind
Temporal storm or stowaway sabo- 4 – Temporal and spatial error. up in 1519 Tenochtitlán just before
tage: whatever causes it, a temporal Combine 2 and 3, above. Cortés enters it.
accident means unexpected trouble –
which is to say, adventure. An adven-
ture can simply start with the acci-
dent, stranding the players in the story
from the beginning. On the other end
of the inevitability index, the GM can
make time travel relatively risk-free,
with only minor consequences for
accident, such as the failure rules for
the Time Belt (p. 162, above). Other
possibilities include adapting the
parachronic conveyor failure table
from p. B531 (possibly substituting a
temporal error of some magnitude for
the focus error in those results), or
tossing the travelers into a parallel
world. The system below presents
another possible group of bad results.

Traveling in time requires a skill
roll, usually against Electronics
Operation (Temporal). Modifiers: -3 or
worse for damaged equipment.
Chronal storms make time travel
more perilous: -1 per point of final
storm SL. Electrical or gravitational
disturbances at the departure point
might also interfere with some

. . . AND TIME 165

10 – Major temporal error. The time on the deck of a warship in the and spatial error. Combine 14 and
machine winds up off course by Spanish Armada. 15, above. (Dinosaurs on Venus!)
2d¥1,000 days earlier (1-3) or later 14 – Catastrophic temporal error. The
(4-6) than its intended destination. time machine winds up off course The listed consequences last until
by 2d¥10,000 days earlier (1-3) or the travelers can successfully fix their
11 – Major spatial error. The time later (4-6) than its intended desti- craft and escape. Although campaign
machine winds up out of position nation. (At the GM’s discretion, this specifics can vary, the duration likely
on the Earth’s surface (not up or can be a “dinosaur error” that hurls depends on an Electronics Repair
down) by 2d¥100 miles in a ran- the time machine back to the (Temporal) skill roll, suitably modified
dom direction. Cretaceous in traditional style.) for inadequate tools, distractions, pre-
15 – Catastrophic spatial error. The vious damage to the machine, and
12 – Major temporal and spatial error. time machine winds up out of posi- jury-rigged equipment. To milk the
Combine 10 and 11, above. tion on the Earth’s surface (not up above table for the best adventure
or down) by 1d¥1,000 miles in a potential, perhaps a critical success
13 – Diverted by major decision random direction. (At the GM’s dis- allows another Electronics Operation
point. The time machine winds up cretion, this can be a “Mars error” (Temporal) roll in 2d minutes, while a
drawn to just before a world-his- that hurls the time machine to success repairs the time machine in 1d
torical event within a century of Mars – hopefully bedecked with hours. A failed roll forces a delay for an
the intended destination. For canals – in traditional style.) additional 1d hours for each point by
example, if the travelers intended 16 or more – Catastrophic temporal which the roll failed; a critical failure
to visit Leonardo da Vinci while he strands the travelers for 2d days!
paints the Mona Lisa in 1507
Paris, they might wind up in 1588

PSIONIC TIME TRAVEL

Time travel does not always require available (that is, something under rationale, this advantage may also
a time machine. Many stories (and the GM’s control) should be required, require an Unusual Background or the
quite a few allegedly true tales) deal unless the campaign milieu is a wild Trained By A Master advantage,
with travel through both time and postmodern society where everyone although if everyone in the party is a
dimensions, using only the powers of can go anywhen. (That might be kind jumper (which seems both sensible
the mind . . . with or without a little of fun, but like most games with few and likely), such requirements should
help. Mental time travel abilities may constraints on time travel, it runs the not count against any disadvantage
be considered simply “super” in risks of being exhausting for the GM limit.
nature, rather than “psionic,” if that and eventually boring for the players.)
best fits the campaign. The only real The time travelers have some version Psionic time-jumping can come
difference in game terms is that truly of the Jumper (Time) advantage from any combination of the four
psionic time travel can be blocked or (p. B64). Depending on the campaign possibilities below.
interfered with using antipsi or vari-
ous psychotronic gadgets (which The Time Draft
might also boost psionic time travel,
of course), and is affected by psionic The idea of psionic time travel leads to an interesting campaign pos-
Talents. Physical time-jumping falls sibility . . . one in which the time travelers are not at all willing.
under the Teleportation Talent; mental
time-jumping falls under the Secret government experiments have proven that mental time travel
Telepathy Talent. exists, and can affect history (or, alternatively, can bring back valuable
information and relics). Unfortunately, only one person in hundreds of
PHYSICAL thousands has the “time gene.” Time travel is considered so important to
PROJECTION national security that, as these people are identified, they are rounded up
and removed to the maximum-security Time Laboratory, where they are
This mode is essentially identical to “encouraged” to serve their country on missions into the past. The
those using machines, except that the draftees aren’t sure they like the idea – but even if your mind has the free-
machine is the brain. “Time Police” dom of time, it’s hard to argue with someone who’s got your body locked
and “Time War” campaign types can up . . .
use it, though it is stylistically more
appropriate to freelance travel, espe- The idea here is that the time travelers are entirely unwilling, and
cially in campaigns with a magical or constantly looking for a way to escape. (If they’re willing to cooperate
occult theme. with their captors, it’s an ordinary Time Agent campaign.) This might be
part of a broader campaign in which all psi users, not just time-travelers,
Not everyone can time travel, are hunted by governments that wish to exploit their powers. Some gov-
although possibly everyone has the ernment agents might be sympathetic, and help the “underground,”
potential. Something not readily while some psis assist with the roundup.

166 . . . AND TIME

Inborn Talent won the SJ Games prize drawing at required (the Golden Fleece, or the
Origins. Tripping-through-training Holy Grail, or the blood of a sphinx),
Time travelers are born, not made. usually involves joining a secret elite, to get home again.
Some bizarre genetic twist gives cer- who are either sworn to uphold good
tain people the power to travel in time. or (as with the Cthulhoids above) are All of the Above
The ability may always have existed, fleeing the rest of the group, which is
being kept secret by its users, as in sworn to do them in. Just try You can combine any or all of the
Poul Anderson’s novel There Will Be explaining that to the cops. above elements to suit your individual
Time. Or it may be a recent mutation, campaign flavor. Perhaps anyone in a
perhaps along with other super-pow- Gadget Required certain bloodline can time-jump, as
ers. It could be even a mutation of a long as he holds an ancestral mirror.
post-nuclear future – although we’ll Time travel requires some kind of Perhaps only those with years of train-
say this once for the record: Mutations augmenting device, either a machine ing can comprehend the ritual for
take place only in the generations (which may answer any of the descrip- time-transfer. Perhaps anyone has the
born after the triggering event; once tions of time machines, from pocket- potential to time-jump, but has to eat
you’re born, you can’t mutate. (At least sized to Pentagon-sized) or a special a specific kind of berry that only grew
that’s true of radioactivity, but a bio- drug or chemical (which you can’t get in the Sahara grasslands 8,000 years
logical weapon might conceivably at the local Boots or Walgreen’s, even ago.
“mutate” victims immediately, espe- with a prescription). This tends to
cially under pressure of dramatic make it the result of a government, or Jumping With
necessity.) Or it might be a latent trait super-government, project – perhaps Equipment
in all mankind, waiting only for the secret and highly experimental, per-
global radiation count to rise enough haps well-established. The treatment Mental trippers usually have
to activate it. may not work on everybody, and it tighter limits on equipment than their
may have drastic effects on those who hardware-driven counterparts. They
An interesting short campaign can’t make the grade. See the “Richard should be limited to what they can
could be built around the holocaust’s Blade in Dimension X” series of carry on their persons. The Jumper
survivors trying to gather the tempo- books, by several authors using the advantage on p. B64 prescribes an
rally gifted mutants and train them for name Jeffrey Lord, in which only absolute mass limit. This includes
a mission into the past, either to Blade is tough enough to survive being clothing, tooth fillings, and everything
recover unobtainable supplies or pos- transmitted into the big X – at least, in that isn’t the person’s own cellular
sibly even to prevent the disaster (and the early books. material. The GM may limit this fur-
create a whopper of a paradox, but ther. Perhaps the tripper arrives in the
one imagines that post-apocalypse past exactly as he came into the world,
without even the tooth fillings (never
The past is never dead. It’s not even past. mind the eyeglasses, hearing aid,
– William Faulkner, Requiem For a Nun toupee . . .), as in No Machines! on
p. 162.
societies have bigger fish to fry). And Ritual Required
the mutation might be inheritable, Such mental time travel offers an
which means that it might have been Time travel requires a ritual of ideal way to (literally) strip off the
“caused” by the future disaster, but some kind: a magical spell, a prayer to hardware and force the players to fig-
show up in plenty of human blood- the Three Fates, or the achievement of ure out solutions to their problems,
lines throughout the past as mutant perfect satori to cast oneself loose rather than simply pointing a gadget
time travelers spread the love. from the material world. Perhaps the (technological or magical) at them. On
ritual must be performed at a place of the other hand, if the GM feels the
Special Training power: a Stonehenge or Siege Perilous campaign works better if large arti-
or Mystery Hill. The PCs don’t even facts can move through time, he can
Anybody can time-trip if they know have to know the ritual to trigger it; always allow stretching of the limits.
how; the problem is getting the train- maybe an ancient coven of Druids cast One possibility involves the Extra
ing, which is the closely guarded most of the spell before being sur- Carrying Capacity enhancement to
secret of a group of Tibetan prised (fatally) by a Roman legion. Jumper on p. B64. Other enhance-
monks/Cthulhu worshipers/Knights The PCs unwittingly hum a U2 tune ments to, and variations on, the
Templar/mad game designers. Our while in the stone circle, completing Jumper advantage appear on p. 174.
heroes learned the technique when the ritual and shooting themselves
their plane crashed in Tibet/they were back to Whenever. If the travelers have MENTAL
inducted into the cult, which is now stumbled through the doorway by PROJECTION
hunting the renegades/they met one of such an accident, they have to find the
the last defenders of the Faith, who right place, the rest of the ritual, and So far, we’ve assumed that “time
passed on the secret while dying/they anything the ritual might have travel” means physically going when-
ever-it-is, with flesh, blood, bone, and
whatever equipment the GM grants in

. . . AND TIME 167

support. Another possibility is to send time that seems to pass while the a little easier on the team, which is a
only the mind, the consciousness, spirit is in the past. This keeps book- good idea the first time or two,
while the body remains behind. This is keeping down, and avoids weird assume that “like minds seek like bod-
the Projection limitation to the experiential time lag in the traveler’s ies,” and the hosts are not vastly dif-
Jumper advantage (p. 174). brain. (Although an interesting varia- ferent from the spirit’s home bodies –
tion would be to allow weeks or at least, not in ways that make the
This does not necessarily mean months of adventure in the space of a spirit’s abilities completely useless.
adventuring as a disembodied spirit. single night; the travelers may end up
In most mental time travel stories wondering if it was all a dream!) ATTUNEMENT
(such as most episodes of Quantum
Leap), the projected consciousness Past-Time Characters Some conceptions of psionic time
can occupy the physical body of a tem- travel depend on the traveler some-
poral local. Usually, the local’s own The GM should create characters how “attuning” himself to the time in
mind lies dormant during the for the host bodies. This requires as question. Traveling back to the 19th
possession, providing only minimal much care as designing any other century in the Christopher Reeve
background information. If it’s too important NPCs, since the players are tearjerker Somewhere In Time
minimal, this can lead to more com- carrying around their hosts’ reputa- depends on the traveler entirely dis-
plications, as the time travelers need tions as well as their bodies – though missing the modern world from his
to explain their sudden weird behav- they may have to find out the hard person! In other campaigns, it might
ior. In a time when people believe in way just what those reputations were. merely be necessary to use an antique
demonic possession – and a great (“Giacomo the Jester is also the item, or the best possible equivalent,
many people do, even today – this world’s deadliest and most cunning to attune a traveler to his temporal
could be rather a touchy subject. assassin.” “Now he tells me.”) The destination. (This is the Attunement
hosts may be somewhat spread out, Required limitation to Jumper, on
Having the native’s mind remain both socially and physically, so the p. B64.) In still other games (such as
active could be interesting, but puts a players’ first task is to locate and iden- those using No Machines! on p. 162),
heavy strain on the GM and players tify one another – and their second is perhaps time travelers can bring only
both; there would be a set of NPCs, as to explain why the King’s Astrologer is suitably attuned items with them into
large as the players’ group, on stage suddenly a buddy of an illiterate the past. Using such metaphysics, the
and talking constantly. One solution Gascon cowherd. But don’t overdo it; likelihood of such attunement
might be to let each player take the nobody needs to start an adventure depends on how “authentic” the
role of the body possessed by the play- with two-and-a-half strikes against antique or item in question is.
er to his right. Another solution, of them. If the GM wants to make things
course, is to leave the host personality
quiescent, and forget the “I hate peas!”
“Well, now you love peas!” and “fight-
ing your own hand” routines between
host and ghost. Used once or twice,
there’s a good laugh in it – but the
“sophisticated” time traveler repeated-
ly telling the terrified peasant’s mind
to shut up and stay out of the way can
take a cruel edge that will likely not to
be funny or comfortable for long.

The mechanics of the projection
can take any form or use any precon-
ditions that psionic physical time
travel does: genetics, rituals, magic
places, chemicals, training, and so
on. The only difference is that the
physical body stays in the present.
The bodies are in suspended anima-
tion while their spirits are away. They
need no food, but are vulnerable to
physical destruction. (If this doesn’t
fit with the GM’s chosen method of
projection, of course, the bodies can
lie in bed somewhere, requiring
constant attention . . . and even more
vulnerable.)

In most campaigns, the Linearity
Effect holds true: the time that passes
in the present is the same amount of

168 . . . AND TIME

The following set of rules and mod- (a modern replica might send the trav- tion of a period item, made using
ifiers is one possible arrangement to elers to 1993 Hong Kong instead of to mostly modern methods and materi-
reflect this conception. What precisely 1614 Amsterdam), or a temporal als: Succeeds on a 10 or less. (-4)
a success indicates depends on the accident based on the table on p. 165.
campaign rules and metaphysics, and Item is out of period due to style
on what the travelers are actually Modifying Other Travel Methods: or design, though not technology:
attempting to do. In theory, these Alternately, the GM can apply the Succeeds on a 9 or less. (-5)
same rules could apply to the most modifiers in parentheses to the rele-
rigidly technological time travel vant time travel roll, using the worst Item was not yet invented at the
devices: if the “chronal signature” or applicable description of the best targeted time: Automatic failure. (-8)
the “tachyonic emission rate” or the available item. These modifiers are
“sidereal radiation count” of the “des- cumulative with any other modifiers Modifiers
tination object” or “wormhole anchor” applied. Successes and failures follow
isn’t exact, there will be hell to pay. the standard rules for whatever the Item had been invented but was
actual time travel method may be. The not truly of the period because it was
Carrying Items to the Past: A suc- GM should feel especially free to reset not in common use: -2.
cessful roll brings the item in question the “zero point” of these modifiers to
along. A roll that misses by 1 leaves fit his own notion of appropriateness Item is not native to the target
the item behind in the present when and accessibility. place or culture: -3.
the traveler leaves. If he returns safely,
he may try to use it again. A failure Item Authenticity Item is not native to the targeted
that misses by 2 or more simply caus- place or culture, but items like it
es the item to vanish entirely; a critical Roll 3d, using the worst applicable were often used there: -1. (For exam-
failure might send the item some- description, but using fairly generous ple, an 1880 Chinese lacquer box
where else in the past, either to alert definitions of “period” (25-100 year inherited from one’s English aunt is
the traveler’s enemies to his arrival or windows seem appropriate for most “native” to both 1880 China and 1880
to set up an ugly temporal paradox to games): England, since that box was in both
hammer him with later. places. An 1880 Chinese lacquer box
Genuine antique from the target- bought in a Shanghai junk shop is
Attuning for Physical or Mental ed period: Automatic success. (+5) “native” to 1880 China, but would
Projection: A successful roll allows the only take a -1 for trips to Victorian
relevant time travel roll (an IQ roll for Item is new but wholly natural to England, since such items were com-
a Jumper, a Electronics Operation the targeted place (e.g., uncured tobac- mon there as well. A Chinese lacquer
(Temporal) for a time machine, or the co; an uncarved stick): Succeeds on a box from 180 A.D. would take a -3
spell roll for a magical ritual) to pro- 15 or less. (+3) modifier for trips to the Roman
ceed unmodified. A roll that misses by Empire, however, since the Romans
1 adds a -1 penalty to the relevant time Item is a genuine antique that was used almost no Chinese handicrafts
travel skill or trait. A failure by 2 or repaired or restored, at some point, besides raw silk.)
more prevents the time travel from with an out-of-period material:
happening at all, either until the auras Succeeds on a 14 or less. (+2) Item was made (or, for an antique,
can be cleansed with a new item, or significantly repaired) by the carrier’s
for 24 hours, or until the next new Item is a painstaking modern own hands: +1 to +3. (The +3 should
moon, or whatever the campaign cos- reproduction of a period item, made apply only to heroic efforts, such as
mology indicates. On a critical failure, using authentic methods and materi- sewing a costume out of cloth you had
the item sends the travelers some- als: Succeeds on a 14 or less. (+0) spun and woven yourself!)
where entirely different, either some-
where related to its real manufacture Item is a good modern reproduc- Item has been in the carrier’s pos-
tion of a period item, made using at session, or his family’s, for more
least one modern method or materi- than 20 years: +1 per generation, up
al: Succeeds on a 12 or less. (-2) to +5.

Item is a quick modern reproduc-

THE FUTURE

Travel into the future is easier than We are all interested in the future, for that is
traveling into the past; we’re all doing where you and I are going to spend the rest of
it at the stately pace of one second per our lives. And remember, my friends, future
second. Except on Mondays, when events such as these will affect you in the future.
we’re doing it more slowly. Time trav-
el games involving the future have – Criswell, Plan 9 From Outer Space
roughly the same concerns with para-
dox as those involving the past, and
essentially the same solutions.

. . . AND TIME 169

GETTING Paradoxes Options
THERE FASTER
The traveler goes into the future to The Linearity Effect and
Although suspended animation, or find out from his grandson that he Oscillating Time are easily conserved
cryonics, or making a braintape to be met grandma by accident in a book- in future travel, and carry roughly the
played in a millennium, or a long Rip store. He returns to the past and hangs same reasons and advantages as
Van Winkle nap, don’t feel as slow, out at the bookstore so much that pastward travel.
they’re actually no faster than normal grandma thinks he’s a loiterer and
living. They also have the disadvan- calls the cops on him. Or he pays so The Farsight Effect: Essentially the
tage that they don’t work in reverse so much attention to recreating their des- Recency Effect for future travel, it pre-
well. This can be a boon for a GM tined meeting that she thinks he’s a vents a lot of monkeying around with
bound and determined to leave the old phony and has no interest in him. the PCs’ own lifespan, jumping for-
campaign behind (“You wake up a Who left grandpa alone and bitter? ward to read their own after-action
million years later, and your magic His grandson, who now doesn’t exist. reports, and so forth. Remember that
sword is rusted into goo.”) but kind of The Free Lunch paradox, and com- cloning, immortality or anagathic
irritating for time travelers. munication paradoxes in general, treatments, and other methods may
explicitly depend on future inconveniently extend PC lifespans;
Accelerating to near the speed of involvement and foreknowledge. records may last for an annoyingly
light and letting time dilation do its long time on DVD or molecular com-
relativistic thing can also work, if you Possibilities puter files. Putting a nice nuclear war
have spaceships capable of such or some other disaster between the
behavior or convenient black holes Fixed Time: If the future can’t be PCs and the accessible future is one
that somehow don’t rip you to atoms. altered, that’s depressing, and not a lot solution, although that may cause the
Unless the black hole is a “Kerr black of fun for roleplayers or GMs, except problem of goosing right-thinking
hole” complete with Tiplerian spin, in horror games, or the kind of time agents into trying to avert it.
though, you’re still not getting back in fantasy game with lots of prophesies. More simply, it may just be against
a timely fashion. Time Corps regulations to read your
Plastic Time: Far more comfort- future personnel file, as it tends to cre-
In short, you have the same ing; you can alter your destiny even if ate chronal storms or unleash the
options for traveling forward that you you see it. Paradox doesn’t exist, Hounds of Tindalos.
have for traveling backward: time either because altering your actions
machines, psionics, or magic gate- creates a new worldline (as with The Observer Effect: This phenome-
ways. You might also get kidnapped Parallel Worlds), or because the non can operate just as easily (if no
by a time traveler – perhaps for the future is still a cloud of potential (as less confusingly) in the future.
same reasons present day time travel- in Chaotic Time). When you go back Travelers cannot alter any observed
ers timenap historical figures (p. 72), to the future, it’s different. The future event, but can try to change its
or perhaps just to work in the soylent options are indistinguishable, unless meaning or context all they like. In
fields. you can travel between worlds, too. one sense, this is what the Greek
For the Traveler at Risk option, heroes had to go through whenever
PHYSICS assume that changing the future they got an oracle predicting doom or
causes all memory of the future to death in some specific circumstance.
Future travel not only shares a vanish – or to change to match the (Akin to that, an Observer Effect can
mechanism with past travel, but most new future retroactively! Return accidentally give a traveler a Destiny;
of the paradoxes, possibilities, and Blocked is even easier; of course you see p. B131 and tread carefully.) If
options emergent from temporal can’t travel back to a future you just time travelers from the future are
physics. These apply both to physical altered! This, of course, can become wandering around in the present, the
travel to the future and any form of Paradox-Proof Time, retroactively. GM can either rule that the more
future knowledge, whether finding a futureward observation counts, which
time-lost diary, Precognition, Death Plastic Time With High Resistance: involves a lot of bookkeeping about
Vision spells (p. B251), or hearing it As with pastward travel, this is the who from when saw what, or choose
straight from a chatty time traveler most dramatically satisfying option. the marginally simpler rule that any-
killing time in the bar until the Super It lets GMs build a fun or scary future one from another time counts as an
Bowl starts. (That last one can be history, but avoids railroading play- Observer. This can turn into a weird,
kind of fun: “Oh, are you the Greg ers while giving them a strong incen- acausal headache if the GM isn’t care-
Kettler? Can I get your autograph? tive to involve themselves in the ful, and possibly even if he is; make
No, I’m not supposed to say anything world. absolutely sure you want a bunch of
about your future; it’s against the future travelers Observing things into
rules. But just between you and me, Absolute Now: There isn’t a future, stasis before you combine future
congratulations on that Nobel Prize, yet. It just doesn’t exist. This is a travelers with the Observer Effect.
and don’t trust any guy with an eye stark, radical version of Plastic Time,
patch.”) but it’s undeniably final and simple.
See p. 219 for further discussion of
this phenomenon.

170 . . . AND TIME

CHAPTER SIX

INFINITE
CHARACTERS

Lord Byron limped into the room, brandishing his “None of you can possibly claim to be inconvenienced,
sword-cane. “Which of you renegades has been impersonat- compared to what poor Augusta has gone through.”
ing me?” he demanded of the group standing around the
fireplace. The eerily familiar men, in slightly varying degrees “As if I’d bother impersonating someone in that
of theatrical posture and widely varying costume, drew ridiculous cravat.”
themselves up and began to respond in a veritable Babel of
aristocratic drawls and alcoholic sputters. “Begad, sirrah!”
Before matters could come to blows, one of their num-
“Impersonating you? Tchah, fellow, you’ve been ’per- ber fired a pistol into the ceiling. Into the silence, he said,
sonating me!” in the clear, ringing voice they all shared (when sober, at
any rate), but with more than a hint of a Scots burr: “I
have no idea who you gentlemen are, but I’m fairly sure

we’re none of us Billingsgate fishwives. Do let us
sit down and discuss this matter as befits
men of quality. I am Sir George Gordon,
heir presumptive to the Earldom of
Urquhart. I returned to Edinburgh from
a swimming jaunt to find that someone
had been forging cheques in my name.”
“Swimming, eh?” said a florid, but
recognizably similar, gentleman in a
blue broadcloth coat. “I swim meself;
but I’m no laird. I was Captain Gordon
of the Protector’s Ship Perilous until
two days ago, to find some impostor
had resigned my commission right in
the middle of our scrap with the bluidy
Danes!”
“Danes? You’re a drunkard as well as
an impostor, ‘Captain Gordon.’ Everyone
knows our war is with the Turk, over
Greek independency!”
“It was with the French, over Pitt’s
investments and fear of radical revolu-
tion, and it’s been over for years!” insist-
ed another dark-haired man, dressed
more shabbily than most. “And I, Citizen
Byron, am proud of the part I played in
it, and very much resent whichever buf-
foon it was who published a blatantly
monarchist poem over my name in the
Saturday Review!”
“Poem?” Three of the more lavishly
dressed men perked up their ears at this,
and began a storm of argument about
meter and scansion and which of them had
plagiarized from the other.

INFINITE CHARACTERS 171

“Gentlemen!” A new voice inter- The words choked off with a Character backgrounds depend
rupted them, setting their nerves meaty scraping sound as a length of on the campaign frame. In a cam-
a-jangle somehow. Another figure, cherry-wood emerged from the paign built around the missions of
much like themselves, only far paler speaker’s chest. the Infinity Patrol or similar cross-
than even the most artistic of the universe agency, the PCs are likely to
poetical disputants, stood in the “You have no idea of my dreams, be highly trained Patrol members.
doorway. “You are all George brother,” gritted a contralto voice Some may be technical specialists
Gordon, and many of you are Lord from behind the now-desiccating and historians, while others are
Byron, as am I. I have taken your corpse. The dust fell away to reveal a “agent” types. If the adventures con-
lives for mine. You all share a certain slender, raven-haired beauty dressed cern freelance time meddlers who
native skill with sword and pistol, in the height of Court fashion, acquired their machine by accident,
and have a gift for words, whether clutching a sharpened billiard cue. the characters may be from almost
political speeches, seductive whis- “You, my brothers, on the other any background.
pers, lyric poems, or naval reports. I hand, shall hear quite a bit of them, I
require these talents in order to redi- expect. I am Lady Georgia Byron, The one thing all travelers need is
rect the very course of history on a and I believe you can guess why you versatility. One never knows when
score of worlds.” The Byron speaking are called here tonight.” one will have to ride a horse, drive a
seemed to grow taller, the shadows Persian chariot, or fly a P-51
around him darker, and his teeth A time travel or cross-dimension Mustang against the Luftwaffe –
sharper, with every sentence. “You campaign allows for the widest possi- maybe in the same adventure.
shall be my instruments, blood of my ble variety of characters – not just Interpersonal skills are also very use-
blood, and you shall open the flood- NPCs, but player characters as well. ful . . . for instance, when trying to
gates of time to forces far darker Gamers can draw characters from convince the captain of the Titanic to
than anything any of you have ever any world – past, present, future, or reduce speed right now.
dreamed, forces . . .” wholly imaginary – all in the same
campaign!

ADVANTAGES, DISADVANTAGES,
AND SKILLS

This section discusses advantages, may have a 5-point Claim to Contact Group
disadvantages, and skills as they apply Hospitality on each other, as fellow
in a time travel or parallel-worlds “strangers in a strange land.” see p. B44
campaign. As always, the GM has the Swagmen and members of the Cabal
last word on any interpretations, in the Infinite Worlds have this advan- Time travelers may take a Contact
enhancements, and so forth in his tage, although not with each other. Group across time as long as they
campaign. There aren’t enough retired Patrolmen remain within the same organization
outside Homeline and the colony and the same city, as per the rule on
ADVANTAGES worlds for this advantage to apply to p. B44. A priestly Contact Group in the
active Patrolmen; the Patrol either has Vatican might go back for millennia!
Alternate Identity safe houses available, or nothing.
Contacts
see p. B39 Clerical Investment
see p. B44
Having an alternate identity on see p. B43
another world (or time) than the “base These two Contact types might well
world” (or “local present”) for the The GM should decide whether occur in time travel or crosstime
campaign, legally or illegally, is worth there are enough worlds with similar campaigns:
only 5 points per identity, unless the religious hierarchies to make this
law enforcement agencies of that advantage worth taking for cross- Academic. If you don’t know
other world or era play a major role world adventurers. Most Earths with a enough history to find the Black Bird
(appearing on a 12 or less as Enemies, Roman Empire and Jesus Christ even- or have the anthropological know-
for example) in the campaign. tually develop a Roman Catholic how to track down the killers from a
Church – but church privileges, vest- tattoo, you go to the university and
Claim to Hospitality ments and uniforms, and even theolo- talk to a professor. The most useful
gy (“In the name of the Father, the academic skill set includes
see p. B41 Son, and the Holy Mother . . .”) may Anthropology, Archaeology, History,
differ very widely! and Research, but Paleontology (to
Depending on the campaign, all prep for those dinosaur hunts),
time travelers or dimension jumpers Occultism (to fight vampires in 17th-
century Hungary), or Economics (to

172 INFINITE CHARACTERS

find out what stocks to buy in 1920s brought forward from colonial times – not average – FP and HP. You also
Shanghai) might also come in handy. (TL5) is at -1 in that same setting. A enjoy the benefits of No Sympathetic
A busy undergraduate has skill 12; a modern American dropped into Injury, and need not buy this separate-
specialized grad student or academic Shakespeare’s London (TL4) is at -2; ly. Finally, the death of a Dupe isn’t
librarian has skill 15; a tenured one in medieval France (TL3, but still permanent: you can generate a
professor has skill 18; a renowned Western culture) might as well be in a replacement by taking one second and
authority on the subject has skill 21. whole different culture. However, that a Concentrate maneuver. This costs 10
medieval Frenchman finds things the FP. But there is only one “true you,”
Collector. These are dealers in (or same for centuries on end from, say, and if you die, all of your Dupes die
producers of) rare or collectible items, 700 A.D. to 1500 A.D. – and in some with you! This modifier is incompati-
from this world or another, or from parts of France, until 1800 A.D.! ble with Digital and Shared
many worlds. They are the natural Resources. +60%.
employers, brokers, and advisers of At the GM’s discretion, this penalty
crosstime or time-hopping smugglers. can also apply to alternate or parallel Special Limitation
Specific items might include antiques, versions of your culture even at the
art, old magical equipment, strange same TL. Although the Nazi Germany Sequential: You and your Dupes are
gadgets, weapons, books, or fine of Reich-5 and Homeline America are chained together in a specific order.
wines. They can provide information both TL8, an American trying to blend Number them from one (the original
about items, other collectors and their into Reich-5’s Berlin is going to be at a you) on up. When a Dupe dies, all
collections, who needs cash fast, and -1, at least. Save a -2 for parallels that higher-numbered Dupes vanish as
who seems to always find the best diverged at least three TLs ago; a well! This limitation lets you create a
stuff. Specific skills include Connoi- Homeline TL8 North American is at -2 character who can summon copies of
sseur, Current Affairs, and skills for a visit to the Tenocha Empire on himself from one possible future, with
associated with certain collections. A Ezcalli (which diverged in 508 B.C., “later” copies dependent on the sur-
bottom-feeder or someone in a small TL5). The GM should loosen this vival of “earlier” ones. Add Construct,
market has effective skill 12; a major restriction for close parallels, myth above, if you can replace dead Dupes
broker has skill 15; a respected parallels, and other familiar settings. with copies from other possible
authority in the field or the main play- futures. -40%.
er in a large market has skill 18; the Detect
undisputed top collector has effective Fugue
skill 21. see p. B48
Some time-jumpers can send
Cultural Adaptability The GM should determine the rari- themselves back in time for a few min-
ty of dimensional highways, nexus utes in order to create a double, specif-
see p. B46 portals, or time-gates in his campaign. ically for purposes of combat. It only
In the default Infinite Worlds setting, works under combat stress; an
Applies across worlds at no extra they are Rare. attempt to fugue to (for instance) send
cost; it’s a cinematic ability, after all. yourself a message always comes to
Duplication naught. When the immediate fight
Centrum’s single-culture ideology ends, the doubles, dead and alive,
prevents Centrans from taking this see p. B50 wink out of existence – they were
advantage without a hefty Unusual closed causal loops of alternate histo-
Background. In essence, the Many Worlds ry. Damage to the doubles, ammuni-
Interpretation (p. 20) implies that we tion they expended, etc., does not
Cultural Familiarity all have this advantage, but we don’t affect the “original you” at all, since
know about it and can’t use it. This you are both the earliest and the con-
see p. B23 could be a very creepy advantage for a tinuing “you.” (Yes, this appears to
world-jumping “pod creature” or violate a number of different versions
No matter how familiar you may “viral being” to use, as it leaves dupli- of the physics of time travel. The GM
be with your own culture, you will be cates of itself wherever it goes in the is free to prohibit it entirely – or say
wrong-footed while dealing with its worlds. “It’s a wild talent, and it works.” Either
ancestral past. Various eras can way, don’t worry about it!)
become cultures (Modern Western, Special Enhancement
Renaissance Western, Medieval For the ability to generate up to
Western) for no penalty. Even without Construct: Your Dupes are material five fugue Dupes, take Duplication
such a time-bound familiarity, cul- projections under your mental (Construct, +60%, Linked, +10%;
tures give smaller unfamiliarity modi- control. When you dispel them, they Emergencies Only, -30%, Sequential,
fiers for those familiar with their vanish, leaving you with your current -40%; +0%) linked to Duplication 4
descendants (or antecedents). (Construct +60%, Linked, +10%;
Emergencies Only, -30%, Sequential,
Apply a -1 unfamiliarity modifier -40%, Unreliable (8 or less), -40%;
for every two TLs away from your own -40%) for a total of 119 points.
era’s TL. A modern TL8 American Remember, without Jumper (Time),
with Culture Familiarity (Western) this does not allow actual travel in
would only suffer mild “past shock” time!
in TL7 WWII America, but someone

INFINITE CHARACTERS 173

Jumper world-jumpers are available to you, You cannot recover fatigue during
but not all of these are meaningful in a jump, but depending on the cam-
see p. B64 every setting. 100 points. paign, you may or may not be able to
eat, bind your wounds, reload a pistol,
This advantage may well play a A number of new enhancements or engage in other minor personal
major role in a time travel or cross- and limitations can apply to various activities. The GM sets the value of
world campaign. The GM may charge forms of the Jumper advantage, this limitation in his campaign
an Unusual Background cost to take depending on the campaign meta- depending on your freedom of action
this advantage in a campaign (like physics: while jumping and the relative speed
Infinite Worlds) in which technologi- of other available means of time or
cal or otherwise assisted time- or Special Enhancements dimension travel. If you have relative-
world-jumping is the standard. In the ly free action, and the speed of
default Infinite Worlds campaign, Mass Jump: You can work with jumping is similar to other methods of
jumping between worlds on the same other jumpers to move much larger travel, this may be a -0% special fea-
quantum costs 1 FP; jumping to a masses. If several jumpers concentrate ture, since you essentially have a “bolt
world one quantum away costs 3 FP; together, you can move a mass equal hole” to hide in! If, however, air mole-
jumping to a world two quanta away to the total of their individual cules cannot reach your “jump space”
costs 7 FP; jumping to a world three allowances times the number of peo- and you must hold your breath or use
quanta away costs 15 FP, and so forth, ple involved. All jumpers involved scuba equipment or Metabolism
doubling the added cost each time. must have this enhancement. +100%. Control while jumping, this limitation
is worth at least -10%.
New Version: Spirit-Jumper No Concentration: You can jump in
one second by spending FP and Limited Access: Only available for
This is the form of Jumper that making an IQ roll. +15%. Jumper (World) or (Spirit). You can
many members of the Cabal possess. only jump between two particular
In the default Infinite Worlds cam- No Fatigue: You don’t have to worlds – your home world and one
paign, the astral plane has normal spend any FP to jump. +20%. specific parallel, the material world
mana, and has openings to many dif- and Hell, etc. The size of this limita-
ferent worlds (usually via battlefields, Reliable: Your ability is unusually tion depends on how many worlds
cemeteries, haunted houses, or partic- stable. For each level of this enhance- exist in the setting. If there’s only one,
ularly gruesome murder sites). ment, add +1 to both the IQ roll to use it’s meaningless (-0%). If there are
However, to get from one world to the Jumper and the automatic failure many, it might be worth -20% or more,
other usually involves a long, danger- threshold (e.g., two levels would give at the GM’s discretion. In the default
ous journey through the astral plane. +2 to IQ and mean a roll of 16 or more Infinite Worlds campaign, there are
You cannot interact in any way with always fails). +5% per +1, to a thousands of Earths – and a number
the material plane, and are invisible to maximum of +10. of spirit worlds, afterlives, and so forth
those on it, while on the astral plane; clustered around many of the individ-
you can only perceive the material Uncertain Encumbrance: You can ual Earths, all themselves connected
plane dimly (-7 to any Sense roll) jump while encumbered, but must via the astral plane. Access to only two
unless something like a haunted house make the IQ roll at a penalty equal to Earths is a -25% limitation; access to
opens an “etheric window” from the twice your Encumbrance level. On a only the astral plane (from any Earth)
material world. Any skill roll to use a failed roll, you leave your cargo is a -10% limitation.
higher-tech item in the spirit realm is behind; on a critical failure, you lose 1
at -5 per item TL above 4. point of IQ for each Encumbrance Limited Quanta: This limitation
level you attempted as you “burned applies to world-jumpers only. You
Jumper (Spirit): You can bodily out” that part of your brain temporar- cannot jump across any number of
move to and from “spirit worlds” such ily. You recover after sleeping. +25%. quantum levels, but have a restricted
as the astral plane. In these worlds, range. The value of this limitation
you are a spirit – you can interact nor- Special Limitations depends on how limited your range is.
mally with other spirits, are affected A two-quantum limit is worth -5%; a
by anything that would affect a spirit, Attunement Required: In order to one-quantum limit is worth -10%;
and can use any ability allowed by the jump, you must use an artifact made being able to jump only between
world’s laws. To initiate the transition, or used at your destination to attune worlds in the same quantum is worth
use the standard rules for the Jumper yourself to the time or world you -15%.
advantage; each attempt costs 1 FP. intend to jump to. The GM may want
On a success, you shift between to use the Item Authenticity table on Past Only: You cannot jump into
realms. On a failure, you stay in your p. 169 to modify the IQ roll for jump- the future. This limitation applies only
current world and are at -5 to use your ing. This form of Jumper often comes to time-jumpers. -20%.
ability again in the next 10 minutes. with the Preparation Required limita-
The results of a critical failure are up tion on p. B114 as well. This is the Projection: You travel not physi-
to the GM . . . you might attract evil mandatory version of the Tracking cally, but psychically (though not
spirits, end up adrift between worlds, enhancement on p. B226. -20%. necessarily psionically). Your body
or go to the wrong world (e.g., Hell). falls unconscious and a projection of
The special modifiers available to Duration: Your jump takes several yourself appears at the destination.
minutes or hours of experiential time Your body remains in the physical
rather than being instantaneous. The
GM must set the speed (in minutes per
year or minutes per intervening
world) of jumping.

174 INFINITE CHARACTERS

world, vulnerable to material threats a few steps and be free of anything between two worlds separated by a
– if it dies, you are trapped outside it that restricts your movement (like century or more of divergence), these
forever. Your projected form is visi- manacles or grappling foes), that’s differences accumulate, reducing even
ble but intangible, as if you were -10%. If you need to enter orbit and Native speakers to Accented. The next
using Insubstantiality, and subject to accelerate past the speed of light with break point comes before mass print-
anything that would affect insub- expensive advantages like Flight ing standardizes the language; a mod-
stantial entities. If you have (Space Flight, +50%) with Enhanced ern Homeline English-speaker speaks
Insubstantiality, you can “reverse” Move 27 (Space), that’s -40%. English (Broken) in the 15th century,
your ability in order to become solid; or on a parallel Earth that diverged in
if you have Possession (Spiritual, Special Portal: You need a particu- the 15th century or before. At the GM’s
-20%), you can possess a resident of lar sort of “gateway” to jump discretion, closely related ancestral
the target world. -50% if you cannot through, such as a reflective surface, tongues (such as Oscan and Italian, or
affect your destination at all without a natural cave opening, or a sacred Old Norse and Icelandic, or Middle
Insubstantiality or Possession; -0% if stone circle on a moonlit night. The English and English) can be spoken or
you can affect your destination with value of the limitation depends on read as Broken versions of their rela-
spells, mental abilities, and how rare the required gateway is; a tives. The GM should decide how
Maledictions as a projection. reflective surface is -20%, as is a rela- tough to make language divergence
tively common geographic feature or between closely related “sister”
Psionic Teleportation: Your ability any doorway. “Only in a certain tongues like Spanish and Italian, or
is part of the Teleportation psi power. sacred spot at a certain time of the English and Dutch, especially across
(The GM may decide that Jumping year” is a -80% limitation. centuries or parallel worlds.
belongs under a different power; Characters with Language Talent
Jumper with the Projection limitation Language Talent (p. B65) should get the benefit of the
would fit well under ESP or, if the GM doubt on such rulings. A language that
has created such a thing in his cam- see p. B65 is identical across non-parallel world-
paign, an Astral Projection power.) lines should indicate that crosstime
-10%. This is an incredibly useful advan- travel (if only in dreams or visions) is
tage for time travelers or crossworld happening; suitable languages for
Recency Effect: You cannot jump to adventurers alike, in the absence of such weirdness might include Ancient
a time since the “Recency Barrier,” superscience “universal translators,” Egyptian, Navajo, or Tibetan.
whenever that is. This limitation anyway.
applies to time-jumpers only, and only The Patrol practices intensive lan-
in campaigns where the Recency Centrum’s single-culture ideology guage training; all regular Patrol per-
Effect (p. 157) does not apply to all prevents Centrans from taking this sonnel speak English at Native level (in
time travel. Usually, jumpers with this advantage without an Unusual addition to their own language, if any)
limitation cannot use the Fugue Background. and at least three others, usually
enhancement to Duplication (p. 173). including Cantonese and Latin. (Other
-10%. Languages languages the Patrol emphasizes
include Aramaic, Arabic, Armenian,
Research Required: This limitation see p. B23 French, German, Hindi, Koiné Greek,
applies to time-jumpers only. You can Lingua Franca, Russian, Spanish, and
only jump to a time that you have Languages shift slightly from par- Swahili.) Centrum, by contrast, is still
memorized, unless you “hitch a ride” allel to parallel, even at the same rela- playing catch-up thanks to their single-
with another jumper. This requires at tive point in history, as slang, loan language ideology of cultural unity; a
least two weeks of intensive research words, and jargon differ depending on Centrum agent rarely knows any lan-
(the GM may require rolls against any number of culturally specific fac- guage besides Centrum English
History, Archaeology, Research, and tors. Over a century or more (or (which acts as an Accented version of
so on), and spending character points Homeline English, and vice versa),
building up an applicable skill such as although classical scholars may know
Area Knowledge (Classical Rome), Classical Greek, Latin, and Hebrew.
Egyptology, or History (American
Civil War). At the GM’s discretion, Cabalists often know one or more
visions of the past using Psychometry, magical or sacred languages in addi-
Racial Memory, or magic may reduce tion to their own, such as Ancient
the research time (though not the Egyptian, Goidelic, Homeric Greek,
character points) required. This may Hebrew, Latin, Old Norse, Sanskrit, or
make jumping to the future difficult, if Tibetan. Swagmen speak Strine, a
not impossible! Jumping to that era thieves’ cant based on Australian
defaults to the relevant skill, rather slang, Romany, tinkers’ argot, and
than to the jumper’s IQ. -25%. Cantonese profanity. It has a weird
grammar evolved to handle confu-
Special Movement: You must be sions about time and worldlines better
able to freely move to jump. The value than most normal tongues.
depends on how stringent the require-
ments are. If you merely have to walk

INFINITE CHARACTERS 175

Legal Enforcement that lighting level you can see normal- ISWAT, the Homeline CIA, the SS,
Powers ly. You are at -1 to Vision rolls and and most other secret agencies have
visually guided tasks for each level by even less in the way of institutional
see p. B65 which your environment is either dim- loyalty – agents are expendable. They
mer or brighter. You still can’t see in almost never serve as Patrons,
On Homeline or its colonies, total darkness. although an individual supervisor
Infinity Patrolmen have the 10-point (“The Professor never abandons a
version of this advantage. Since they Example: Morlocks have Night man.”) might wind up as a 15-point
can essentially operate outside the Vision 6 as a feature. At -6 illumina- Patron in some games. Skorzeny is
laws of other worlds, and (usually) tion (roughly a moonlit night) they such a patron for proven ISWAT team
escape the consequences of their can see perfectly. At either -3 or -9 members. The same is true of the
actions with impunity, they retain this they make Vision rolls at -3; under Cabal as a whole, or of Infinity
advantage even in campaigns set full daylight they make them at -6. In Unlimited itself, both incalculably
entirely outtime. ISWAT agents have total darkness they’re blind. wealthy (but rarely appearing) 15-
the 15-point version, as do agents of point Patrons; an individual Cabal
the Gestapo and SD of Reich-5. Oracle Grand Master (base 20 points) might
take a more (or less) active hand.
The Interworld Service has no law see p. B72
enforcement powers of any kind with- Corporations vary. Time Tours has
in Centrum or the colony worlds; on In some campaigns, reading the a very good reputation for looking
Zone Green worlds (those with natives omens also reveals the opening (and after its own. As a powerful organiza-
under Centrum control), I.S. enforcers perhaps the location) of a nexus portal tion it appears on a 15 or less in
have the equivalent of 15-point pow- or dimensional highway, especially a worlds it operates on, and on a 12 or
ers against natives, and 5-point pow- transient one: “Travelers from beyond less in general, making it a 30-point
ers against Centrum citizens. Outside the world approach.” Patron in a general campaign, and a
Zone Green, of course, Centrum laws 45-point Patron in games set entirely
do not apply, and Interworld Service Patron on worlds like Johnson’s Rome. Most
members have free rein to bring those transworld corporations are very pow-
worlds within the Zones of Control see p. B72 erful or extremely powerful but exert
however they see fit, constrained only themselves for a normal employee
by their superiors’ orders. The only Most time- or parallel-spanning only rarely (6 or less).
exceptions are Grade 7 Unattached organizations have “unusual reach in
I.S. agents, who (like all Grade 7s) can time or space,” making them not so Possession
command any Service as a Grade 5 unusual as all that in a time travel or
member. In a campaign centered on dimension-hopping campaign. In see p. B75
Centrum, Grade 7 Unattacheds have such campaigns, the GM should only
the equivalent of 10-point Legal apply that +50% modifier to organiza- This is the advantage used by most
Enforcement Powers. tions or beings with a truly astonish- mental time travelers in the genre,
ing reach across the worlds, such as even nonpsionic ones like the hero of
Magery an active god. By similar logic, organ- Quantum Leap. You can use the
izations or figures restricted to a sin- Spiritual limitation with this advan-
see p. B66 gle worldline (or a single era in time) tage for mental time or world travel
take at least a -50% modifier as even if you do not take the Spirit meta-
Depending on the campaign, the Patrons in heavily crosstime games: trait. If it is Linked (p. B381) to
“magical awareness” of Magery 0 may King Henry II can’t do much for you Jumper, it can use the Psionic
grant the ability to spot nexus portals on any worldline except the one where Teleportation limitation (p. B257)
and dimensional highways. In the he rules England, and only for a few rather than Telepathy limitation from
default Infinite Worlds campaign, decades in that one! p. B257. (If the GM has created an
many but not all such gates are Astral Projection psi power, or some
magical, especially the Gates of Thoth The Infinity Patrol is a very power- other psi power incorporating both
(or Psais; see p. 79) and many ful organization, appearing (as a Possession and Jumper, no link is
banestorms. Patron, anyway) fairly often (9 or less) required.)
in an Infinite Worlds campaign, mak-
Night Vision ing it a 20-point Patron. Centrum’s Special Enhancement
Interworld Service is larger, but less
see p. B71 likely to appear (6 or less), making it a Death-Snap: Normally, if a pos-
13-point Patron. Neither usually sessed body dies, you die! With this
As an advantage, Night Vision is serves as a Patron for its field agents – enhancement, if your host body is
the ability to see under low-light Patrolmen and Interworld agents alike killed, you instantly “snap back” to
conditions as well as under normal know that the worlds are tough, and your own time or world, and must
illumination. If you can see at night that they pay a price for their freedom make an immediate Fright Check
better than by day, because normal of action and initiative. The Patrol and (p. B360). After an accidental death, or
sunlight dazzles you, this is a 0-point the Service are more likely Patrons for a peaceful death in your sleep, roll at no
feature, found for example in orcs and scientists, researchers, historians, and penalty, providing there was nothing
owls. Specify how many levels of other, less rowdy types. especially horrible about it. Roll at a -2
Night Vision you have, as usual. At

176 INFINITE CHARACTERS

penalty for an ordinary combat death. meritocracy; see the box on p. B28.) you to locate nexus portals, dimen-
A messy or lingering death requires a High Rank grants Status in Reich-5 as sional highways, banestorms, and
roll at -5. A death by torture, or involv- given on p. B28; Infinity Patrol Rank other disruptions to the normal quan-
ing a Phobia (a long fall for an acro- grants +1 to Status on Homeline at tum stream; it also allows you to
phobe, say) forces a roll at -10 or even Rank 5-7, and +2 to Status at Rank 8. detect incoming parachronic convey-
worse! Your first “death” always adds Both SS and Patrol Rank are worth 5 ors as well as a man-portable
an extra -10 modifier, your second an points/level, as is Cabal Rank, which parachronic detector (p. B532).
extra -5, and your third a -2. Should (usually being secret) grants no
you acquire a mental disadvantage as a Status. Special Enhancement
result of the Fright Check, it should be
related to the circumstances of your Resistant Paralocator: You can always tell
proxy “death.” which worldline you are in, as long as
see p. B80 you have been there before; if the
Once you recover from the results worldline is entirely strange to you,
of your Fright Check, you may imme- The value of Immunity to you know that it’s unfamiliar. This
diately attempt to rejoin your com- Timesickness is equal to the value of enhancement only applies to See
panions, if you choose. Of course, they the default effect of Timesickness Quantum Flows (or the equivalent
won’t know who you are until you based on the rules on p. 181, assuming version in another alternate-Earths
identify yourself! Thus, it’s a good idea a campaign in which time or dimen- cosmos). +30%.
to work out passwords in advance. sion travel is a common occurrence.
+25%. Special Limitation
Infinity and Centrum have geneti-
Special Limitation cally engineered therapies that confer ESP: This is a special ability within
Resistant to Disease +8 on their the ESP psi power. -10%.
Bloodline Only: You can only pos- agents. Centrum injects all its agents
sess your own blood relatives (or, for with its Aesculapius Factor (a geneti- Serendipity
world-jumpers, those of your parallel cally engineered antibody complex);
self or parallel family) out to the sec- Infinity restricts use of polymaxin (a see p. B83
ond cousin level, or anyone that quasi-symbiotic “kamikaze” retro-
closely related to one of your lineal virus) to those on lengthy outtime Even if the conveyor gets lost, the
ancestors. -40%. deployments and to Miracle Workers time machine crashes, or the reality
on plague duty, since its long-term quake drops Camelot out from under
Rank health effects are unknown. you, you will probably wind up some-
where pretty neat.
see p. B29 See Invisible
Temporal Inertia
Ranks in Centrum’s Interworld see p. B83
Service (and indeed, in all the Services see p. B93
of Centrum) replace Status, and are 10 “See quantum flows” is an example
points/level. (Centrum is a classless of this advantage. It not only allows This advantage can be very useful
in some time travel games; the GM
Rank Table SS Cabal may rule that it damps out the nega-
Oberstgruppenführer Grand Master tive effects of any paradox you cause,
Rank Infinity Patrol Obergruppenführer since reality simply “defaults” to
8 Director Gruppenführer Master your memory and existence. In the
Brigadeführer Philosopher default Infinite Worlds campaign, it
7 Commissioner Oberführer increases your likelihood of surviv-
6 Colonel Standartenführer Practitioner ing a reality quake, banestorm, or
Obersturmbannführer other crosstime disaster. At the GM’s
5 Captain Sturmbannführer Theorist discretion, a native of an echo with
Hauptsturmführer this advantage may be able to sense
4 Lieutenant Obersturmführer Adept Centrum (or Infinity Patrol) tamper-
Untersturmführer Novice ing before the effects become notice-
3 Special Agent Oberscharführer able to others.
2 Agent Unterscharführer Initiate
Rottenführer Unaging
1 Patrolman Sturmmann
Mann see p. B95
0 Cadet
You take less damage from expo-
Interworld Service ranks are simply “Grade 1” through “Grade 7” with the sure to the raw time stream (p. 75)
grade number matching the level of Rank. The Forum Chairman, the presiding than a normal person. In general, any
officer in Centrum’s senior council of coordinators, would theoretically have such damage or negative effect is
Status 8 but only Rank 7. halved for you, after DR or other
reductions, and the GM may rule that
you are totally immune to some
chronal effects.

INFINITE CHARACTERS 177

Unusual Background enthusiasm, price spike, destruction ing the “fad” phase until the market
of existing drug markets, hypercom- establishes itself, and then very cheap,
see p. B96 petition among sellers (often violent, barring government intervention to
and involving organized crime in the increase prices (either to control use,
By definition, time travelers or case of illegal drugs) driving the price or to tax a new revenue source). Even
crossworld visitors already have an down, government involvement some seemingly exotic drugs get
unusual background, and daily meet (either prohibition or licensing, or priced to move to the masses once the
others with unusual backgrounds. For sometimes both), and eventual social craze shakes out: heroin, for example,
this sort of campaign, the only sort of adjustment until the new drug is a cheap addiction in 21st-century
background sufficiently unusual to be becomes just another ongoing feature America.
worth points would be one that gave (good or bad) of the society. If the drug
very special abilities, such as magic, confers a social cachet (as cocaine did One excellent example of a fairly
super-abilities, or psi. in the 1980s), it stays relatively expen- long-cycle drug craze is the refined
sive. Most drugs intended for mass sugar craze that began in northern
In a campaign where only a few consumption get very expensive dur- Europe around 1550. Refined sugar,
PCs have access to time travel or alter- to populations living in areas too cold
nate worlds, the GM should consider
this to be a significant Unusual Wealth, Status,
Background. The cost should be at and Reputation
least 20 points . . . more, if the time or
dimension travel is easy and powerful. In a campaign where much of the action takes place “at home,” all
(In most such campaigns, all PCs are these social advantages are important and may be used normally. For
travelers from time to time, but not all instance, in the Order of the Hourglass campaign frame (p. 212), wealth
can control the means of travel.) and social position can be very important in preparing for a trip, or in
defending from enemy Time Circles at home.
DISADVANTAGES
However, in most campaigns Status is of no importance: whoever you
Addiction may be in your home time means nothing in the past or future. (Of
course, some hereditary titles are ancient – but imagine telling the sec-
see p. B122 ond Earl of Pottleby that you’re the 17th Earl, and would he mind put-
ting you and your friends up in the family manor for a few days?)
Both tobacco and marijuana are
illegal in Reich-5’s Germany (and in Growing up with high Status is not useless – there still may be a
any Germany where the Nazis won bonus to Savoir-Faire skill rolls – but it is no longer “cost-effective,” for
the war), making them -10-point those who worry about such things. The GM must determine skill mod-
addictions for campaigns set primari- ifiers for attempts to pass oneself off as historical nobility (or even one’s
ly around such worlds. Both are legal own ancestors).
in Centrum, along with a wide
panoply of other (mostly artificial) Reputations, similarly, count for little in most time campaigns; char-
drugs. No addict to any incapacitating acters are not likely to meet anyone who knows them 500 years before
drug (including alcohol) can advance they’re born. Exceptions to this occur in games with many time travel-
above Grade 2 in the Interworld ers, and “recurring villains.” In the Dr. Who universe, for instance, the
Service, however (unless they take an Gallifreyan Time Lords have a Reputation, not always good, among the
appropriate Secret). cultures that know of their existence. It is also possible that time travel-
ers who do not keep a low profile become “legends” in later eras. It can
The value of this disadvantage be more than a little complicated to deal with people who think you are
varies not only with the drug and its a mythic hero reborn. Some travelers likely have Reputations to other
legality, but with the world and the era time travelers; the GM should decide how frequently such folk appear.
of the addiction. The same addiction
to the same drug is worth a different Wealth can be an advantage if the players must finance and equip
amount as the drug’s cost responds to their own time expeditions. A pocketful of gold can work wonders
the supply and demand generated by, almost any time (though it might be a good idea to melt down those
for example, a drug craze. Krugerrands before trying to spend them in the Renaissance). Poverty is
rarely a handicap for time travelers.
Introducing drugs (especially
drugs from other worlds) to a popula- In some backgrounds, it is very easy to become rich if you can travel
tion with no social mechanism to in time and across worlds. In particular, the Jumper and Snatcher abili-
incorporate them is a sure way to ties could make it easy to become rich. The GM should require jumpers
cause a craze, in which use of the drug and snatchers to purchase the Filthy Rich advantage if they plan on
seemingly spirals out of control and using their powers to gain wealth.
all society (or at least its drug-using
segment) is completely disordered.
The “Gin Craze” in 18th-century
England and the “crack epidemic” in
the 1980s share identical etiologies
with other drug crazes: discovery,

178 INFINITE CHARACTERS

to make wine (or who do not other- die for; the only mercy is a quick trouble (-10 points)? If they have spe-
wise habitually consume fruit sug- death. -10 points. cial trouble-causing potential (high
ars), is highly addictive with regular rank, psionics, vampirism) and little
use (a sugar addict uses 10 to 40 lbs. Swagman’s Code of Honor: Never real intention of cooperating with the
annually). At TL2-3, refined sugar is betray a fellow swagman or reveal his team, that’s the -15-point level. The
expensive (10 lbs. of sugar costs about scams; help out if he waves you in, GM should be fairly loose about point
$7 at TL3 in northern countries). stay out if he waves you off. Stay totals, and consider potential for trou-
During TL4-5, improved transporta- bought when possible. Don’t go ble when assigning these point values:
tion and refining techniques (and the straight. Say nothing useful to out- a brilliant psionic historian might
discovery of new tropical growing siders. Warn your mates of trouble. -5 actually be worth more points than a
areas) increase supplies, but the much points. Patrolman, but if he’s Absent-Minded,
larger pool of potential addicts Lecherous, and Alcoholic, his
increases demand, driving the price Alternative Outcomes troopers potential for trouble is vast indeed!
higher in a classic craze; 10 lbs. of maintain the Soldier’s Code of Honor
sugar is about $100 in mid-TL5, now a on p. B127, with the addition of “leave How often the auxiliaries appear.
very expensive addiction. (The Golden no man behind dead or alive.” Time Use the usual rules (p. B131) for fre-
Age of Piracy was, to some extent, driv- Tours staffers keep to the Professional quency of appearance. Note that if
en by competition over sugar-growing Code of Honor on p. B127, with the non-agents are sent along only under
islands in the Caribbean; the pirates addition of “try not to let the idiot unusual circumstances – fewer than
were the Crips and Bloods of the customers get themselves killed.” one in three missions – taking care of
1680s.) By TL6+, industrial progress them is part of the Agency Duty, not
ensures that refined sugar is a cheap Dependents worth points separately. Thus, the
addiction, even with millions more “quite rarely” frequency should not
addicts creating demand, unless the see p. B131 apply.
government taxes its use prohibitively.
In general, PCs in a crosstime or How closely they must be protected.
Code of Honor crossworld campaign should get no The Agency may insist that the agents
points for Dependents unless the put the auxiliaries’ lives above their
see p. B127 Dependents appear essentially all the own (¥2); require the agents to protect
time, and are part of the party. them wherever possible, but not to die
A number of the groups in the Otherwise, their usual antagonists for them (¥1); or consider them to be
default Infinite Worlds setting have no idea the Dependent even traveling at their own risk, requiring
maintain codes of honor; for example: exists, let alone be able to capture or only that the agents repair any dam-
threaten them. age they do to the time stream (¥1/2).
Cabalistic Code of Honor: Do not
betray the existence of the supernatu- For example, the inventor of the Numbers. If a team of several
ral to the unknowing; expand the time machine could bring his eight- agents only has to escort and protect
knowledge and power of the Cabal; year-old son along for lack of a better one person per mission, halve the
avenge your passers. -5 points. place to park him. Or the inventor value. For two Dependents or up to
could be the dependent. He’s brilliant half the team, use the normal value.
Centrum Code of Honor: Defend but quite incompetent; the PC is his And if the Dependents outnumber the
and expand Centrum, at the cost of grown daughter, who leads the party. trained members (as with a tourist
your own life if necessary. Do not group) double their value.
allow sentiment or prejudice to cloud Clients, Researchers, etc., as
your judgment; take the long view. Dependents Examples: A Time Tours guide
Order and reason are the prime deals with well-meaning incompe-
virtues; success justifies ruthlessness In some campaigns, only agents tents (-5 points) almost all the time
in their pursuit. Obedience creates and trained technicians go into the (¥3). They must be protected wherev-
order. -5 points. field. Other games may involve the er possible (¥1), and outnumber the
agents chaperoning groups of histori- tour guides in the party (¥2). He gets
Infinity Patrol Code of Honor: cal researchers, or even tourists. These -5¥3¥1¥2, or -30 points.
Defend the Patrol, The Secret, and people are rarely as well trained as the
Homeline to the death if necessary. agents, but the agents are responsible A single dinosaur shikari escorts
Don’t complain, don’t play politics, for their safety (and for keeping the competent hunters with no dinosaur
don’t embarrass the Patrol or your amateurs from dangerous meddling). experience (-2) quite often (¥2). They
buddies. Don’t fully trust anyone who Such people also count as Depend- travel at their own risk (¥1/2). Such
isn’t Patrol. Go down swinging. Leave ents, though the actual individuals parties have more than two members
all other allegiances aside when you may be different from game to game. (¥2). He gets -2¥2¥1/2¥2, or -4 points.
put on Patrol blue and black. -5 points. The actual point value depends on sev-
eral factors, and is based on the usual A team of Patrolmen bodyguards
SS Code of Honor: Be tough to the adventures the agents have: an important but elderly academic
point of ruthlessness, lead from the researcher (-5 points) fairly often (¥1).
front, obey the Reichsführer without Competence of the persons to be pro- He must be protected at all costs (¥2),
question. The SS, the Führer, the tected. Are they reasonably competent but there is only one of him to worry
Reich, and the race are things to kill or and intelligent people (-1 or -2 points) about (¥1/2). Each Patrolman gets
or bumblers who actively cause -5¥1¥2¥1/2, or -5 points.

INFINITE CHARACTERS 179

Duty points, the same as a single Lodge of Reich-5, especially SS members, have
the Cabal. total intolerance of “non-Aryans,”
see p. B133 despising anyone (including the
No Enemy restricted to a single descendants of the actual Aryans in
Membership in crosstime military time or world is likely to be able to Iran and India) who is not of pure
or paramilitary organizations such as reach a traveler often enough to be northwestern European stock. This is
the SS Raven Division, the Infinity worth any points, unless the campaign worth -10 points.
Patrol, Centrum’s Interworld Service, uses that world as a recurring (more
Alternate Outcomes, or a Homeline than half of all adventures are set Mundane Background
crossworld special forces unit such as there) setting.
the British SCS (the Special Conveyor see p. B144
Service, or the “Para Paras”) or the Evil Twin
Légion d’Outretemps is always Many Homeliners possess this
Extremely Hazardous for front-line This version of Enemy can be as background; it is up to the GM
personnel. Rear-echelon staff duty, common as the GM wishes. In a cam- whether his campaign involves
even in the Infinity Patrol, only occa- paign where parallel worlds and selves enough magic or weirdness to make it
sionally involves mortal danger, at are both common, the GM may a valid disadvantage. Every native of a
least after graduation from the reduce the normal -3 reaction penalty no-mana world has it, except possibly
Academy. toward you, since people don’t neces- the delusional ones!
sarily assume that it was you who left
Enemies your fingerprints all over the dead Girl Phobia
Scout’s dresser.
see p. B135 see p. B148
Honesty
Certain groups have time- or Time Travel (Chronophobia): Just
dimension-traveling foes who show up see p. B138 as some people on our own Earth are
often enough to be taken as Enemies. afraid of flying, some Homeliners are
The Cabal, the Infinity Patrol, ISWAT, An Honest character, in a different afraid of dimension travel. They do
and Centrum’s Interworld Service are time or place, acts as though the laws not voluntarily take a conveyor any-
wide-ranging enough to be “utterly for- and morals of his own home were still where, and face required crosstime
midable” in the Infinite Worlds; the in force. This is sure to cause travel at -5 to self-control rolls without
base value of any of them as an Enemy interesting problems! lots of calming medication (or booze).
is -40 points. The SS of Reich-5, or a No normal Patrolman, White Star rep,
Homeline agency with crossworld Intolerance etc. has this phobia, but it can be
access such as the CIA, are worth a entertaining for NPC specialists
base -30 points. Criminal groups have see p. B140 whose expertise is vital for a given
a harder time getting crosstime access mission. -15 points if time (or world-
solely for the purpose of hunting you; Many natives of Centrum, line) travel is common, -10 if it is
even the Russian Mafiya (which can although thoroughly indoctrinated uncommon, -5 if it is essentially
piggyback on Yugorovsky Group min- against race, class, gender, and reli- unknown. Adjust the cost for the self-
ing and prospecting trips with relative gious discrimination, are intolerant of control number.
impunity) is only worth a base -20 all outtimers – Homeliners very much
included – for a disadvantage worth -5 Secret
points. Right-thinking Germans of
see p. B152

A corrupt Patrolman (which hap-
pens more often than anyone likes to
believe, but not nearly as often as one
might expect given the infinite oppor-
tunities) has a -5-point Secret if the
corruption is restricted to feathering
an outtime nest or smuggling minor
collectibles. One taking bribes from
(or secretly working for) a Homeline
government, a criminal organization,
or the like has a Secret worth -20
points.

Sense of Duty

see p. B153

Many Patrolmen feel a Sense of
Duty to fellow Homeliners on other
worlds (-5 points). Almost all

180 INFINITE CHARACTERS

Patrolmen feel a Sense of Duty toward -20 points. The difference, -15 points, Generally, the more common
the Patrol (-5 points). is the actual disadvantage value to that Timesickness is, the less severe it
character. should be.
Social Stigma
In a campaign where there are dif- Unique
see p. B155 ferent forms of travel with different
effects, use the disadvantage value for see p. B160
On both Centrum and Homeline, the least harmful common method of
natives of other (non-colonized) travel. A character who gains access to Although this disadvantage in its
Earths are Second-Class Citizens, a form of travel without side effects standard form is not recommended
even within the Interworld Service or should be required to buy off his for time-traveling PCs, it can be modi-
Patrol. On Homeline, this stigma is Timesickness disadvantage. fied suitably.
officially discouraged, but no less real.
To find the point value of a given Special Enhancement
Timesickness level of Timesickness, multiply the
severity of the effect by the frequency McFly’s Syndrome: A time paradox
see p. B158 with which it affects you, as follows: that would ordinarily wipe you out of
existence still does so – but in delayed
This is an expanded treatment of Severity fashion. Once the paradox has
the “standard” disadvantage. occurred (and the GM is just going to
Nuisance: You are mentally have to bite the bullet and determine
In some stories, time travel is no stunned, and roll for recovery at -5 what simultaneity means in these cir-
more stressful than walking through a with only one attempt allowed per 10 cumstances), you begin to lose HT at
door; in others, there are serious men- seconds. This has little effect unless the rate of 1 point per hour. At 1/3 of
tal and physical effects. When invent- the travelers arrive in the middle of a your original HT, you begin to deso-
ing new forms of time travel, the GM hostile situation. -2 points. lidify and “fuzz out” of view; although
may set both the frequency and severi- you are not reliably intangible or
ty of Timesickness (or “jump sickness” Mild: You are mentally stunned invisible enough to receive any game
in a parallel-world campaign). A roll and lose 2d FP. -5 points. benefit, your DX-based skills drop by
against either Will or HT may be one-third, and lose a further skill
required to avoid its effects, depending Severe: You must make a HT roll. point each hour. The only way to
on whether the campaign’s time travel On a success, you are mentally restore this HT and skill loss is to
is primarily mental or mechanical in stunned for 1d¥10 minutes. On a fail- undo the time paradox that eliminated
nature. ure, you are stunned for 1d hours. you, or to create your own paradox or
Double this on a critical failure! a branching timeline that will restore
Another option is to link -10 points. you to existence. +0%.
Timesickness to the machine opera-
tor’s skill: in this case, the Electronics Very Severe: As above, but you also SKILLS
Operation (Temporal) success roll take damage: 1 HP if the duration is
determines whether the travelers are under an hour, 2 if it is an hour or In general, many skills practiced in
disoriented. The GM may still allow more. -15 points. a certain specific fashion on one
an individual roll to avoid the effects. worldline often differ subtly (or not so
Nightmare: This is a mental effect, subtly) on other parallels. Natives of
If Timesickness is unusual, then it most appropriate for psionic time one worldline receive a -1 to -5 famil-
counts as a disadvantage. If Time- travel. On a missed Will roll, the vic- iarity penalty on such skill rolls if
sickness is normal in the campaign, tim has monstrous visions. Go to the interacting with the skill as used on
then it is not a disadvantage; instead, Fright Table and roll as though he had another parallel. A Homeline-trained
Resistant to Timesickness is an advan- just missed a Fright Check by twice accountant is not at any penalty to
tage, as described on p. 177. You can that amount. -15 points. keep his own books on Roma Aeterna,
have Timesickness at a level worse but suffers a -3 familiarity penalty to
than normal for the campaign. Critical: The victim takes 1d of understand the financial records of a
Calculate the value of “normal” damage, and makes a HT roll (even if Syrian merchant from that worldline,
Timesickness for the campaign, and of the save was on Will); if failed, he even if he can read Aramaic.
the increased level, as described takes another 1d. Shock and Worldlines that diverged from each
below. The difference in point costs is Knockdown effects are exactly as nor- other later in history generally have
the value of the disadvantage. mal injury (crippling is ignored, how- smaller penalties than those that
ever). This can kill you. -20 points. diverged earlier; a -1 penalty per 300
Example: Frequent, Mild Time- years of divergence is a decent rule of
sickness is the default in the cam- Frequency thumb. Some worlds (especially close
paign. It has a value of -5 points, but parallels) may have no familiarity
that is not a bonus to normal charac- Rare: Travelers are affected on a penalty at all – driving a 1998
ters. (Immunity to Timesickness critical failure only. ¥1/2. Studebaker and driving a 1998 Ford
becomes a 5-point advantage, howev- differ only in minor respects.
er.) However, a character with Acute, Frequent: Any failure affects a trav-
Severe Timesickness has a malady eler. ¥1.
which, from the rules below, is worth
Very frequent: A critical success is
required to avoid effects. ¥1.5.

Acute: No saving roll allowed; all
travelers are automatically affected
unless they are immune. ¥2.

INFINITE CHARACTERS 181

This penalty is usually subsumed and destination of any crossworld or It is more commonly taught to
in the TL penalty for TL-dependent crosstime gates in the area; in other agents of the Centrum Interworld
skills, or in the unfamiliarity penalties campaigns, such knowledge is Hidden Service than to Infinity Patrolmen.
for specific weapon, technical, and Lore (see below). Most Cabalists consider it beneath
vehicle skills; the GM may rule other- them, and it is irrelevant to the con-
wise in borderline cases. Current Affairs quests of Reich-5 . . . for now.

Skills (or specific uses of skills) that see p. B186 Gadgeteer
may take some familiarity penalty
include: Accounting, Administration, Current Affairs usually does not see p. B475
Carousing, Combat Art or Sport, apply on parallel worlds (or takes dou-
Connoisseur, Crewman, Erotic Art, ble the normal time-and-distance If you suspect that you might be
Finance, Forgery, Gambling, Games, penalties, at the GM’s discretion) hurled back in time by a lightning bolt
Gesture, Heraldry, many Hobby Skills, except for the very closest parallels or a blow on the head, or yanked into
Intelligence Analysis, Law, Market and echoes – the details of who’s sleep- an alternate Pennsylvania by a
Analysis, Merchant, Occultism, Pan- ing with whom and which baseball parachronic undertow, this is the
handling, Performance, Politics, team is the threat to watch can vary advantage to buy. Without it, your
Propaganda, Public Speaking, Rel- wildly from world to world. chances of bringing the telegraph,
igious Ritual, Savoir-Faire, Soldier, printing, the pike formation, and
Sports, Streetwise, and Typing. Artistic Expert Skill whiskey to the ancient Romans, or
skills such as Architecture or Cooking (Cliodynamics) anywhere else, dwindle to almost nil.
take no penalty to practical uses such A Connecticut Player Character in King
as finding secret doors or cooking pork see p. B193 Arthur’s Sourcebook or Lest Darkness
safely, but may take a penalty to uses Fall type campaign can be a lot of fun,
that depend on knowledge of current This is the Expert Skill governing either played for laughs or as a deadly
styles and fads, such as designing a historical change, used to analyze par- serious race against time and igno-
building in Confederate Neo-Bourbon allels to spot divergence points, push rance to defeat the onrushing hordes
or cooking in Dragon Dynasty style. echoes toward a desired goal, pick of Tamerlane.
Most academic, scientific, and profes- which Civil War general to kill so that
sional skills also take such a penalty – the South can win the war, and so Geography
for the purposes of discussion with forth. It can stand in for Current
others in the field at least. Affairs, Economics, Geography, see p. B198
History, or Sociology to discover
Archaeology change points (historical or potential) Although Geography (Political) for
in a worldline, determine what kinds an area varies widely from world to
see p. B176 of causes will bring about desired (or world (with game effects similar to
feared) effects, and detect such histor- those for Area Knowledge or History),
At the GM’s discretion, the ical changes currently underway. It Geography (Physical) only suffers
Archaeology skill (with a suitable can also work as Intelligence Analysis penalties on worlds with widely diver-
focus or optional specialty in a given or Market Analysis for this purpose gent climate, plate tectonics, and so
culture) may justify taking a Cultural (only). (In some schools, it is called forth.
Familiarity for a historical culture. A “psychohistory” or “cliology.”)
specialist in Hittite archaeology Hidden Lore
should be able to justify purchasing
Cultural Familiarity (Hittite), for see p. B199
example.
Some Hidden Lore (Demons,
Area Knowledge Things Man Was Not Meant To Know)
are probably quite similar on various
see p. B176 parallels, while others (Conspiracies,
Spirits) are less likely to have specifics
Area Knowledge can apply across in common. Hidden Lore (Faerie)
parallels, especially close parallels. In may be in either group, depending on
general, a close parallel is -0 or -1 to the cosmology of the campaign. In
skill plus any time modifiers. For an most campaign worlds, knowledge of
echo, use the appropriate modifier for gates between worlds, time portals,
the time differential (p. B530) between and so forth is a quintessential body of
the echo and your native world. For a hidden lore – Hidden Lore (Gates).
farther parallel, use the time differen- This may include their locations, how
tial modifier for the time since the to find them, and even some knowl-
divergence point between your Earth edge of their destination (“The gate in
and the parallel world. the cemetery leads to a world where
Lincoln wasn’t assassinated.”). It does
In some campaigns, Area not convey the ability to construct
Knowledge can include the location such gateways.

182 INFINITE CHARACTERS

History! (IQ) library system) is at -12 (-6 for the 85
years between the divergence point,
This optional wildcard skill (p. B175) replaces all specialties of doubled for the TL5/6 shift) to his
Anthropology, Archaeology, History, and Paleontology, and covers the Research skill to find anything useful
historical versions of Area Knowledge, Current Affairs, Geography, at all. Research into eras before the
Heraldry, and Sociology, and the “academic” and historical elements of divergence point is unaffected, of
the various artistic skills. (“Why, this is a lost Leonardo masterpiece, course – many Homeline libraries
Billy!”) It also removes Cultural Familiarity penalties for all historical (with full computer cataloging and
eras, and halves them for parallel histories. It is up to the GM whether data storage) are much better places
this wildcard skill also encompasses Cliodynamics. to research Dixie-1 medieval history
than any library in that world! This is
This is the skill possessed by such great time travel pioneers as Mr. not a universal verity: for example,
Peabody, Professor Phineas Bogg, and Mr. Spock. since the Hamburg and Dresden of
Dixie-1 were never firebombed, there
History some research time, should be are surviving medieval documents in
required to check this. (Yes, Genghis Dixie-1’s archives that aren’t available
see p. B200 Khan really did have red hair and anywhere on Homeline! The GM
green eyes, and didn’t look Oriental at should always take the subject matter,
Historians suffer no penalties to all . . .) availability of information, and state
skill rolls concerning parallel world of historical knowledge into account
histories before the divergence point Literature when adjudicating Research rolls on
with their own world. For history after crosstime subjects.
a divergence point, apply the time dif- see p. B205
ferential penalties on p. B530 to the Tracking
difference between the year being Literature across parallel worlds is
studied and the divergence point, but the same before the divergence point. see p. B226
do not multiply for TLs that both his- Each century of divergence usually
tories crossed! For example, a adds -2 to any modifier to Literature Like Naturalist, on some worlds
Homeline military historian specializ- rolls made by students of another and in some campaigns, this skill may
ing in World War II is theorizing about worldline’s literary tradition. At the allow you to find gates to other worlds
the Pacific War in Dixie-1, 85 years GM’s discretion, Current Affairs or – perhaps even by finding animal
and one TL boundary after the diver- History may default to Literature-4 in tracks that suddenly disappear in mid-
gence point between Dixie and a myth parallel. stride! Again, The GM may rule that
Homeline. The Long-Range Modifiers such knowledge counts as Hidden
table on p. B241 gives a -6 penalty for Naturalist Lore (Gates) in his campaign.
distances up to 100 miles (years, for
this purpose). Ordinarily, this would see p. B211 TECHNIQUES
become a -12 modifier based on the
rule on p. B241, but since both On some worlds, and in some cam- Anachronistic Training
Homeline and Dixie-1 crossed the paigns, this skill may allow characters
TL5/6 boundary, the historian can to find gates to other worlds, by spot- Average
take those differences into account. ting outtime plants or specific
The modifier remains -6. parachronozoidal spoor (p. 74). The Defaults: Special (see below).
GM may rule that such knowledge Prerequisite: Any one TL skill; can-
This skill can also be used to counts as Hidden Lore (Gates) in his not exceed prerequisite skill.
determine whether a traveler notices campaign.
something different in the past or in a This technique allows you to use
parallel world from history as he Research the prerequisite skill without suffering
learned it. He makes a History skill a TL penalty for antique or anachro-
roll, with a bonus or penalty appropri- see p. B217 nistic methods. Each level of this tech-
ate to the importance of the change. nique removes one level of TL penalty;
Realizing that Benjamin Franklin was Research rolls take the same penal- a TL8 Patrolman with Anachronistic
never President is easy (for an ties across worlds as do Area Training (Artillery)-2 would take no
American historian, anyway); recog- Knowledge rolls (p. 182). To return to TL penalties for Artillery/TL7 or /TL6
nizing that the Andrea Doria should the example above under History: the rolls, and would make Artillery/TL5
not have made it to port is a bit hard- Homeline historian researching Dixie- rolls at the -1 penalty for skills one TL
er . . . Of course, a difference may just 1’s Pacific War in a standard Homeline lower. Anachronistic Training cannot
mean that history, as taught in schools library (not one specializing in be used to remove the penalty for
or seen in the movies, is often wrong! parachronic history like the Patrol futuristic gear or methods. The GM
A roll at a further penalty, and possibly may still enforce a familiarity penalty
for unfamiliar equipment. You must
buy this technique for each skill
separately.

INFINITE CHARACTERS 183

Historical Familiarity Alternate Selves

Average One gimmick that works especially well in a time-travel or crosstime
campaign is to let the players play themselves. To forestall arguments
Defaults: prerequisite skill-4. about what George’s IQ really is, all PCs are built on the same point
Prerequisites: Archaeology, Egypt- value. Players keep their own names, their own quirks, professions, and
ology, or History; cannot exceed pre- so forth, and add skills and abilities they would like to have, or like to
requisite skill. have at a higher level – Broadsword good enough to stake one’s life on,
for instance. The GM can assume that all the players are (for instance)
Your intensive training in ancient five years older, and have had time to develop their abilities, or are them-
societies gives you some familiarity selves from the “next Earth over.”
with the overall geography and cultur-
al norms (such as manner of dress and Then let them all get recruited by the Time Patrol, or find a loose time
certain styles) of a certain period of machine, and go! If the Time Patrol teaches additional skills, these can
time. You may default to the relevant be covered by a Duty to the Patrol.
Area Knowledge (or, at the GM’s dis-
cretion, Current Affairs) from
Archaeology, Egyptology, or History
instead of IQ, and gradually buy off the
-4 default. Each historical specialty is a
separate technique.

ALTERNATE HUMANS
Although most of the humans on Advantages: Absolute Direction [5]; After all, if the lights won’t stay on,
the Infinite Worlds fall well within the probably the other systems aren’t
general bounds of Homo sapiens sapi- Night Vision 4 [0]; Temperature working too well either. Add G-
ens, there are worlds – and human Experience (All) [10] and another
species – outside those most familiar Tolerance (Cold) 1 [1]. two levels of Temperature
limits. The following variant human Tolerance (Cold) [2].
races appear through several different Disadvantages: Appearance
lenses, usually depending on their Regardless of home milieu, a
native TL or era. Lens point values are (Unattractive) [-4]; Intolerance noticeable percentage of dark-
given as net changes to the basic racial dwellers might have disadvantages
template. Sufficiently advanced (or (“Sun people”) [-5]; Phobia (Open like Dwarfism, or advantages like
perverted) magic can, of course, Flexibility, especially those living in
bring about such changes without spaces)(12) [-10]; Skinny [-5]. cramped tunnels or caves. Nasty dark-
recourse to biology, and on some dwellers always seem to wind up with
worlds the laws of evolution run at Skills: Climbing-12 (DX+2) [8]; the Odious Racial Habit (Eats other
higher speed, or down a different sapient beings).
road, than on Homeline. The GM is Stealth-12 (DX+2) [8].
perfectly within his rights to refuse to Mutants
allow any of these species as PCs in a TL0-4 (-18 points): Pre-industrial
Patrol game, or to require an Unusual dark-dwellers might be the -40 points
Background advantage for alternate “Hidden Race” of Arthur Machen
human characters. novels or 19th-century anthropolo- After a nuclear war or some other
gy, hiding in the hills and mounds catastrophe irradiates and poisons the
Dark-Dwellers from taller, stronger invaders. Such Earth, at least three species will sur-
a race might give rise to legends of vive: cockroaches, rats, and mankind.
-2 points troglodytes, kobolds, or even dark These are the survivors.
elves. Such a race might survive for
This human species has evolved centuries undetected. Add IQ-1 Attribute Modifiers: IQ-1 [-20]; HT-1
living without natural light, probably [-20], another 4 levels of Night [-10].
in underground caves, asteroid habi- Vision [0], and Survival (Caves)
tats, bomb shelters, or worlds with the (Per) [2]. Advantages: Acute Taste and Smell 3
sky burned black by horrific experi- [6]; Breath-Holding 1 [2].
ments gone wrong – or horrific wars TL5+ (+30 points): At this TL, dark-
gone all too right. dwellers need to be able to main- Disadvantages: Skinny [-5];
tain machinery. Sometimes, it is Xenophobia (12) [-15].
Their Night Vision is a 0-point this very task that has consigned
feature as described on p. 176. them to the depths; they might be Racially Learned Skills: Survival
deros, Morlocks, or dwarves from a (Radioactive Wasteland)-9 (Per)
Attribute Modifiers: HT-1 [-10]. dark steampunk world or a “mana- [2].
Secondary Characteristic Modifiers: punk” future. Add IQ+1 [20] and
Artificer 1 [10]. Urban homeless First Generation (-19 points): Born just
Per+2 [10]. “mole people” should use the after the Fall, this generation of
TL0-4 lens, above, but change mutants barely sustains the
Survival (Caves) to Urban Survival. species. Apply another IQ-1 [-20],

Outer Space (+12 points): Dark-
dwellers in outer space habitats
perforce get used to swings in grav-
ity and variable air circulation.

184 INFINITE CHARACTERS

but add Per+3 [15] and HP+2 [4], Attribute Modifiers: ST+2 [20]; DX-1 downright Ugly. (This may lead to
Reduced Consumption (1/3, Cast- [-20]. Shyness.) The GM may decide that
Iron Stomach) [1], Low Empathy Neanderthals have a greater chance
[-20], and Scrounging-12 (Per) [1]. Secondary Characteristic Modifiers: for psionics than modern humans, or
Rebuilders (+15 points): Adapted to Per+1 [5]. a flat limit on their Magery, or any-
their surroundings, they seek to thing else not provable from the
make their hell a home, but have Advantages: DR 1 (Skull Only, -70%) archaeological record.
yet to lay secure foundations for [2]; Temperature Tolerance (Cold)
the long climb back up. Add 1 [1]. Super-Soldiers
Radiation Tolerance 5 [10] and
Resistant to Poison 3 [5]. Disadvantages: Overweight [-1]; 39 points
Sense of Duty (Tribe) [-5]; Short
Like nasty dark-dwellers, spiky- Lifespan [-10]; This human race has been bred, or
haired mutants may develop the built, to be warriors first and humans
Odious Racial Habit (Eats other sapi- Skills: Armoury/TL0-11 (Melee second, if at all. At TLs before TL6, it
ent beings) and file their teeth into Weapons) (IQ+1) [4]; Gesture-10 presumes a chance discovery of
Sharp Teeth (p. B91). (IQ) [1]; Naturalist-8 (IQ-2) [1]; Mendelian genetics by some culture
Survival (choose)-10 (Per) [2]. (or secret society) capable of molding
Neanderthals society to fit its ideals. Such cultures –
Taboo Traits: May not take any lan- and such ideals – may well come into
0 points guage at better than Broken. conflict with the Infinity Patrol and its
ideals.
On Homeline, Homo nean- Evolved (+0 points): This presumes
derthalensis died out around 32,000 that Neanderthals became the Attribute Modifiers: ST+3 [30]; HT+1
years ago, but on some Earths, he won dominant species on Earth, evolv- [10].
the competition with our Cro-Magnon ing much as their Cro-Magnon
ancestors. Neanderthals have large competitors did. Substitute IQ+1 Secondary Characteristic Modifiers:
jaws and beetle brows, and are short [20] for the Per bonus, add Will+1 [5]; FP+1 [3].
and stocky (like weightlifters or Gregarious [-10], and remove the
wrestlers), but do not fit the stereo- Sense of Duty, the DR bonus, the Advantages: Combat Reflexes [15]; Fit
typed hunched, brutish “cave man” skills, and the limitation on lan- [5]; High Pain Threshold [10].
image. They have larger cranial capac- guages.
ities than Homo sapiens sapiens, Disadvantages: Bully (9) [-15];
which equates to a “weird-looking” Homo erectus (-49 points): This lens Callous [-5]; Duty (Military; 15 or
skull shape. If they had evolved, they goes the other way, and can serve less; Extremely Hazardous) [-20];
might well have turned out smarter as a stand-in for Peking Man, Java Fanaticism (The Cause) [-15].
than we did; genre convention (but no Man, and other pre-Neanderthal
archaeological evidence to speak of) hominids. Add IQ-2 [-40], increase Skills: Brawling-12 (DX+2) [4],
paints Neanderthals (both evolved and Short Lifespan by a level [-10], and Hiking-11 (HT) [2], Soldier/TL-10
primitive) as a less individualistic, remove Overweight. (IQ) [2], Spear-12 (DX+2) [8].
more collectively focused species.
In a primarily Homo sapiens TL1-5 (-23 points): Historical cases of
milieu, Neanderthals have Unusual attempted super-soldier breeding
Features (Beetle brow and prog- include the Spartan warrior caste,
nathous jaw) 3, and might even be the Janissary soldier-slaves of the
Ottomans, and the grenadier
guards in some German princely
states. Add Bloodlust (12) [-10],
Hidebound [-5], and Susceptible to
Disease (-2 to HT) [-8].

TL6-7 (-19 points): After Mendel but
before Watson and Crick, “cut and
try” notions of human genetics
begin to come into play, from Dr.
Moreau to Dr. Mengele. This tem-
plate implies some measure of suc-
cess has emerged: a method in
their madness, if not a super-serum
per se. Add HP+1 [2] and another
FP+2 [6], and add Lifting ST+1 [3]
and a cocktail of mental disadvan-
tages worth -30 points.

Example: Bad Temper (12) [-10],
Nightmares (12) [-5], Paranoia [-10],
and Post-Combat Shakes (12) [-5].

INFINITE CHARACTERS 185

TL8+ (-15 points): With the DNA mol- Timing [2], Acute Hearing 5 [10], Some breeders may instill Slave
ecule unlocked, true bioengineer- Acute Vision 5 [10], DR 2 [10], Mentality in their subjects, or
ing becomes possible. This is only Lifting ST+3 [9], Night Vision 8 [8], (purposely or accidentally) give their
the beginning. Add HP+3 [6] and Oxygen Storage (25¥, -50%) [10], soldiers Addictions to combat stimu-
FP+3 [9]; and add Appearance Peripheral Vision [15], Rapid lants, steroids, or super-drugs, or even
(Unattractive) [-4]; Lifting ST+3 Healing [5], Sanitized Metabolism a full-fledged Dependency. Many sol-
[9]; Increased Consumption 1 [1], and Super Jump 1 [10]; add diers, super and otherwise, hold to a
[-10]; Killjoy [-15]; and Short Increased Consumption 1 [-10], Code of Honor; most super-soldiers
Lifespan 1 [-10]. Killjoy [-15], and Short Lifespan 1 have Extremely Hazardous Duty.
[-10]; replace Brawling with Programs with racial motives (such as
Tenshi (+143 points): This is the pack- Karate-13 (DX+2) [12]. To con- the Nazis) or aesthetic ones (such as
age for Japanese super-soldiers as struct a full-blown tenshi, apply Prussian grenadier guardsmen, or a
used by various generals and keiret- this racial template to the Alternate supervillain’s female assassins) may
su cartels on Reich-5 (p. 57). It Outcomes Mercenary template on aim for Attractive or better appear-
should be taken as a maximum p. 189 with the appropriate adjust- ance, at the risk of Off-the-Shelf Looks
design for somewhat realistic set- ments for Imperial Japan (use the (p. B21).
tings. Add DX+1 [20], HP+3 [6], disadvantage package from the SS
FP+3 [9], Basic Speed+2 [40]; Trooper on p. 193).
Absolute Direction [5], Absolute

CHARACTER TEMPLATES

INFINITY your Native languages must be Interrogation-12 (IQ+1) [4], and
UNLIMITED English, however) [8]. Intimidation-13 (Will) [2].
Disadvantages: Code of Honor 4. Justice: Criminology-12 (IQ+1) [4],
Intervention Service (Patrol) [-5]; Duty (Patrol; 15 or Forensics-11 (IQ) [4], and Law
(I-Cop) less; Extremely Hazardous) [-20]; (Police)-11 (IQ) [4].
Sense of Duty (Patrol) [-5]; and -30 †5. Liaison: Diplomacy-12 (IQ+1) [8]
155 points points from among Addiction and Savoir-Faire (Military or
(Tobacco) [-5], Bad Sight Police)-13 (IQ+2) [4].
Depending on the campaign, play- (Mitigator: Glasses, -60%) [-10], †6. Logistics: Administration-12
ers should add 30 or so points to this Bad Temper [-10*], Chummy [-5], (IQ+1) [4], Armoury/TL8 (choose)-
template (for I-Cops) or the one fol- Fanaticism (The Secret) [-15], 12 (IQ+1) [4], and Electronics
lowing (for Scouts) to build a Honesty [-10*], Impulsiveness Repair/LT8^ (Parachronic)-12
Patrolman who has graduated from [-10*], Insomniac [-10 or -15], (IQ+1) [4].
the Academy and served a year or so Overconfidence [-5*], Pacifism †7. Morale: Propaganda/TL8-12
in one division of the Patrol. The Basic (Cannot Harm Innocents) [-10], (IQ+1) [4] and Psychology-12
Skills and Background Skills sections Post-Combat Shakes [-5*], and (IQ+1) [8].
(plus the first three advantages) model Stubbornness [-5]. 8. Nexus Oversight: Area Knowledge
Academy training; the Division Skills Basic Skills: Electronics Opera- (Quantum 5)-13 (IQ+2) [4]; take 4
section gives sample packages for tion/TL8^ (Parachronic)-12 (IQ+1) points in any Driving or Riding
each division of the Patrol. Given [4]; First Aid/TL9-13 (IQ+2) [4]; skill [4], and bring Electronics
Infinity’s preference for breadth of Guns/TL9 (Pistol)-13 (DX+1) [2]; Operation/TL8^ (Parachronic) up
service rather than depth, the GM History (choose specialty)-12 to 13 [4].
should encourage players to build (IQ+1) [8]; Karate-12 (DX) [4]; 9. Security: Intelligence Analysis/TL8-
experienced Patrolmen by adding Soldier-12 (IQ+1) [4]; Shortsword- 12 (IQ+1) [8] and Electronics
other division modules to characters, 13 (DX) [4]; Stealth-12 (DX) [2]; Operation/TL8 (Surveillance)-12
as well as improving skill levels. Survival (Plains)-12 (Per+1) [4]. (IQ+1) [4].
Division Skills: Add 12 points in skills 10. Special Operations: Cliodynamics-
Attributes: ST 11 [10]; DX 12 [40]; IQ relevant to your Division. For 11 (IQ) [4], Guns/TL9 (Rifle)-14
11 [20]; HT 11 [10]. example: (DX+2) [4], and Tactics-11 (IQ) [4].

Secondary Characteristics: Damage †1. Academy: Sports (choose)-11 Background Skills: Vacc Suit/TL8
1d-1/1d+1; BL 24 lbs.; HP 11 [0]; (DX-1) [1], Teaching-12 (IQ+1) [4], (DX)-12 [2]; take 8 points in any
Will 13 [10]; Per 11 [0]; FP 14 [9]; and 7 points in any other skills as one skill as your “aptitude skill” [8].
Basic Speed 6 [5]; Basic Move 6 instructional specialties [5].
[0]. * Multiplied for self-control num-
2. Customs and Inspection: Elect- ber; see p. B120.
Advantages: Combat Reflexes [15]; Fit ronics Operation/TL8 (Security)-12
[5]; Language Talent [10]; Legal (IQ) [4] and Search-13 (Per+2) [8]. † Duty is merely Hazardous; take
Enforcement Powers [10]; Patrol another -5 points in disadvantages.
Rank 1 [5]; and two languages at †3. Internal Affairs: Accounting-10
Native besides your own (one of (IQ-1) [2], Detect Lies-11 (Per) [4],

186 INFINITE CHARACTERS

Penetration Service [4], Finance-11 (IQ-1) [2], enforcement and national security
(Scout) Intelligence Analysis-12 (IQ) [4], agents of Homeline governments,
Interrogation-12 (IQ) [2]. whether overt (such as the RCMP or
155 points †5. Records and Research: Admin- FBI) or covert (such as Mossad or the
istration-13 (IQ+1) [4], Linguis- CIA). Homeline agents have Duties,
Attributes: ST 11 [10]; DX 11 [20]; IQ tics-12 (IQ) [4], and Research-13 Codes of Honor, and Senses of Duty
12 [40]; HT 11 [10]. (IQ+1) [4]. commensurate with their nationality.
6. Search and Rescue: Climbing-12 In lieu of Language Talent and lan-
Secondary Characteristics: Damage (DX+1) [4], Swimming-12 (HT+1) guages, they usually have skills in Law
1d-1/1d+1; BL 24 lbs.; HP 11 [0]; [2], add 4 points in any Boating, (Police) and national law codes, along
Will 12 [0]; Per 14 [10]; FP 14 [9]; Driving, Piloting, or Riding skill with Criminology, Guns/TL8 (Pistol),
Basic Speed 6 [10]; Basic Move 6 [4], and bring First Aid up to 14 [2]. and Judo.
[0]. 7. Survey: Camouflage-14‡ (IQ+1) [2],
Observation-15 (Per+1) [4], ISWAT Operative
Advantages: Combat Reflexes [15]; Photography/TL8-12 (IQ) [2], and
Fit [5]; Language Talent [10]; bring Stealth up to 14 [4]. There is no “standard” ISWAT
Legal Enforcement Powers †8. Technical Analysis: Electronics operative. ISWAT’s teams of pulp
[10]; Patrol Rank 1 [5]; and Operation/TL8 (any)-13 (IQ+1) [4], heroes, supers, legendary figures,
three languages at Native Engineering/TL8 (any)-12 (IQ) [4], faeries, undead, and so forth hew to
besides your own (one of your and Electronics Repair/TL8 (any)-13 no common template and have only
Native languages must be (IQ+1) [4]. Mathematics/TL8 two traits in common: Legal
English, however) [12]. (applied)-10 (IQ-2) [1]. Enforcement Powers [15] and Duty
(ISWAT, 15 or less; Extremely
Disadvantages: Code of Honor Background Skills: Vacc Suit/TL8 Hazardous) [-20].
(Patrol) [-5]; Duty (Patrol, 15 or (DX+1)-12 [4]; take 8 points in any
less; Extremely Hazardous) [-20]; one skill as your “aptitude skill” [8]. If you wish to build an ISWAT
Secret (From another Earth) [-20]; “grunt,” base him on the Centrum
Sense of Duty (Patrol) [-5]; and -25 * Multiplied for self-control num- Unattached template on p. 192, with the
points from among Careful [-1], ber; see p. B120. “ISWAT package” listed above in lieu of
Charitable [-15*], Curious [-5*], Centrum-specific cultural traits, and
Fanaticism (The Secret) [-15], † Duty is merely Hazardous; select Patrol Basic Skills (from the I-Cop tem-
Honesty [-10*], Insomniac [-10 or another -5 points in disadvantages. plate on p. 186) instead of the Centrum
-15], Intolerance (Some outtime These Divisions also usually don’t Primary Skills set. The GM should
society or custom) [-5], Loner [-5*], need to maintain a cover on another reshuffle the Centrum Background
Overconfidence [-5*], Pacifism Earth, and so may not be eligible for Skills as follows: leave Running and
(Cannot Harm Innocents) [-10], the Secret disadvantage, either. Swimming alone (as broadly useful
and Post-Combat Shakes [-5*]. skills that reflect intensive physical
‡ Bought from Survival. training) and replace the others with 14
Basic Skills: Electronics Opera- points in skills that reflect the opera-
tion/TL8^ (Parachronic)-13 Homeline Agents tive’s world background. An ISWAT
(IQ+1) [4]; First Aid/TL9-13 operative is seldom below 250 points.
(IQ+1) [2]; Guns/TL9 (Rifle)-13 The above templates can also serve
(DX+2) [4]; History (choose spe- as the basis for capable crosstime law-
cialty)-12 (IQ) [4]; Karate-12
(DX+1) [8]; Knife-13 (DX+2) [4];
Soldier-12 (IQ) [2]; Stealth-13
(DX+2) [8]; Survival (Plains)-15
(Per+1) [4].

Division Skills: Add 12 points in skills
relevant to your Division (note lens
8 is built on 13 points). For instance:

1. Communications: Crypto-
graphy/TL8-12 (IQ) [4]; Electronics
Operation/TL8 (Comm)-13 (IQ+1)
[4], and take 4 points in any Driving,
Piloting, or Riding skill [2].

2. Contact: Acting-12 (IQ) [2],
Anthropology-12 (IQ) [4], Diplo-
macy-12 (IQ) [4], and Savoir-
Faire-13 (IQ+1) [2].

3. Echo Surveillance: Area Knowledge
(station)-14 (IQ+2) [4], History
(echo era)-12 (IQ) [4], and
Shadowing-13 (IQ+1) [4].

4. Intelligence: Cliodynamics-12 (IQ)

INFINITE CHARACTERS 187

Paralabs Field Meteorology/TL8-12 (IQ-1) [1]; (IQ+2) [4]; and select three skills
Researcher Research/TL8-13 [2]; Survival from among Diagnosis/TL9-12
(Desert)-14 (Per) [2]. (IQ) [4], Epidemiology-12 (IQ)
101 points Background Skills: Astronomy/TL8- [4], Farming/TL8-13 (IQ+1)
12† (IQ-2) [1]; Cartography/TL8 [4], Hazardous Materials/TL8
Although wandering through alter- (IQ-1)-12 [1]; Navigation (choose)-13 (IQ+1) [4], Phar-
nate Earths is the Patrol’s job, (Land)/TL8-12 (IQ-1) [1]. macy/TL9 (Synthetic)-12 (IQ) [4],
Paralabs needs technicians “in coun- Physician/TL9-12 (IQ) [4], or
try” surveying banestorms, charting * Multiplied for self-control num- Surgery/TL9-11 (IQ-1) [4].
reality quakes, measuring quantum ber; see p. B120. Secondary Skills: NBC Suit/TL8-11
flux along dimensional highways, and (DX+1) [4]; and select two skills
studying the myriad other aspects of † +1 from Mathematical Ability. from among Electronics Opera-
“reality geology” central to parachron- tion/TL9 (Medical)-12 (IQ) [2],
ic research. This template is designed Miracle Worker Freight Handling/TL8-12 (IQ) [2],
with a bias to such field researchers, Packing-12 (IQ) [2], or Teamster
rather than the academic theoreti- 85 points (Equines)-12 [2].
cians or parachronic engineers who Background Skills: Diplomacy-12
stay at home and determine the mean- The staff of Miracle Workers runs (IQ) [4]; Leadership-12 (IQ) [2].
ing or application of what the “glitch- the gamut from do-gooding “angels of
hunters” have found. mercy” to coldly efficient triage agents * Multiplied for self-control
who separate the salvageable from the number; see p. B120.
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 walking dead. Some have bleeding
[60]; HT 11 [10]. hearts full of charity and outrage; oth- UNIC
ers have only eyes with the “thousand
Secondary Characteristics: Damage yard stare” of a hundred worlds’ Crisis Ministry
1d-2/1d; BL 20 lbs.; HP 11 [2]; Will plagues, genocides, and famines. Troubleshooter
13 [0]; Per 14 [5]; FP 11 [0]; Basic None of them have given up, though,
Speed 5.25 [0]; Basic Move 5 [0]. and gone back to Homeline. That says 115 points
a lot more than any personal philoso-
Advantages: Fit [5]; Mathematical phy, to Patrolmen who see them in To the Patrol, there’s nothing less
Ability 1 [10]; and 15 points from action. welcome than the dapper fellow with
among Absolute Direction [5], the $200 Park Avenue haircut and the
Absolute Timing [2 or 5], Eidetic Attributes: ST 10 [0]; DX 10 [0]; IQ 12 clean fingernails showing up “from
Memory [5 or 10], Intuition [15], [40]; HT 11 [10]. the Ministry to have a look ’round.”
Lightning Calculator [5], Magery 0 The Patrol suspects that these trou-
[5], more Mathematical Ability Secondary Characteristics: Damage bleshooters’ job is to interfere with
[10/level]; Single-Minded [5], and 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will Patrolmen doing their job, and to jus-
Unfazeable [15]. 14 [10]; Per 12 [0]; FP 13 [6]; Basic tify their own salaries. While a certain
Speed 5.25 [0]; Basic Move 5 [0]. amount of both goes on, their real task
Disadvantages: Duty (Infinity, 15 or is threat assessment. If the locals on
less; mostly Nonhazardous) [-10]; Advantages: Resistant to Disease +8 Damocles seem a little too happy with
Pacifism (Reluctant Killer) [-5]; [5]; and 25 points from among the nearby robotic mining compound,
and -20 points from among Absent- Charisma [5/level], Clerical or if the U.S. government on Taft-2 is
Mindedness [-15], Bad Sight Investment [5], Empathy [5 or 15], getting strangely cozy with the British
(Mitigator: Glasses, -60%) [-10], Fearlessness [2/level], Healer Comintern, it may warrant a genteel
Code of Honor (Professional) [-5], [10/level], High Pain Threshold look-see and a surreptitious report
Combat Paralysis [-15], Curious [10], and Less Sleep [2/level]. back to Homeline. Political instincts
[-5*], Intolerance (Some outtime honed in Turtle Bay (the Patron
culture or custom) [-5], Jealousy Disadvantages: Duty (Infinity, 15 or advantage reflects some juice with the
[-10], Loner [-5*], Oblivious [-5], less; Nonhazardous) [-10]; Sense of higher-ups in UNIC) get a workout
Obsession (Proving a theory) [-5 or Duty (Innocent victims) [-15]; and outtime, and even if nothing looks
-10*], Shyness [-5 or -10], -20 points from among Addiction remotely strange on the surface, “the
Stubbornness [-5], and Weirdness (Stimulants or tobacco) [-5], Bad man from the Ministry” can sniff out
Magnet [-15]. Sight (Mitigator: Glasses, -60%) deep currents indeed. Whether UNIC
[-10], Callous [-5], Charitable then alerts the Patrol or calls in its
Primary Skills: Computer Opera- [-15*], Code of Honor (Hippocratic own big guns depends on what the
tion/TL8-13 (IQ) [1]; Electronics Oath) [-5], Compulsive Generosity troubleshooter sees coming in on
Operation/TL8^ (Parachronics)-14 [-5*], Disciplines of Faith [-5], Guilt those currents.
[4]; Electronics Operation/TL8 Complex [-5], Honesty [-10*],
(Scientific)-14 [4]; Mathema- Insomniac [-10 or -15], No Sense of Attributes: ST 9 [-10]; DX 10 [0]; IQ 13
tics/TL8 (Applied)-14† (IQ) [4]; Humor [-10], Odious Personal [60]; HT 10 [0].
Physics/TL8^ (Parachronic)-13† Habit (Moral posturing) [-5],
(IQ-1) [4]. Pacifism [-5 to -15], Timesickness
[-10], Truthfulness [-5*], and
Secondary Skills: Geology/TL8-12 Workaholic [-5].
(IQ-1) [2]; Mathematics/TL8
(Surveying)-13† (IQ-1) [2]; Primary Skills: Driving/TL8 (choose)-
11 (DX+1) [4]; First Aid/TL9-14

188 INFINITE CHARACTERS

ESPer Package (+30 points):
Clairsentience (Sight Only, -10%,
ESP, -10%; -20%) [40]; Secret (Psi
spy) [-10].

Precog Package (+31 points): ESP
Talent 2 [10]; Precognition (ESP,
-10%) [23]; Secret (Psi spy) [-10];
Fortune-Telling-15 (IQ+2) or
Intelligence Analysis/TL8-14
(IQ+1), both [8].

Telepath Package (+30 points): Mind
Probe (No Memory, +10%;
Racial, -20% Touch-Based, -20%,
Telepathic, -10%; -40%) [12]; Mind
Reading (Racial, -20%, Touch-
Based, -20%, Telepathic, -10%;
-50%) [10]; Telepathy Talent 2 [10];
Secret (Psi spy) [-10]; two more
languages at Accented [8].

Secondary Characteristics: Damage Habit (Condescension) [-5], Over- Alternate Outcomes
1d-2/1d-1; BL 16 lbs.; HP 10 [2]; confidence [-5*], Paranoia [-10], Mercenary
Will 13 [0]; Per 14 [5]; FP 10 [0]; Selfish [-5*], Sense of Duty (U.N.)
Basic Speed 5 [0]; Basic Move 5 [-10], and Workaholic [-5]. 190 points
[0]. Primary Skills: Acting-14† (IQ) [2];
Body Language-14 (Per) [2]; Detect This template can also serve for
Advantages: Administrative Rank 3 Lies-14† (Per-1) [2]; Diplomacy-14† crosstime Homeline special forces
[15]; Charisma 1 [5]; Patron (UNIC (IQ) [4]; Psychology-13 (IQ) [4]; such as the U.S. Ranger Force Tau, the
Undersecretary, 9 or less) [15]; Public Speaking-15†‡ (IQ) [2]; French Légion d’Outretemps, or the
Smooth Operator 1 [15]; two Savoir-Faire-15† (IQ+1) [2]. Russian Spetsnaz, or for outtime spe-
languages at Accented [8]; Secondary Skills: Administration-13 cial forces of similar caliber.
and 20 points from among (IQ) [2]; Computer Operation/TL8-
Alcohol Tolerance [1], Appearance 13 (IQ) [1]; Fast-Talk-14† (IQ) [2]. Attributes: ST 11 [10]; DX 13 [60]; IQ
(Attractive) [4], more Charisma Background Skills: Accounting-12 13 [60]; HT 11 [10].
[5/level], Cultural Adaptability [10], (IQ-1) [2]; Law (International)-12
Diplomatic Immunity [20], (IQ-1) [2]; Politics-13† (IQ-1) [1]; Secondary Characteristics: Damage
Empathy [5 or 15], Fashion Sense Research/TL8-13 (IQ) [2]. 1d-1/1d+1; BL 24 lbs.; HP 11 [0];
[5], Photographic Memory [10], Will 13 [0]; Per 13 [0]; FP 12 [3];
Security Clearance [10], another * Multiplied for self-control num- Basic Speed 6 [0]; Basic Move 6
level of Smooth Operator [15], ber; see p. B120. [0].
Status [5/level], Unfazeable [15],
and Wealth [Varies]. † +1 from Smooth Operator. Advantages: Combat Reflexes [15]; Fit
‡ +1 from Charisma. [5]; Military Rank 1 [5]; Resistant
Disadvantages: Curious [-5*]; Duty to Disease +8 [5]; and 20 points
(UNIC, 12 or less; Nonhazardous) Psiberocrat from among Acute Senses [2/level],
[-5]; Pacifism (Reluctant Killer) Breath-Holding [2/level], Danger
[-5]; Reputation -2 (Rear-echelon Certain imaginative gossipmon- Sense [15], Deep Sleeper [1],
bureaucrat) [-5]; and -30 points gers have taken it upon themselves to Fearlessness [2/level], Hard to Kill
from among Addiction [-5 to -10], spread scurrilous rumors of a perma- [2/level], High Pain Threshold [10],
Bad Sight (Mitigator: Glasses, nent, covert “psiberocracy” nurtured HT+1 [10], Night Vision [1/level],
-60%) [-10], Cowardice [-10*], within the red-tape warrens of UNIC. and ST+1 [10].
Extra Sleep [-2/level], Greed [-15*], If the GM decides that these laughable
Jealousy [-10], Odious Personal allegations are true, one of the follow- Disadvantages: Code of Honor
ing packages can be added onto the (Soldier’s) [-10]; Duty (The
troubleshooter template above: Battalion, 15 or less; Extremely
Hazardous) [-20]; and -20 points
from among Bloodlust [-10*],
Callous [-5], Chummy [-5], Comp-
ulsive Gambling [-5*], Fanaticism
(The Battalion) [-15], Flashbacks
[-5], Intolerance (Civilians) [-5],
Nightmares [-5*], Overconfidence
[-5*], and Truthfulness [-5*].

INFINITE CHARACTERS 189

Primary Skills: Artillery/TL9 issues of precedence to arise once another Earth) [-20]; and -20
(Cannon)-13 (IQ) [2]; Brawling-13 market boundaries are set by Infinity points from among Addiction [-5 to
(DX) [1]; Electronics Opera- Development or by White Star -10], Bad Sight (Mitigator: Glasses,
tion/TL8 (Comm or Surveillance)- corporate headquarters. -60%) [-10], Bad Temper [-5],
12 (IQ-1) [1]; Gunner/TL9 (Mach- Chummy or Gregarious [-5 or -10],
ine Gun)-13 (DX) [1]; Guns/TL8 Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 Compulsive Behavior [-5*], Enemy
(LMG)-13 (DX) [1]; Guns/TL9 [60]; HT 10 [0]. (Business rival) [Varies], Greed
(Rifle)-14 (DX+1) [2]; Savoir-Faire [-15*], Honesty [-10*], Impulsive-
(Military)-13 (IQ) [1]; Shortsword- Secondary Characteristics: Damage ness [-10*], Laziness [-10],
13 (DX) [2]; Soldier/TL9-13 (IQ) 1d-2/1d-1; BL 16 lbs.; HP 10 [2]; Overconfidence [-5*], Overweight
[2]; Spear-13 (DX) [2]; Tactics-12 Will 13 [0]; Per 13 [0]; FP 10 [0]; or Fat [-1 or -3], and Workaholic
(IQ-1) [2]; Throwing-13 (DX) [2]. Basic Speed 5 [0]; Basic Move 5 [-5].
[0]. Primary Skills: Accounting-14† (IQ)
Secondary Skills: Armoury/TL9 [4]; Detect Lies-13 (Per) [4]; Market
(Small Arms)-12 (IQ-1) [1]; Advantages: Business Acumen 1 [10]; Analysis-14† (IQ) [4]; Merchant-
Camouflage-13 (IQ) [1]; Explo- Contact Group (local merchants, 15† (IQ+1) [4]; Savoir-Faire-14
sives/TL9 (Demolition)-12 (IQ-1) skill-18, 9 or less, usually reliable) (IQ+1) [2].
[1]; First Aid/TL9-13 (IQ) [1]; [30]; Cultural Adaptability [10]; Secondary Skills: Administration-14†
Guns/TL9 (GL)-13 (DX) [1]; Wealth (Comfortable) [10]; two (IQ) [2]; Fast-Talk-13 (IQ) [2];
Guns/TL9 (LAW)-13 (DX) [1]; languages at Accented [8]; and 20 Freight Handling/TL8-12 (IQ-1)
Guns/TL9 (Pistol)-13 (DX) points from among Charisma [1]; Freight Handling/TL4-13 (IQ)
[1]; Stealth-13 (DX) [2]; [5/level], Empathy [5 or 15], Favor [2]; Propaganda/TL4-13† (IQ-1)
Survival (Mountain)-14 (Per) [4]; [Varies], Intuition [15], Language [1].
Traps/TL9-13 (IQ) [2]. Talent [10], Lightning Calculator Background Skills: Area Knowledge
[2], Reputation (Honest merchant (local city)-13 (IQ) [1]; Computer
Background Skills: Climbing-13 (DX) and/or Quality goods) [Varies], and Operation/TL8-13 (IQ) [1]; Con-
[2]; Hiking-12 (HT+1) [4]; History more Wealth [Varies]. noisseur (choose)-12 (IQ-1) [1];
(any military)-12 (IQ-1) [2];
Jumping-13 (DX) [1]; Navigation Disadvantages: Code of Honor
(Land)-13 (IQ) [2]; Swimming-12 (Professional) [-5]; Pacifism (Self-
(HT+1) [2]. Defense Only) [-15]; Secret (From

* Multiplied for self-control
number; see p. B120.

THE PRIVATE
SECTOR

White Star Trader

111 points

This template reflects a relatively
open and above-board White Star
merchant factor in a TL4 city on a par-
allel Earth. For a more gray-market
White Star employee, see the
Smuggler package in the Criminal
template on p. 196.

Wealth never falls below
Comfortable, barring Visigothic inva-
sion, since a White Star employee gets
paid (and paid well) in Homeline and
can usually flip a high TL8 salary into
a quite luxurious local lifestyle. The
GM is justified in requiring a White
Star character to purchase extra levels
of Wealth if much of the campaign is
set on worlds where White Star pur-
chasing power is similarly inflated.

White Star Trading does not have
Merchant Rank; there are too few
traders on any given world for any

190 INFINITE CHARACTERS

Current Affairs/TL4 (Business)-13 less; less useful resources, -50%) Secondary Characteristics: Damage
(IQ) [1]; Gambling-13† (IQ-1) [1]. [15]; local language at Native [6]; 1d-1/1d+1; BL 24 lbs.; HP 11 [0];
and 15 points from among Will 11 [0]; Per 13 [10]; FP 11 [0];
* Multiplied for self-control num- Absolute Direction [5], Alcohol Basic Speed 6 [5]; Basic Move 6
ber; see p. B120. Tolerance [1], Appearance [Varies], [0].
Charisma [5/level], Common Sense
† +1 from Business Acumen. [10], Contact Group (Local mer- Advantages: Patron (Time Tours, 12
chants) [Varies], Language Talent or less; Less useful resources,
Denarius Group [10], Less Sleep [2/level], Luck -50%) [15]; and 15 points from
Special Banker [Varies], Unfazeable [15], and among Absolute Direction [5],
Voice [10]. Acute Senses [2/level], Alcohol
Adept at financial manipulation Disadvantages: Broad-Minded [-1]; Tolerance [1], Combat Reflexes
in the capital cities of parallels just Code of Honor (Professional) [-5]; [15], Danger Sense [15], Fear-
getting a handle on capitalism, a Dependents (Tour group) [-30]; lessness [2/level], Less Sleep
Denarius Group special banker is Pacifism (Self-Defense Only) [-15]; [2/level], Luck [Varies], Peripheral
less concerned with the nitty-gritty and -20 points from among Bad Vision [15], and Unfazeable [15].
of buying and selling, and more Sight (Mitigator: Glasses, -60%)
concerned with consolidating con- [-10], Chummy or Gregarious [-5 Disadvantages: Careful [-1]; Code of
trol. Make the following adjust- or -10], Combat Paralysis [-15], Honor (Professional) [-5]; Depen-
ments to the White Star template Honesty [-10*], Kleptomania (15) dents (Hunting party) [-4]; and -30
above: [-7], Lecherousness (15) [-7], Light points from among Claustrophobia
Sleeper [-5], and Sense of Duty [-15*], Demophobia [-15*], Guilt
Denarius Group (+45 points): Change (Clients) [-5]. Complex [-5], Light Sleeper [-5],
Contact Group: (Royal or imperial Primary Skills: Acting-13 (IQ+1) [4]; Loner [-5*], Low Empathy [-20],
government, skill-21, 15 or less, Area Knowledge (Tour site)-13 Odious Personal Habit (Whistling
usually reliable) [24]; remove (IQ+1) [2]; Electronics Opera- tunelessly, obsessively checking
Cultural Adaptability but add tion/TL8^ (Parachronic)-11 (IQ-1) weapons, etc.) [-5], Overconfidence
Cultural Familiarity (Local culture) [1]; Fast-Talk-12 (IQ) [2]; History [-5*], Secret (Illegal dinosaur
[1]; increase Wealth to Very (Tour era)-12 (IQ) [4]; Public safari) [-10], Sense of Duty
Wealthy [30]; replace two lan- Speaking-13 (IQ+1) [4]. (Clients) [-5], and Truthfulness
guages at Accented with language Secondary Skills: Beam Weap- [-5*].
of local government at Native [6]; ons/TL9 (Pistol)-13 (DX+3)
change Pacifism to Reluctant [8]; Electronics Operation/TL8 Primary Skills: Area Knowledge
Killer [-5]; replace both Freight (Media)-11 (IQ-1) [1]; Holdout-12 (Cretaceous America)-12 (IQ+1)
Handling skills with Finance-15† (IQ) [2]; Observation-13 (Per) [2]; [2]; Guns/TL9 (Rifle)-17 (DX+5)
(IQ+1) [8]; increase Propaganda to Search-13 (Per) [2]. [16]; Survival (Plains)-13 (Per) [2];
15† [3]. Background Skills: Computer Tracking-13 (Per) [2].
Operation/TL8-12 (IQ) [1]; First
Time Tours, Inc. Aid/TL9-12 (IQ) [1]; Research/TL8- Secondary Skills: Camouflage-12†
11 (IQ-1) [1]; Savoir-Faire (IQ) [1]; Electronics Operation/TL8
Tour Guide (Servant)-13 (IQ+1) [2]. (Surveillance)-11 (IQ) [2]; First
70 points Aid/TL9-13 (IQ+2) [4]; Hiking-12
* Multiplied for self-control num- (HT+1) [4]; Stealth-13 (DX+1) [4];
This is one of the young, person- ber; see p. B120. Traps/TL8-12 (IQ+1) [4].
able, remarkably unflappable and
well-informed guides employed to Dinosaur Hunter Background Skills: Paleontology/TL8
gently replace the dollars, yen, euros, 130 points (Paleozoology)-11 (IQ) [4].
and yuan of Homeline tourists with
priceless memories of a world some- Time Tours employs not only * Multiplied for self-control num-
how more romantic and exciting than urbane guides, but rough and ready ber; see p. B120.
the one where they earned the fare. Cretaceous shikaris. They would cer-
Good guides take the time to immerse tainly never dream of engaging in an † Bought from Survival.
themselves in local history and cus- unlicensed expedition to a preserve
tom; bad guides take the opportunity timeline. It’s only their dislike for CENTRUM
to help themselves to romance and excess paperwork that prevents them
small valuables. from reporting such an offer right Every mature Centran has 1 point
away. in each of the following skills learned
Attributes: ST 10 [0]; DX 10 [0]; IQ 12 at his district Lyceum: Administration,
[40]; HT 11 [10]. Attributes: ST 11 [10]; DX 12 [40]; IQ Computer Operation/TL8, Mathema-
11 [20]; HT 11 [10]. tics/TL8 (Applied), Physics/TL9,
Secondary Characteristics: Damage Research/TL8, Running, Savoir-Faire
1d-2/1d; BL 20 lbs.; HP 10 [0]; Will (Centrum), and Swimming.
11 [-5]; Per 13 [5]; FP 11 [0]; Basic
Speed 5.25 [0]; Basic Move 5 [0]. These Lyceum skills appear in the
Background Skills section of the tem-
Advantages: Cultural Adaptability plates below. Primary skills in these
[10]; Patron (Time Tours, 12 or templates reflect the Interworld
Service College curriculum.

INFINITE CHARACTERS 191

Interworld Service [-5]; Sense of Duty (Centrum) [-10]; single Unattached agent is expected
Agent and -20 from among Bad Temper to be able to shift the balance of
[-10*], Callous [-5], Chummy [-5], worlds, with or without Infinity oppo-
155 points Curious [-5*], Fanaticism sition. Their rare failures usually
(Centrum) [-15], Hidebound [-5], cause turmoil within the Forum, since
Like his Patrol counterparts above, Honesty [-10*], Impulsiveness few Unattached are without a political
this is an Interworld Service agent who [-10*], Oblivious [-5], Odious agenda – if only something like “dis-
has completed Service College and Personal Habit (Narrow-minded- grace those Forum members whose
spent about a year in the field. Unlike ness) [-5], Overconfidence [-5*], political agendas harm Centrum.”
Patrolmen (who send any and all Secret (From another Earth) [-20],
Academy graduates – and plenty of and Stubbornness [-5]. The Reputation an Unattached
other folk – outtime, regardless of Primary Skills: Beam Weapons/TL9 agent receives usually balances out.
Patrol rank), all Service agents allowed (Pistol)-13 (DX+3) [4]; Brawling-13 Within the Centrum, he is honored as
outside the Centrum and its colonies (DX+2) [4]; Cliodynamics-11 (IQ-2) a valuable member of society; in
must attain Grade 3. Hence, many I.S. [1]; Electronics Operation/TL8^ Patrol circles, he is reviled as a ruth-
personnel transfer into Interworld (Parachronic)-12 (IQ-1) [1]; less agent of a hated foe.
from other Services after reaching Electronics Repair/TL8^ (Para-
Grade 3 in their original Service (usu- chronic)-12 (IQ-1) [1]; First Attributes: ST 11 [10]; DX 13 [60]; IQ
ally Justice, Education, or Energy, with Aid/TL9-12 (IQ-1) [1]; Guns/TL9 14 [80]; HT 13 [30].
the few transfers from Military Service (Pistol)-13 (DX+3) [4].
mostly for personal reasons). Their Billet Skills: Take 12 points in skills Secondary Characteristics: Damage
College term counts against their pro- suitable for your billet. For 1d-1/1d+1 (2d/4d-1 with right arm);
bationary time-in-grade for their new instance: BL 24 lbs.; HP 16 [10]; Will 16 [10];
Service, and they can enter the field as Per 14 [0]; FP 16 [9]; Basic Speed 7
new-minted Grade 3s. 1. Enforcer: Holdout-13 (IQ) [2], [10]; Basic Move 7 [0].
Interrogation-13 (IQ) [2], Knife-12
Some I.S. Grade 2s (who work (DX+1) [2], and Stealth-12 (DX+1) Advantages: Centrum Rank 7 [70];
rear-echelon support and logistical [4]. Combat Reflexes [15]; Danger
duties until promoted) advance, of Sense [15]; Hard to Kill 2 [4]; High
course, and there is a good-natured 2. Importer: Acting-13 (IQ) [2], Pain Threshold [10]; Intuition [15];
(but serious) rivalry between the Forgery/TL8-13 (IQ) [4], Merchant- Legal Enforcement Powers [10];
“Saxons” (those who started out in 13 (IQ) [2], and Streetwise-13 (IQ) Patron (Interworld Service, 9 or
Interworld) and the “Normans” [2]. less) [25]; Radio [10]; Reputation
(transfers). An agent who loudly +4/-4 (Implacable agent of
champions one or another side may 3. Researcher: 12 points in personal Centrum) [0]; Resistant to Disease
develop a Reputation good for getting area of specialty (IQ-based skill). +8 [5]; Unfazeable [15], Very Fit [5];
beaten up in the wrong bars (or help- and 200 points in other advantages,
ing administer beatings in the right 4. Surveyor: Diplomacy-12 (IQ-1) [2], usually representing bionics, for
ones, of course). Observation-14 (Per+1) [4], Urban example: Bionic Arm (+120 points):
Survival-13 (Per) [2], and 4 points Acute Touch 2 [4]; Arm DX 15 [24];
The Radio advantage in this tem- in any Piloting skill. Arm ST 21 [30]; DR 7 (Hardened 1,
plate is the encrypted radio implant Right Arm Only, -20%) [32]; Innate
that all Interworld Service agents have Background Skills: Administration- Attack 3 (Impaling; Armor Divisor
built into their jawbones. Many other 12 (IQ-1) [1]; Computer Opera- 2, +50%; Melee Attack Reach C,
bionic implants are common in I.S. tion/TL8-13 (IQ) [1]; Math- -30%; +20%) [29]; Payload 1 [1].
agents; the GM may wish to add such ematics/TL8 (Applied)-11 (IQ-2) Bionic Eye (+80 points): Acute
devices even to seemingly low-grade [1]; Physics/TL9-10 (IQ-3) [1]; Vision 5 [10]; Hyperspectral Vision
Servicemen. Research/TL8-12 (IQ-1) [1]; (Extended Low-Band) [33];
Running-12 (HT+1) [4]; Savoir- Microscopic Vision 1 [5]; Nicti-
Attributes: ST 11 [10]; DX 11 [20]; IQ Faire (Centrum)-13 (IQ) [1]; tating Membrane 2 [2]; Telescopic
13 [60]; HT 11 [10]. Swimming-13 (HT+2) [4]. Vision 6 [30]

Secondary Characteristics: Damage * Multiplied for self-control num- Disadvantages: Code of Honor
1d-1/1d+1; BL 24 lbs.; HP 11 [0]; ber; see p. B120. (Centrum) [-5]; Duty (The Service,
Will 14 [5]; Per 13 [0]; FP 12 [3]; 15 or less; Extremely Hazardous)
Basic Speed 5.5 [0]; Basic Move 6 Unattached Agent [-20]; Intolerance (Non-Centrum)
[0]. [-5]; Sense of Duty (Centrum) [-10];
710 points and -20 from among Bloodlust
Advantages: Centrum Rank 3 [30]; [-10*], Callous [-5], Curious [-5*],
Combat Reflexes [15]; Fit [5]; Unattached agents are generic Enemy (Rival Unattached agent, 9
Radio [10]; Resistant to Disease +8 troubleshooters outside the Service or less) [-5], Fanaticism (Centrum)
[5]. hierarchies, appointed and assigned [-15], Loner [-5*], Low Empathy
by Forum committees. One is typi- [-20], Overconfidence [-5*], Secret
Disadvantages: Code of Honor cally assigned to lead a multi-Service (From another Earth) [-20], and
(Centrum) [-5]; Duty (The Service, project, or given the touchy assign- Workaholic [-5].
15 or less; Extremely Hazardous) ment of internal investigations. A
[-20]; Intolerance (Non-Centrum)

192 INFINITE CHARACTERS

Primary Skills: Beam Weapons/TL9 [4], Interrogation-14 (IQ) [2], REICH-5
(Pistol)-18† (DX+3) [8]; Brawling-16 Intimidation-16 (Will) [2],
(DX+3) [8]; Cliodynamics-17 Knife-17† (DX+2) [4], Merchant-13 SS Raven Division
(IQ+3) [16]; Electronics Opera- (IQ-1) [1], Observation-14 (Per) [2], Trooper
tion/TL8^ (Parachronic)-16 (IQ+2) Piloting/TL7 (Light Airplane)-12
[8]; Electronics Repair/TL8^ (Par- (DX-1) [1], Riding (Equines)-13 71 points
achronic)-14 (IQ) [2]; First Aid/TL9- (DX) [2], Riding (Camels)-12
13 (IQ-1) [1]; Guns/TL9 (Pistol)-18† (DX-1) [1], Saber-15† (DX) This template builds a standard
(DX+3) [8]; Leadership-15 (IQ+1) [4]. [2], Search-14 (Per) [2], Stealth-15 Reich-5 Waffen-SS trooper, assigned
(DX+2) [8], Streetwise-13 (IQ-1) to Raven Division by the luck of the
Unattached Skills: Take 60 points in a [1], Survival (Desert)-14 (Per) [2], draw. Aside from the quality of their
broad variety of mission-relevant Tactics-14 (IQ) [4], Thrown equipment, the Waffen-SS are no
skills. For instance: Acting-14 (IQ) Weapon (Spear)-15† (DX) [1]. more or less “elite” than any unit of
[2], Artillery/TL6 (Cannon)-13 Background Skills: Administration-14 the Wehrmacht. That goes double for
(IQ-1) [1], Climbing-14 (DX+1) [4], (IQ) [2]; Computer Opera- Raven Division, which operates in the
Crewman/TL7 (Airshipman)-14 tion/TL8-14 (IQ+1) [1]; Math- Burgundian backwater state outside
(IQ) [1], Crewman/TL5 ematics/TL8 (Applied)-12 (IQ-2) the direct oversight not only of OKW,
(Seamanship)-14 (IQ) [1], [1]; Physics/TL9^ (Parachronic)-14 but of the main SS headquarters in
Diplomacy-14 (IQ) [4], Dis- (IQ) [4]; Research/TL8-15 (IQ+1) Berlin. Although the Ordenführer of
guise/TL8-13 (IQ-1) [1], Driv- [4]; Running-16 (HT+3) [12]; Burgundy desperately wants (and
ing/TL6 (Automobile)-12 (DX-1) Savoir-Faire (Centrum)-14 (IQ) [1]; needs) to upgrade the quality of Raven
[1], Electronics Operation/TL8 Swimming-16 (HT+3) [12]. Division, that would involve explain-
(Security)-13 (IQ-1) [1], Elec- ing in excruciating detail – to very sus-
tronics Operation/TL8 (Surveil- * Multiplied for self-control num- picious superiors – what, exactly, a
lance)-14 (IQ) [2], Forgery/TL8-12 ber; see p. B120. landlocked SS Ordensstaat needs with
(IQ-2) [1], Holdout-14 (IQ) [2], elite soldiers.
Intelligence Analysis/TL8-14 (IQ) † One-handed DX skill based on
bionic arm DX. The GM can also use this template
to build adequately trained, battle-
blooded conscript soldiers in any
industrial-era or later army.

Attributes: ST 11 [10]; DX 11 [20]; IQ
11 [20]; HT 11 [10].

Secondary Characteristics: Damage
1d-1/1d+1; BL 24 lbs.; HP 11 [0];
Will 11 [0]; Per 11 [0]; FP 11 [0];
Basic Speed 5.5 [0]; Basic Move 5
[0].

Advantages: Combat Reflexes [15]; Fit
[5]; Military Rank 1 [10].

Disadvantages: Code of Honor (SS)
[-10]; Duty (SS, 15 or less;
Extremely Hazardous) [-20];
Intolerance (Total, Non-Aryans)
[-10]; plus -20 points from among:
Bloodlust [-10*], Bully [-10*],
Callous [-5], Fanaticism (The
Reich, the SS, or the Order) [-15],
Gullibility [-10*], Overconfidence
[-5*], Poverty (Struggling) [-10],
and Sadism [-15*].

Primary Skills: Artillery/TL9
(Cannon)-10 (IQ-1) [1]; Brawling-12
(DX+1) [2]; Gunner/TL9 (Machine
Gun)-11 (DX) [1]; Guns/TL9
(LMG)-12 (DX+1) [2]; Guns/TL9
(Rifle)-12 (DX+1) [2]; Knife-11 (DX)
[1]; Savoir-Faire (Military)-11 (IQ)
[1]; Soldier/TL9-12 (IQ+1) [4];
Spear-10 (DX-1) [1]; Tactics-10
(IQ-1) [2]; Throwing-10 (DX-1) [1].

INFINITE CHARACTERS 193

Secondary Skills: Armoury/TL9 need to be brought in carefully to Primary Skills: Electronics Opera-
(Small Arms)-10 (IQ-1) [1]; Cam- avoid blowing the Armanen’s secret to tion/TL8 (Surveillance)-14 (IQ+2)
ouflage-11 (IQ) [1]; Driving/TL9 the Gestapo at large. It’s especially dif- [8]; Guns/TL8 (Pistol)-12 (DX+1)
(Automobile)-10 (DX-1) [1]; ficult to cover up the increasing num- [2]; Interrogation-13 (IQ+1) [4];
Driving/TL9 (Motorcycle)-11 (DX) ber of dead agents killed in crosstime Intimidation-14 (Will) [2]; Search-
[2]; Engineer/TL9 (Combat)-9 operations; at some point, Prinz- 13 (Per) [2]; Shadowing-14 (IQ+2)
(IQ-2) [1]; Explosives/TL9 (Demo- Albrecht-Strasse is inevitably going to [8]; Stealth-13 (DX+2) [8];
lition)-10 (IQ-1) [1]; First Aid/TL9- get suspicious enough to risk embar- Streetwise-13 (IQ+1) [4].
10 (IQ-1) [1]; Guns/TL9 (LAW)-11 rassing high Party bigwigs, and move
(DX) [1]; Mathematics/TL8 into Burgundy in force. Until then, Secondary Skills: Acting-12 (IQ) [2];
(Applied)-10 (IQ-2) [1]; NBC the average Amt Z crosstime opera- Area Knowledge (station)-13
Suit/TL9-10 (DX-1) [1]; Stealth-10 tive is still fairly competent, if not nec- (IQ+1) [2]; Criminology-13 (IQ+1)
(DX-1) [1]; Survival (Mountain)-11 essarily the historical and linguistic [4]; Guns/TL8 (LMG)-11 (DX) [1];
(Per) [2]; Traps/TL9-10 (IQ-1) [1]. polymath that the Patrol or Centrum Holdout-12 (IQ) [2]; Intelligence
send to infiltrate their own target Analysis/TL8-12 (IQ) [4]; Lock-
Background Skills: Climbing-11 (DX) worldlines. picking/TL8-12 (IQ) [2]; Observa-
[2]; Hiking-10 (HT-1) [1]; Jumping- tion-14 (Per+1) [4].
11 (DX) [1]; Navigation (Land)-10 His Secret applies on Reich-5
(IQ-1) [1]; Riding (Equines)-10 itself, where he keeps The Secret of Background Skills: Broadsword-11
(DX-1) [1]; Scrounging-11 (Per) Ordensstaat parachronics from his (DX) [2]; Boxing-12 (DX+1) [4];
[1]; Swimming-11 (HT) [1]. fellow Nazis (including, possibly, his Computer Operation/TL8-11 (IQ-1)
own superiors), and on any other [1]; Driving/TL8 (Automobile)-11
* Multiplied for self-control num- world where he might be stationed (DX) [2]; Soldier/TL8-12 (IQ) [2].
ber; see p. B120. in secret as a spy or saboteur. It * Multiplied for self-control num-
doesn’t apply on worlds like
“Nazis. I Hate These Guys.” Friedrich or Nostradamus (p. 138), ber; see p. B120.
where the Order operates openly as
GMs who nevertheless want “elite conquerors and overlords, but such Maulesel (“Mule”)
Nazis” for the Patrol to face off against worlds are unlikely to be the center Jumper
can raise the template IQ and DX by of the campaign.
one point each, and then bring all one- As yet, the Order is unable to reli-
point skills up to 2 points. This adds 62 Attributes: ST 11 [10]; DX 11 [20]; IQ ably implant the world-jumping ability
points to the template; GMs can then 12 [40]; HT 10 [0]. into anyone without horrible conse-
add 20 points of advantages from the quences. Nazi science has never been
Alternate Outcomes Mercenary tem- Secondary Characteristics: Damage shy of horrible consequences, of
plate options (p. 189), and raise Rifle to 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; course, but these consequences are
15. (Make sure that your “elite Nazis” Will 14 [10]; Per 13 [5]; FP 10 [0]; perforce falling on heretofore ideal
never take an Aim maneuver with their Basic Speed 5.25 [0]; Basic Move 5 examples of the Aryan genotype rather
assault rifles, though, or that high Rifle [0]. than various squalid Untermenschen.
score will make hamburger out of your (Nobody, least of all the Ordenführer,
PCs. Or, failing that, make sure that Advantages: Legal Enforcement wants to accidentally create a bunch of
they always take an Aim maneuver Powers [15]; Military Rank 3 [15]; Slavs or Gypsies with world-jumping
reeeaaal slooow while standing out in and 20 points from among abilities.) From the ranks of volunteers
the open like big Nazi idiots.) Finally, Charisma [5/level], Combat from Raven Division, the torturers
add the “Habits and Expressions” Reflexes [15], Danger Sense [15],
quirk. This brings the template to 156 Indomitable [15], Intuition [15],
points and parity with the Patrol tem- Hard to Kill [2/level], Language
plates, and justifies all those cries of Talent [10], Less Sleep [2/level],
“You vill die now, Infiniter schwein!” Security Clearance [10], Voice [10],
and Wealth [Varies].
Gestapo Amt Z Agent
Disadvantages: Code of Honor (SS)
120 points [-10]; Duty (The Order, 15 or less;
Extremely Hazardous) [-20];
This is a Gestapo agent from “Amt Intolerance (Total, Non-Aryans)
Z,” the Gestapo office in Burgundy [-10]; Secret (Varies) [-30]; and -15
that handles covert operations in the points from among Bad Sight
other timelines (p. 67). Amt Z has no (Mitigator: Glasses, -60%) [-10],
official existence outside Burgundy, Bad Temper [-10*], Bully [-10*],
and is officially tasked with “project Bloodlust [-10*], Callous [-5],
security” for the various SS research Fanaticism (The Order) [-15],
programs in the Ordensstaat. This Lecherousness [-15*], Over-
slows down recruitment and leaves confidence [-5*], Sadism [-15*],
big holes in staffing, since new agents and Sense of Duty (The Order) [-5]
or (Aryan race) [-10].

194 INFINITE CHARACTERS

select a subject with suitable physical Specific forms of the advantage, increase ST (and, hence, carrying
strength and stamina, and then sear and disadvantages to match, vary with capacity to other worlds). Only
the world-jumping code into his bio- the source of the Mule’s ability. The Mules for whom steroids would be
chemistry. (For a sampling of their GM should feel free to modify the instantly fatal (those, for example,
methods, see p. 65.) The result – if he Jumper advantage as mentioned with Unusual Biochemistry) are
survives – becomes a shattered husk, a above. The GM should feel exception- exempt. To reflect the SS steroid
grotesque upon whose twisted bones ally free to add horrible limitations regimen, add ST+3 [30] and HP+3
and sinews the armies of the Reich and disadvantages to the following [6], and take HT-3 [-30], Bad
travel to other worlds. He becomes ein packages: Temper [-10*], Disturbing Voice
Maulesel, a “Mule,” both pitied and [-10], Sterile [0], and lose one level
scorned by his former comrades. Drugs (+10 points): Jumper (World) of Appearance [-4].
Some Mules (those with the Mass- (Limited Quanta: Single-quantum, Chimpanzee Muscle Grafts (+6 points):
Jumper enhancement, usually) remain -15%, Psionic Teleportation, -10%, Promising Mules (those with the
in Burgundy to power the dimensional Trigger, -40%; -65%) [35]; and -25 Enhanced Carrying Capacity or
gateways. Others accompany their fel- points from the disadvantage Mass Jump enhancements) also
lows onto other worlds, to spread the options above. receive grafts of artificially grown
horrors that created them. chimpanzee muscle. Assuming they
Brain Surgery (+10 points): Jumper survive the rejection process (p. 65;
Making a Mule (World) (Limited Quanta: Single- attribute drain is ST not IQ with
quantum, -15%, Psionic Telepor- success), they add Lifting ST+6
Use the conventional SS Trooper tation, -10%; -25%) [75]; [18]. Unlike steroids, these carry no
template above, but replace Rank with Appearance (Ugly) [-8], Flashbacks concomitant disadvantages (except
Courtesy Rank 4 [4], and a Social [-10], Nightmares [-5*], Unnatural Susceptible to Disease (HT-3) [-12]
Stigma (a combination of “freak” and Feature (Bulging, scarred head) from the immunosuppressants, see
“valuable property”) [-10]. If the GM [-2], and -40 points from the disad- p. B158), and no HP bonus.
wishes, he can add +1 or +2 ST [10 or vantage options above.
20] and +1 or +2 HT [10 or 20] to the OTHER
template to reflect the tougher, Glandular Implantation (+10 points): OPPOSITION
stronger selection pool of recruits for Acute Taste and Smell 3 [6], Fur
Mules. The GM can also justify leaving [1], Jumper (World or Spirit) Cabalist Mage
attributes as is, however, on the theory (Limited Quanta: Single-quantum,
that the strains of the surgery or side- -15%, Stunning (from agonizing 120 points
effects from the injections weaken the pain in groin), -10%, Takes
subject back to “average” levels. Recharge (1 hour), -30%; -55%) This Adept of the Cabal is a fairly
[45], Night Vision 4 [4], formidable opponent (or ally), espe-
Add Jumper (World) with suitable Temperature Tolerance 2 [2]; cially if he is able to work subtly,
enhancements and limitations from Appearance (Unattractive) [-4], without his foes discovering that a
p. B64 or p. 174. Other possible limi- Colorblindness [-10], Compulsive mage is scheming against them. GMs
tations include Limited Use, Prepar- Behavior (Checking time) [-1], or players can modify template cost
ation Required, Takes Extra Time, Lecherousness [-15*], Stress and skill with spells by taking a
Takes Recharge, Trigger (Special drug Atavism [-15*], Unnatural Feature higher or lower level of Magery, or by
cocktails, -40%), and Unreliable. (White fur on body) [-3]. applying a limitation such as Dark-
Almost all Nazi jumpers have the Aspected.
Limited Quanta (Within one quan- Demonic Seeding (+10 points): Jumper
tum, -15%) limitation; almost none of (World) (Magical, -10%, Unreliable Attributes: ST 9 [-10]; DX 11 [20]; IQ
them have the Duration limitation or (11 or less), -20%; -30%) [70], 13 [60]; HT 11 [10].
the Reliable enhancement. The Mindlink (Spawn of Tychiron)
Armanen especially value, and try to (Universal, +50%; Magical, -10%, Secondary Characteristics: Damage
select for, Extra Carrying Capacity, Nuisance Effect (Phantom voices), 1d-2/1d-1; BL 16 lbs.; HP 10 [2];
Mass Jump, and Tunnel. -5%; +35%) [26], Penetrating Voice Will 13 [0]; Per 10 [-15]; FP 13 [6];
[1]; Disturbing Voice [-10], Dread Basic Speed 5.50 [0]; Basic Move 5
Nazi science inevitably results in a (Thorns) [-5], Frightens Animals [0].
slurry of disadvantages from among: [-10], Low Empathy [-20],
Addiction (Painkillers) [-10], Appear- Phantom Voices [-15], Sadism Advantages: Allies (Two ultors, 6 or
ance (Unattractive to Hideous) [-4 to [-15*], Split Personality (With less) [5]; Cabalist Rank 3 [15];
-16], Bad Back [-15], Bad Smell [-10], demonic Tychiron spawn (6); Claim to Hospitality (Cabalists) [5];
Chronic Pain (usually migraines) [-5 Mitigator: Herbal formula, Magery 2 [25]; Patron (Grand
to -15], Epilepsy [-30], Gigantism (+1 monthly, restricted, -60%) [-12]. Master, 9 or less) [20]; appropriate
SM) [0], Hunchback [-10], Insomniac language (p. 175) at Accented [4];
[-10 to -15], Killjoy [-15], Lame [-10], Other procedures exist to enhance and one of Eidetic Memory [5];
Neurological Disorder [-15 or -35], Mules: Reputation +1 [5], Single-Minded
Paranoid [-10], Supersensitive [-15], [5], Status 1 [5], Versatile [5], or +1
Timesickness [-10 or worse, see Steroid Regimen (-19 points): The to Will [5].
p. 181], and Unusual Biochemistry Order places its Mules on a regi-
[-5]. men of anabolic steroids to

INFINITE CHARACTERS 195

Disadvantages: Code of Honor World-Walker: Omen [15]; See points from among Callous [-5],
(Cabalist) [-5]; Duty (The Cabal, 6 Invisible (Quantum flows) [15]; Code of Honor (Pirate’s or “stays
or less) [-2]; Secret (Cabalist) [-30]; Hidden Lore (Gates)-13 (IQ) [2], bought”) [-5], Compulsive Behavior
and -30 points chosen from among Naturalist-13 (IQ) [4], Tracking-13 [-5 to -15*], Cowardice [-10*],
Absent-Mindedness [-15], Bad (IQ) [2], Weather Sense/TL4-13 Kleptomania [-15*], Laziness [-10],
Sight (Mitigator: Glasses, -60%) (IQ) [2]. Lecherousness [-15*], Obsession
[-10], Bad Temper [-10*], Curious (The big score) [-5*], Overcon-
[-5*], Gluttony [-5*], Lecherous- Criminal fidence [-5*], Reputation [Varies],
ness [-15*], Obsession [-5* or -10*], and Selfish [-5*].
Secret [-5 to -30], Sense of Duty [-2 52 points Primary Skills: Add 16 points in skills
to -15], and Shyness [-5, -10, or relevant to your criminal pursuit.
-20]. This is a petty criminal. For a high- For example:
class criminal mastermind who goes
Primary Skills: Two Hard spells at 15† about stealing Mona Lisas from alter- 1. Looter: Archaeology-10 (IQ-1) [2],
each (IQ+2) [4], or Very Hard spells nate Louvres or seducing parallel Connoisseur (choose)-13 (IQ+2)
at 14† (IQ+1) [4]. Nine more Hard Catherine the Greats, use the Patron [8], Research/TL8-11 (IQ) [2], and
spells at 13† each (IQ-1) [1], or Very and Disadvantages, and the suitable Search-13 (Per+1) [4].
Hard spells at 12† (IQ-2) [1]. See Primary Skills package, with the Crisis
pp. B304-306, or GURPS Magic. Ministry Troubleshooter template on 2. Mobster: Axe/Mace-12 (DX+1) [4],
p. 188. Use the same approach to Knife or Guns/TL8 (Pistol) at 12
Secondary Skills: Area Knowledge “criminalize” other templates as (DX+1) [2], Intimidation-12
(Astral Realm)-14 (IQ+1) [2]; desired. For example, for a deadly (Will+2) [8], and Shadowing-11
Astronomy/TL4 (Observational)-13 crosstime assassin, mix this template (IQ) [2].
(IQ) [4]; Dreaming-12 (Will-1) [2]; with the Alternate Outcomes
Occultism-13 (IQ) [2]; Savoir-Faire Mercenary. 3. Smuggler: Disguise/TL8-12 (IQ+1)
(Spirits)-14 (IQ+1) [2]; Thauma- [4], Forgery-11 (IQ) [4],
tology-14† (IQ-1) [4]. Attributes: ST 9 [-10]; DX 11 [20]; IQ Holdout-12 (IQ+1) [4], and
11 [20]; HT 10 [0]. Smuggling-12 (IQ+1) [4].
Background Skills: Knife-11 (DX) [1];
Staff-10 (DX-1) [1]. Secondary Characteristics: Damage 4. Thief: Climbing-12 (DX+1) [4],
1d-2/1d-1; BL 16 lbs.; HP 10 [2]; Electronics Operation/TL8 (Sec-
* Multiplied for self-control num- Will 10 [-5]; Per 12 [5]; FP 10 [0]; urity or Surveillance)-12 (IQ+1) [4],
ber; see p. B120. Basic Speed 5 [0]; Basic Move 5 Lockpicking/TL8-12 (IQ+1) [4],
[0]. Observation-13 (Per+1) [4].
† +2 from Magery.
Advantages: Contact Group (Street in 5. Timenapper: Acting-12 (IQ+1) [4],
Across the Four Realms home city, skill-18, 9 or less, some- Brawling-12 (DX+1) [2], Fast-
what reliable) [15]; Patron (Crime Talk-11 (IQ) [2], Sex Appeal-12
These three packages, all 40 points, boss, 9 or less) [15]; and 20 points (HT+2) [8].
build three different types of from among Alternate Identity [5
Cabalistic world-crossing ability. Add or 15], Danger Sense [15], Secondary Skills: Area Knowledge
them to the Cabalist template above Daredevil [15], Empathy [15], High (Home base)-12 (IQ+1) [2];
for a magical traveler between the Manual Dexterity [5/level], Luck Filch-12 (DX+1) [4]; Stealth-11
Infinite Worlds. Plane Shifters use [15], Night Vision [1/level], (DX) [2]; Streetwise-12 (IQ+1) [4].
Plane Shift spells (p. B248) to move Reputation [Varies], and Smooth
from world to world. Spirit-Jumpers Operator [15/level]. Background Skills: Carousing-11
have discovered a magical ritual that (HT+1) [2]; Gambling-10 (IQ-1)
allows them to step into limpid pools Disadvantages: Duty (Crime boss, 9 or [1]; Merchant-11 (IQ) [2]; Urban
or mirrors and out into other worlds, less, Involuntary) [-10]; Greed Survival-12 (Per) [2].
given a minute to inscribe the correct [-15*]; pick either Enemy (Patrol
runes and invoke Candea, goddess of (Justice or Customs Division), * Multiplied for self-control num-
hinges. World-Walkers can simply watcher, 12 or less) [-15] and Social ber; see p. B120.
find and follow the signs from world Stigma (Criminal Record) [-5] or
to world, although such signs may not Secret (Criminal) [-20]; and -20 Swagman
be as reliable as spells or rituals. Their
advantage is that their abilities func- To make a criminal a swagman,
tion even on no-mana worlds. add the following lens:

Plane Shifter: Plane Shift-14 (IQ+1) [4] Swagman (+40): Add Claim to
known for the Astral Realm and for Hospitality (Swagmen) [5],
nine alternate worlds, including Smooth Operator 1 [15], Strine
the Cabalist’s home parallel. (Accented) [4]; Code of Honor
(Swagman’s) [-5]; Gesture-11 (IQ)
Spirit-Jumper: Jumper (Spirit) [1], Hidden Lore (Confidence
(Magical, -10%, Preparation games)-11 (IQ) [2], Savoir-Faire
Required (1 minute), -20%, Special (Swagman or Mafia)-12 (IQ+1) [2],
Movement, -10%, Special Portal and 16 points in any of the skills
(Reflective surface), -20%; -60%) covered by Smooth Operator
[40]. (p. B91).

196 INFINITE CHARACTERS

BYSTANDERS Attributes: ST 10 [0]; DX 10 [0]; IQ 10 the academic, who has a very hard
[0]; HT 10 [0]. time connecting his knowledge to the
Expatriate practicalities of life, even in his own
Secondary Characteristics: Damage era.
55 points 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
12 [10]; Per 10 [0]; FP 10 [0]; Basic Historians may be generalists,
An expatriate is someone who has Speed 5 [0]; Basic Move 5 [0]. familiar with many periods without
voluntarily left his own society to live, deep knowledge of any, or specialists,
usually secretly, in another time or Advantages: Cultural Familiarity who know only one era – say, 18th-
dimension. Many expatriates are rene- (Local culture) [1]; Wealth century London – but can name every
gades – deserters from the Patrol, (Comfortable) [10]; the local lan- street, pub, and lamppost. Or they
Time Tours Ltd., or similar agencies. guage at Native [6]; plus 15 points may be cinematic historians, expert
chosen from among Ally (Local in everything from Brahms’ hand-
Expatriates choose many ways to sidekick, 15 or less) [9 or 15], writing to the details of Nero’s love
fit in. They may sell their specialized Contact Group (Local police or life, in which case they should have
high-tech knowledge – or use it to merchants) [Varies], Favor the History! skill from the box on
impress primitives with their “magi- [Varies], Patron (local boss) p. 183.
cal” powers. In a time-travel or histor- [Varies], local Status 1 or 2 [5 or Attributes: ST 9 [-10]; DX 10 [0]; IQ 14
ical parallel world, an Expatriate can 10], and more Wealth [Varies].
use his knowledge of the future to play [80]; HT 9 [-10].
the stock markets, win bets, and so on, Disadvantages: -15 points chosen Secondary Characteristics: Damage
becoming rich . . . unless he acciden- from among Code of Honor
tally changes history and makes his (Professional) [-5], Compulsive 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will
foreknowledge useless. Generosity [-5*], Enemy (Whoever 12 [-10]; Per 11 [-15]; FP 11 [6];
chased him out of Homeline) Basic Speed 4.75 [0]; Basic Move 4
Some expatriates are legitimate – [Varies], Loner [-5*], Sense of Duty [0].
permanent “agents in place” for an (Fellow Homeliners in local area) Advantages: Cultural Familiarity (Era
organization that crosses time or hops [-5], Stubbornness [-5], and studied) [1]; three languages at
between worlds. And in some cam- Xenophilia [-10*]. Native or four at Accented [12];
paigns, it may be perfectly legal for a and 10 points from among
traveler to settle down in a past time Primary Skills: Area Knowledge Charisma [5/level], Cultural
or parallel world, within certain (local area)-12 (IQ+2) [4]; Adaptability [10], Eidetic Memory
restrictions. In that case, Time Diplomacy-10 (IQ) [4]; Savoir- [5 or 10], Language Talent [10],
Corpsmen or I-Cops may be able to Faire-12 (IQ+2) [4]; Streetwise-10 Single-Minded [5], +1 Status [5],
call on help from the local “expat” (IQ) [2]; and 10 points in profes- Tenure [5], Voice [5], Versatile [5],
community! sional skills (Merchant, Physician, and Wealth [10].
etc.). Disadvantages: Code of Honor
An expatriate may also be a per- (Professional) [-5]; and -25 points
manent agent for a criminal organi- Secondary Skills: Computer Use/TL8- from among Absent-Mindedness
zation – possibly the local henchman 11 (IQ-1) [1]; Detect Lies-9 (Per-1) [-15], Bad Sight (Mitigator:
of the big-time crook the PCs are [2]; Law (local)-9 (IQ-1) [2]; and 4 Glasses, -60%) [-10], Clueless [-10],
chasing. points in local vehicle or Riding Combat Paralysis [-15], Curious
skills. [-5*], Duty (University, 12 or less;
Yet another type of expatriate is Nonhazardous) [-5], Hard of
the castaway. He didn’t intend to set- Background Skills: Carousing-11 Hearing [-10], Indecisive [-10*],
tle down, but his means of transport (HT+1) [2]; Cooking (local cui- Jealousy [-10], Oblivious [-5], and
broke down – or perhaps he was acci- sine)-9 (IQ-1) [1]; Games (local Pacifism [Varies].
dentally carried away from his home. pastime)-11 (IQ+1) [2]. Primary Skills: Area Knowledge
Anyway, he’s there now, and has to (Milieu studied)-15 (IQ+1) [2];
make the best of it. Perhaps he wants * Multiplied for self-control Current Affairs/TL8 (Era stud-
to return home; perhaps he has been number; see p. B120. ied)-14 (IQ) [1]; History
there so long that he wants to stay. (choose)-18 (IQ+4) [20]; History
Historian (second specialty)-17 (IQ+3) [1]†;
In most campaigns, expatriates are Research/TL8-15 (IQ+1) [4].
NPCs rather than player characters, 80 points Secondary Skills: Computer Use/TL8-
because the PCs are traveling, and the 14 (IQ) [1]; Public Speaking-13
expatriate is someone who has chosen Historians are specialists at finding (IQ-1) [1]; Teaching-13 (IQ-1) [1];
to settle down. An expatriate may be information needed by time travelers Writing-13 (IQ-1) [1]; 8 points in a
the target of a mission, or he may be or crosstime adventurers in the field, secondary academic specialty such
able to give valuable help. Or he may using libraries, maps, computer data- as Anthropology, Archaeology, Eco-
be a “wild card” whose very presence bases, et cetera. But the historian’s nomics, Geography, Linguistics,
was not known to the PCs when they value lies not merely in what he can Political Science, or Sociology.
started their mission. look up, but what he already knows.
The two generic types of historian are
An expatriate usually has a the adventurous type, who enjoys
Reputation, positive or negative, in his dressing up in period clothes and slip-
new home. ping into the cultures he’s studied, and

INFINITE CHARACTERS 197

Background Skills: Administration- any of Carousing, Gambling, characters from any time and place
13 (IQ-1) [1]; Connoisseur Hobby Skill (any), Musical in human history. These might repre-
(Antiques or art of era)-14 (IQ) [2]; Instrument (choose), or Sports sent “real” individuals who did not rise
Literature-13 (IQ-1) [2]. (choose). to prominence and had no great fame
or historical impact. This kind of char-
* Multiplied for self-control Duncorne Foundation acter allows the most flexibility for the
number; see p. B120. player, and is certainly easier to
Ever so slightly enigmatic, the research. With that said, it can be fun
† Default from other specialty of Duncorne Foundation (p. 40) pursues and interesting to play not just an out-
History. rare books, compiles forgotten lore, timer, or even a very skilled outtimer,
and traces the fracture lines criss- but a famous outtimer.
Student crossing reality. Its scholars have more
than their share of academic glory, but One of the greatest opportunities in
Students are usually found in the still act less professorial than inquisi- a crossworld campaign is that of cre-
company of academic historians, and torial at times. A Duncorne Scholar ating a historical character as a PC or
often aspire to become such eminent seems to have uncanny access to important NPC. This works especially
figures themselves. (Others, of course, books reported missing, antiquities well in a parallel-world situation; a PC
merely aspire to survive the course reported destroyed, and a few areas can be an alternate version of
and graduate.) If the characters have seldom reported at all. Depending on Lawrence of Arabia or Thomas
been thrown into the past as the result the campaign, Duncorne Scholars Jefferson or Mata Hari or Socrates,
of a laboratory accident, one or more could also have access to Hidden Lore, recruited and trained by the
of them may be university students. spells, or other arcane skills. world-hoppers. But it can happen in a
One advantage students have, which time-travel background, too. Even if
should not be overlooked, is that they Duncorne Scholar (+55 points): Add paradoxes are possible, the PC could
are relatively young: they may be able Contact Group (Collectors, smug- have been the subject of a “rescue”
to blend in more easily in earlier glers, or gray market underworld, which saved him from his historical
times, when people aged and died skill-18, 15 or less, usually reliable) death without leaving evidence. This
early. A Student might also have a use- [18] and Patron (Duncorne can range from historical disappear-
ful background – for instance, some- Foundation, 12 or less) [20] to ances such as Amelia Earhart, to bod-
one who had spent time as a Peace advantages, and make Latin ies “burned beyond recognition” on a
Corps volunteer might have an easier (Native) one of the three languages; battlefield, or even the substitution of
time in “primitive” cultures. While add Intuition [15] and Magery 0 [5] a cloned corpse for the character by
most students are Poor, this rarely to possible advantages; add the time travelers!
matters in time travel, and only occa- Weirdness Magnet [-15] to possible
sionally in crossworld adventuring disadvantages; the History special- The result is an “alternate” version
(p. 178). ties must reflect medieval or earlier of the historical character . . . someone
eras; replace background skills with the same origin, but a different
For simplicity’s sake, this lens with Archaeology-14 (IQ) [4], development. (For good fictional
depicts a history major, but swapping Connoisseur (Books)-14 (IQ) [2], treatments of this idea, see the
out History for any other academic Linguistics-14 (IQ) [4], Literature- Riverworld series by Philip José
subject (or for Carousing, in some uni- 14 (IQ) [4], Occultism-14 (IQ) [2], Farmer, and “Mozart in Mirror-
versities) should be trivial. Research/TL4-14 (IQ) [2], and shades,” by Bruce Sterling and Lewis
Theology (medieval or earlier spe- Shiner, in the Mirrorshades anthology.)
Student (-40 points): ST+1 and HT+1, cialty such as Sumerian, Roman,
IQ-2 [-20 net]; FP+2 [6]; only one or Zoroastrian)-14 (IQ) [4]. Players should carefully choose
other language at Native or three at historical PCs. They should be note-
Broken [6]; add Appearance [4 or The new background skills pack- worthy enough to be interesting, but
12], Intuition [15], Less Sleep age is the sort of thing all Duncorne not so earthshaking as to unbalance
[2/level], and Musical Ability Scholars (or at least those who get the campaign. Players should choose
[5/level] to possible advantages, more than one grant) seem to individuals in whom they have a gen-
remove Status and Tenure from know . . . possibly picked up at the uine interest and whose time period
possible advantages; replace Code invitation-only Duncorne seminars. they want to learn about. It is the play-
of Honor with Pacifism (Reluctant Point-conscious GMs or players can er’s job to research and understand the
Killer); add Alcoholism [-15], use any of them (except Connoisseur person well enough to portray them in
Compulsive Carousing [-5*], and Research) as the secondary aca- the game. The more thorough the
Laziness [-10], Lecherousness demic specialty and soak up some of work, the richer the character (and the
[-15*], Overweight [-1], Skinny [-5], those 8 points as well. campaign) will be because of it.
and Stubbornness [-5] to possible
disadvantages; lower primary LOCALS Even if the GM doesn’t want to
History skill to 13 (IQ+1) [8], open that particular can of worms in a
Research to 12 (IQ) [2], and sec- Giving templates for every possi- time-travel or crossworld game, he
ondary academic specialty to 4 ble resident of every possible alter- may want to present some “big name”
points; replace secondary History nate world is beyond the scope of NPCs in walk-on or guest-starring
specialty, Administration, Connois- this book. Players may create new roles.
seur, and Teaching with 3 points in

198 INFINITE CHARACTERS


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