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GETTING STARTED LEVELING UP

To make your Traveler, first pick a name. Then follow the Experience: □ □ □ □ □
instructions in this playbook to decide your look, ratings, means of
Whenever you roll and get a total of 6 or less, or when a
transport, moves, and gear. Finally, introduce yourself and pick
move tells you to, mark an experience box.
history.
When you have filled all five experience boxes, you level up.
LOOK, PICK ONE FROM EACH LIST: Erase the marks and pick an improvement from the
• Man, woman, androgynous, indistinct. following list:
All your predictions about the future are wrong… I am • Excited face, youthful face, crazy face, severe face, downcast IMPROVEMENTS
not going back to that apocalyptic world until I do face, expressionless face, sad face, hopeful face. □ Get +1 Tough, max +3
everything I can to guarantee a better future. • Formal clothes, casual clothes, gaudy clothes, futuristic clothes, □ Get +1 Sharp, max +3
improvised costume, tactical costume.
□ Get +1 Cool, max +3
RATINGS, PICK ONE LINE: □ Get +1 Charm, max +3
□ Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0 □ Get +1 Weird, max +2
◯ • Manipulate Someone
□ Charm+2, Cool-1, Sharp+2, Tough-1, Weird=0 □ Take another Traveler move
□ Charm-1, Cool+2, Sharp+2, Tough-1, Weird=0 □ Take another Traveler move
◯ • Act Under Pressure
• Help Out
□ Charm=0, Cool+2, Sharp+1, Tough=0, Weird=0
□ Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0
□ Gain an ally
□ Take a move from another playbook
□ Take a move from another playbook
◯ • Investigate a Mystery
• Read a Bad Situation
INTRODUCTIONS
When you get here, wait for everyone to catch up so you can do
After you have leveled up five times, you qualify for
advanced improvements in addition to these. They’re
your introductions together.
◯ • Kick Some Ass
• Protect Someone Go around the group. On your turn, introduce your Traveler by
name and look, and tell the group what they know about you.
below.
ADVANCED IMPROVEMENTS
□ Get +1 to any rating, max +3.
◯ • Use Magic HISTORY
Go around the group again. When it’s your turn, pick one for each of
□ Change this hunter to a new type.
□ Create a second hunter to play as well as this one.
the other hunters: □ Mark two of the basic moves as advanced.
• They saw you coming from the future and thought you were □ Mark another two of the basic moves as advanced.
LUCK one of the villains. Ask them how you convinced them. □ Retire this hunter to safety.
Mark luck to change a roll to 12 or avoid all harm from • They taught you how to manage in the “modern world”. You □ Erase one used Luck mark from your playbook.
an injury. still have trouble understanding how everything works, but □ Delete the move Servant of Technology. You have
Okay □ □ □ □ □ □ □ Doomed they’re here to help.
learnt to deal with the supernatural, no longer
• They’re one of your ancestors. Tell them how you’re related.
receiving any penalties for it.
• They help you deal with the supernatural by trying to get you
HARM out of your over-reliance on technology.
When you reach 4 or more, mark unstable • They’re an excellent travel companion. You hope to one day be
able to take them to your era and show them the future.
Okay □ □ □ | □ □ □ □ Dying • They remind you of a loved one from your era. You will protect
Unstable: □ them at all costs.
(Unstable injuries will worsen as time passes) • An eternally platonic romance. The two of you would make a
great couple but you don’t want to get too involved in this era.
• They understand you perfectly, as if they came from the same
era as you. This is comforting and gives you total confidence in
them.
MEANS OF TRANSPORT, CHOOSE ONE: MOVES □ Android/Cyborg: You have cybernetic implants or
You can visit future events, past events or remote places, You get all the basic moves plus four Traveler moves. You get this one: maybe you’re half a machine. In addition to superhuman
either alone or with the whole team. strength, your punches and kicks are attacks with
▣Servant of Technology: You are extremely dependent on (3-harm contact).
The Keeper must decide how time travel will work:
changing the past, alternate timelines, small changes
technology, having difficulties in relating to the supernatural. □ Psychic Paper: You get +1 ongoing in rolls to avoid
You get -1 ongoing to use magic or any other moves related to being detected or remaining unnoticed. You also get +1
producing major changes etc. the supernatural or magic. ongoing when you manipulate someone by pretending
When traveling through time and space, roll +Sharp. Then pick three of these: to be someone else.
• On a 10+, you arrive at the desired place at the desired □ Butterfly Effect: At the beginning of each mystery, choose
time. one rating to receive +1 (max +3) and another to receive -1 (min
• On a 7-9, you arrive at either the desired place or at the -2) during this mystery. These actions disturb the spacetime GEAR
desired time, your choice. and the oscillations of their characteristics is a reflection of You can have two technological devices and a protective
• On a miss, you are lost; this is probably quite serious. that. weapon.
□ Historian: When you investigate a mystery or read a bad Technological devices, pick two:
Choose the means of transport for your travels through situation, you can choose to ask “Why does this seem
time and space. Each transportation medium has both familiar?” as one of the questions. If possible, the Keeper will □ Photonic Binoculars: Able to see in total darkness and in
positive and negative traits. It is worth remembering that describe how a similar situation has happened in the past or different spectra, including infrared.
time travel is by no means a safe trip. future history of the world. □ Sonic Screwdriver: Able to repair, or damage, simple
□ Inventor: If you want to build, repair, or study a device, the mechanical and electronic devices (e.g. radios, locks,
□ It’s bigger on the inside: Your time machine is Keeper will tell you how long it will take and what equipment weapons etc).
multidimensional, as small as a phone booth on the
will be needed. □ Travel Guide: A small electronic book containing all
outside, but as big as a spaceship on the inside. Things
inside it cannot be tracked by normal means. To travel, □ Prescience: Attacks that can cause your death pop up in your human historical knowledge up to the present era.
it disappears from one place and appears in another, memory. When you take harm and become unstable, you □ Portable Laboratory: A small device capable of
but otherwise it is completely stationary and cannot be may roll +Weird. On a 10+, you remembered the attack and diagnosing diseases, poisons and abnormal conditions
transported at all. were able to avoid it completely. On a 7-9, the memory took from a drop of blood or similar input.
□ Teleportation: You can teleport instantly if you have a
time to emerge, take 1-harm less or don’t become unstable. On □ Universal Locator: Indicates the exact position in time
a miss, the memory was incorrect and your avoidance made and space. Can only be blocked with magic or high
clear line of sight of the destination or if you know it
you unbalanced; in addition to the harm, you take -1 forward. levels of radiation.
very well. Otherwise, you need to study the spacetime
continuum for a few hours, or even days, to plan the □ Neural Implants: When you need to do something that □ Hologram Projector: Projects a person-sized hologram
trip, so as to not end up underground or a kilometre requires specific training, such as defusing a bomb or flying a (recorded or live) that looks real until touched.
above the ground. helicopter, you already have the information implanted in your □ Instant Translator: Ensures speech and understanding of
brain. You still need to act under pressure, but you know what
□ 88 miles per hour: Your time machine looks like a car to do.
any natural language (does not work with magic or
or a van, not drawing much attention (in time periods supernatural languages).
after the invention of such vehicles). You can use it to □ Sufficiently Advanced Technology: You can reproduce the
effects of the move use magic with technological tools. You do Protective weapons, pick one:
move around like any other vehicle, but it depends on
fuel, maintenance parts, roads etc. not roll dice for this, but you must choose an effect and a glitch. □ Machete (1-harm contact)
This is not magic, so the effect will not have the magic tag and □ Common revolver (2-harm close loud reload)
□ Time Portal: You open a time portal to your will not work on things affected only by magic. The Keeper may
destination. You can only open one portal at a time,
ask for one or more requirements to achieve the effect. □ Shotgun (3-harm close messy loud reload)
and it will remain active for as long as you wish. It
□ No Paradoxes: When you say why something should happen to □ Light futuristic weapon (1-harm) [add 1 range tag and 3
allows you to cross it in any direction as many times as other tags]
you want. But an unattended portal can also be crossed guarantee the future, you can help another hunter and give +1
by any person, or monster… to their roll, as if you had rolled a 10+ on help out. You still □ Heavy futuristic weapon (3-harm) [add 1 range tag and
need to describe how you are helping. 1 other tag]

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