GURPS Time Travel Role-Playing Game

The Concepts

Concept: A group of adventurers is able to visit various historical periods and places using advanced (experimental) technology. The players will help determine the target time and location. For online games, two or three sessions would be needed for time trips. The target time and place will be determined at least a week prior to the game, allowing the players an opportunity to research historical accounts. Expect plotlines where the PCs discover what really happened vs. what history recorded.

Characters: Should be modern day Americans of no extraordinary reputation, but with enough guts to experiment with time travel. A variety of backgrounds should be helpful, with an emphasis in languages and some historical knowledge. Starting XP: 200 (plus up to 40 points for Disadvantages).

Premise: An eccentric, but brilliant scientist named Prof. Tempore has invented the world's first time machine. He has carefully kept the technology secret, except for a close-knit group of former students etc. He is determined not to allow the government (especially) from obtaining TT tech. The huge machinery is housed in an isolated farm setting in upstate NY. The machine is able to send several persons back in time with a degree of accuracy. It can transport to the target time within a few days and to the target location within 20 miles. He hopes to refine the accuracy further. The current range is approximately 5000 years with a limit of close to three days on the duration of the visits. His initial experiments completed, he now seeks to try a number of prolonged group time trips.

His goal is research, not an attempt to alter history. He will continually warn his protégé's against any attempts to alter significant historical events. Each traveler will wear a bracelet which allows for his/her retrieval. This is the only high tech item that can go back in time. Items, clothing, and technology available in the time frame can be transported. Artifacts from the past can be brought forward at the time of retrieval. Each trip will be preceded by a training period to prepare the team in the language, customs, and so forth, of the target site. The Professor will reward the team with certain bonuses for the retrieval of evidence that demonstrates the inaccuracy of the historical record.

Powers: PCs may have one psionic power at double the normal cost, up to a Power of 5 only. The GM is open to other possible skills that could be considered a psionic ability. Magic does work, but the modern world has a "no mana" status (magic thus requires a mana source). Some areas may have "low mana" status prior to 1500 AD. "Normal mana" is so far in the past that the time machine can't reach it. Two hundred development points (plus up to 40 additional) should produce characters with many general and a few specialized skills.

Player Input: Players are sometimes encouraged to add to the list of possible sites for adventuring. You may suggest a target date and location, along with some hints as to the mystery to be resolved. The players will vote, Pareto style, to determine which site will next be visited.

Event Alteration: While Professor Tempore will warn against intervention that could alter history, the players will be free to gamble with time (and accept the consequences). All character actions in the past will be assessed for their potential to alter history. At the time of retrieval an event alteration roll will be made on 3d6 with listed adjustments applied cumulatively.

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