time stories - introductory presentation

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T.I.M.E. Tachyon Insertion in Major Events

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Page 1: TIME stories - Introductory presentation

T.I.M.E.Tachyon Insertion in Major Events

Page 2: TIME stories - Introductory presentation

Welcome to the TIME Agency• You have all been hand picked

for this time travelling team.

• Our technology is safe. We will transport your mind to the body of a receptacle at the location of the mission at hand.

• Receptacles are well chosen. They should have the skills you need and should they dis-appear, our files indicate that they will not be missed or cause a time ripple.

Page 3: TIME stories - Introductory presentation

Your Mission• We have a case for you,

agents, to solve. We have preselected a number of potential recepticals.

• Read the case file. Choose your receptical. Then move to the caissons (“PODs”) and get cracking.

• But let me go over your base training again, just to be sure.

Page 4: TIME stories - Introductory presentation

Recepticals

Page 5: TIME stories - Introductory presentation

Recepticals

Page 6: TIME stories - Introductory presentation

Recepticals’ features and skills

Life PointsResistance

Ranged attackCombat

Search / PerceptionDeftness / Agility

Glibness Others: Magic, …

Will be used in encounters

Page 7: TIME stories - Introductory presentation

The Recepticals on the Board

Page 8: TIME stories - Introductory presentation

Time to solve the Mission

Page 9: TIME stories - Introductory presentation

Time passing by• Why?• Time travel is consuming energy, computing power, …

• How?• One unit for all agents of the party

• When?• Travel

• into a new space (so not the exploration of the space)• additional +2 when moving out of a red space

• Perform an action• skill test• change activity in the space (“move from B to C”)

• Card• in a skill test, a time shield has to be resolved• because the card says so

Page 10: TIME stories - Introductory presentation

The Location of the Mission

Page 11: TIME stories - Introductory presentation

Move through the Location• Use the white cylinder to indicate where the party is

• Moving between the different spaces of the location

• Leave old space (put away cards)

• Choose new space (take the cards for the new space)

• Roll time dice, lose up to

• Appoint new Time Captain (clockwise)

Page 12: TIME stories - Introductory presentation

Visited spaces on the Mission

Page 13: TIME stories - Introductory presentation

Where are we?• Time Captain takes the cards

of the specific space and puts them on the board.

• Time Captain reads the A card out loud.

• Exploration can begin.

Page 14: TIME stories - Introductory presentation

Explore spaces on the Mission

Page 15: TIME stories - Introductory presentation

Exploring

To see this space, all agents must move to the corresponding space

To see this space, the party must own the state token indicated.

Agents cannot place themselves on this space or reveal the space until a game element authorizes them to do so.

At least one agent must place himself on the corresponding space as soon as the location is opened.

This space disappears immediately unless at least one agent explores it as soon as the location is opened.

Only the indicated receptacles can visit the space.

Page 16: TIME stories - Introductory presentation

Encounter a space / Skill testFIRST RULE OF ENCOUNTERS do NOT read out loud, rather tell the party what you encounter(ed).

Skill that is tested the receptacle’s skill determines number of dice

The challenge is determined by the number of shields.

The agent cannot leave the space, before the challenge is defeated (or the agent dies).

Each agent encounters the space separately in an order that is determined freely.

Page 17: TIME stories - Introductory presentation

Encounter a space / Skill testThe dice roll determines the “hit”, that is the number of shields that are defeated (resolved from left to right).

The dice roll determines the “riposte” if there is a skull shield after the resolution of the hits

What happens if one of the following shields is still in play after resolution of the hits ?

The challenge is not defeated.

(1)add the number of skull shields to the number of rolled skull dice (2)subtract the resistance from that number(3)subtract the balance from the receptacle’s life points

The party loses one time unit.

The receptacle lose one life point.

Case specific…

Riposte

Page 18: TIME stories - Introductory presentation

Items

• No limitation to the number of items a receptacle can carry.

• Exchanging items is possible if the receptacles are together• in the same space• while travelling to a different space of the location

• An item cannot be used by 2 different receptacles during the same TU.

• Items with the Agency’s logo are carried on to a next run.

Page 19: TIME stories - Introductory presentation

States

Page 20: TIME stories - Introductory presentation

States• States are earned.

• States are placed on the board when earned.

• A state in principle favours all agents of the party.

• A state remains in play, even after use.

Page 21: TIME stories - Introductory presentation

A receptical dies• TIME have to reset the POD’s parameters. This takes 7 time

units.

• Remove the agent from the board.• Put the small agent token 7 time units down the time line.• The agent can take a short break.• The agent joins in again when the time tracker is at the time unit

on the time line where the small agent token is placed. In other words, the receptical is back in action.

Page 22: TIME stories - Introductory presentation

Recepticals lined up

Page 23: TIME stories - Introductory presentation

The PODs are ready

Page 24: TIME stories - Introductory presentation

Off You Go.