Where, When and How: The Rules
Ok, time to confess it: Ronin Time Bureaucrats does not come with its own ruleset.
There are so many good systems around, why invent a new one? So, rather than doing so, let's pick Fate Core, a simple ruleset designed to get out of the way and let us improv our merry adventures through Space·Time. We'll add the Time Deck and just a little bit of Space·Time flavour.
As usual with Ronin Time Bureaucrats, if you disagree with these rules, don't hesitate to come up with your own – or to wing it!
We're not going to copy the full detailed rules of Fate Core here, but:
- the rules are Pay-what-you-want, starting at $0/0€, so you can simply grab them at Evil Hat's (https://www.evilhat.com/home/fate-core-downloads/);
- the fine crew at Up To Four Players composed a great two-pages webcomic introducing pretty much all the rules (http://www.uptofourplayers.com/fate-core-rules/);
- Geek & Sundry dedicated an awesome video session to showing how Fate plays (https://www.youtube.com/watch?v=NOFXtAHg7vU).
Well, full rules or not, to introduce us to Fate Core, we have a special guest: Janus, God of Portals.
Creating a Character
Well, here you are, ready to create your very own Ronin Time Bureaucrat. It's a great day to be alive, isn't it?
You'll need the Character Sheet at the end of this chapter.
High Concept and Trouble
Hold a second Janus! How do we come up with a High Concept? We do this by answering this question: just exactly who is your character? Some people prefer starting from an existing movie/novel/anime/comic book/... character and customize it from there. Some people start from musics, or from word associations. In Ronin Time Bureaucrats, pretty much anything does, so pick your poison.
If you feel like it, you can even use the Time Deck. Let's try that!
- Who am I?
I'm obviously some kind of rescuer, or at least, I feel like one.
- Where do I come from?
Mmmh... Lenin and Betrayal. I obviously come from the Time Brigade. As a rescuer, I believe very strongly in my ideals, and in the necessity of freeing Space·Time from the shackles of Imperialist Capitalism. Maybe I was the youngest Political Officer of my promotion.
Apparently, I was betrayed. I wonder how I feel about it.
- How do I feel about it?
I'm Facing the Darkness. In other words, I'm continuing my fight without the Time Brigade.
Wait a second, a True Believer, Facing the Darkness in the Time Brigade and Betrayed? I'm obviously Space·Time Trotsky!
This gives me enough for a High Concept: Space·Time Guerrilla Trotsky. I'll need to discuss this with the GM, but I believe that I should be able to invoke that aspect both to come up with economic theories, write and deliver speeches, and locate supporters. On the other hand, I am probably feared and distrusted by most branches of the Bureaucracy and hunted down by local authorities, which makes it a good compel.
I wonder if the other players would go along as my followers or bodyguards. Otherwise, I'm just hiding among them, bidding my time.
As a Space·Time Guerrilla Trotsky, I should probably pick a matching name. Maybe I'll pick in history Lev Davidovitch, or in literature Emmanuel Goldstein, or Snowball. Let's pick Snowball.
I'm also on track for a Trouble: obviously, Space·Time Stalin is after me. Let's refine this.
- What does Space·Time Stalin want to do to me?
Innocence? Well, that sounds like brainwashing! Mmmh... I could say that the Time Brigade is after me to brainwash me, but that sounds a bit redundant. Maybe they have already brainwashed me and it didn't stick? That should be more interesting!
So here's my Trouble: My brainwashing didn't stick. Now, Time Brigade wants to finish the job.
Don't forget the Continuum!
Yes, the Continuum also has Aspects. If even has Stress and Consequences, as we'll see later.
The Continuum's Aspects are created pretty much like your character's – the only exception is that the Continuum's Trouble is always The Continuum is Fragile.
As with characters, if you have a book, movie, story or music in mind, you can pretty much use it as is for a High Concept. Or, if you want help from the Time Deck, as usual, you just need to ask.
- What's the current crisis?
Apparently, there's a problem with everybody's equipment.
- What caused that?
Oh, apparently, someone made Great Progress. So, there was a breakthrough in, say, Continuum Indirection technologies. Everybody is playing catch-up.
- Who made the breakthrough?
Apparently, someone who was planning for the future. Someone who was dug for a very, very long time. It would fit in nicely with Most Benevolent Administrators.
Let's imagine a Most Benevolent Administrator buried for about five-thousand years under Mars, with an army of slaves. It was recently dug up, most likely by the Acquisition Department of the Time Museum, because that's what they do. During these five-thousand years, the Most Benevolent Administrator has come up with a new technology that would somehow revolutionize Continuum Indirections.
Everybody's trying to get into the action!
So, here's our High Concept: Everybody's scared of being last to grab the Buried Space·Time Treasure of Mars.
Including Space·Time Guerrilla Trotsky, of course.
Let's come up with a second Aspect, which is going to describe a previous crisis. Let's say we ask the Time Deck.
- What's the previous crisis?
Oops. Madness was afoot.
- Who was mad?
Apparently, people who were facing the Darkness went crazy. That sounds like an entire branch of the Time Bureaucracy. Before we pick one, let's find out how this crisis was resolved.
- How was the crisis resolved?
Apparently, it was resolved through some pretty energetic show of strength. Could it be that someone blew up a mothership of the Space·Time Fleet? Or perhaps the Space·Time Fleet had to carpet-bomb an entire planet?
- Who was destroyed?
The Tower of Babel!
So, let's put this together as a third Aspect If the Tower of Babel hadn't been destroyed, the entire Bureaucracy would have gone mad. The Crew may or may not know the details of this, but everybody knows that this had to happen, so it's still in everybody's mind.
As usual with Fate Core and Ronin Time Bureaucrats, the players are free to invoke this Aspect for any reason, including giving themselves a role in that crisis. As usual, they may do it at any time during play.
... and the Continuum Indirection
Again, the Continuum Indirection has its own Aspects. Is it larger on the inside than on the outside? Does it require a Crew of 500? Is it politically-minded?
To come up with these answers, discuss among players and/or use the Time Deck!
Compels
Similarly, a few examples of how Snowball could be Compelled:
- Because local authorities don't like to see guerrilleros in their backyard, you have been assigned a personal secretary who won't leave you even one second, and whose job is clearly to watch you. (compel on Space·Time Guerrilla Trotsky);
- Because the workers are eagerly expecting you to help them and the authorities know that, pretty much everybody is watching you in the city (compel on Space·Time Guerrilla Trotsky);
- Because you have been partially brainwashed, you remember that Space·Time Bleria is a friend, but you're not sure whether he's a friend from before the brainwashing or from after (compel on My brainwashing didn't stick. Now, Time Brigade wants to finish the job);
- ...
The Continuum may just as well be Compelled:
- Because this Paradox is so bad, the Continuum is splitting into a Pocket Continuum and a Main Continuum (compel on The Continuum is Fragile);
- Because everybody present realizes that the Continuum is about to split, the Time Brigade offers a Truce (compel/invocation on The Continuum is Fragile);
Skills
The list of Skills is slightly shorter than in out-of-the-box Fate Core:
- Awareness
- Noticing things. Also, 6th sense.
- Consensus
- Everything related to building consensus without threats. Dealing peacefully with crowds or individuals.
Empathy
- Everything related to understanding people and emotional clues. Also, making people better, emotionally.
Expertise
- Anything that you spent long time studying to learn and that is not covered by other Skills. Exactly what depends on your Aspects. If you're a Historian, this will cover your History. If you're a Kung-Fu Monk, this will probably cover both Zen and the Precepts of your Order.
Fight
- Close-combat fighting, whether armed or unarmed. Used both for attacking and for defending.
Fortitude
- Standing hardships. Also, pure physical feats, such as carrying something heavy.
Healing
- Making people better, through physical treatment or chemistry. Also, making people worse, through physical treatment or chemistry. Your call.
Investigate
- Everything related to understanding scenes or physical clues.
Mobility
- Everything related to moving around. Typically, running either towards danger or away from it, including running for cover when someone is shooting at you. Once you know how to use a vehicle, or a horse, or anything that can get you somewhere, that's how you use it. Also good for guerrilla warfare.
Spelunking
- Everything related to exploring a place. Doesn't have to be scary, dark, underground and filled with awful noises, but then again, it can.
Shoot
- Distance fighting, typically armed, from throwing shurikens to sniping to adjusting battle-canons. Used for attacking, providing cover fire, shooting down the lights, throwing baseballs, etc.
Stealth
- Doing things without people noticing, including their pockets. May be used for disguises.
Tactics
- Planning things ahead for you and other people. Often used to create advantages before or during confrontations.
Theatrics
- Attracting attention, impressing people, also scaring or provoking people, or resisting Empathy. May be used for disguises.
Tinkering
- Making things work. Making things stop to work, too, if you prefer. That's also how you learn to use any kind of apparatus, including vehicles, including animals.
Will
- Resisting attempts to convince, trick or brainwash you. Also, bravery.
You can find this list copied on the Continuum Sheet and the Indirection Sheet.
A starting character gets:
- one Skill at which your character is Great (+4);
- two Skills at which your character is Good (+3);
- three Skills at which your character is Fair (+2);
- four Skills at which your character is Average (+1);
- everything else is +0
As with Aspects, not all Skills need to be picked up during character creation.
For Snowball, I will pick:
- A Great Will, because nothing can get him to change his mind about Imperialist Capitalism or the Shadow that took over the Time Brigade. Also, it will make it harder for Space·Time Stalin to brainwash me. Take that, Space·Time Stalin!
- Good Mobility, because I've been on the run for a few subjective years already.
- Good Tactics, because I need to stay one step ahead of the Time Brigade. Also, with Mobility + Tactics, I'm starting to be pretty good at Guerrilla Warfare.
- Fair Stealth, because that's also going to be necessary for my Space·Time Guerrilla.
- Fair Expertise, which my Space·Time Guerrilla Trotsky Aspect will let me use apply to historico-economic marxist theories. It's not Great, but I can always invoke my Aspect to boost me.
I'll leave everything else to be decided during gameplay. Mmmh... I want to be a good orator and I need followers. Let's see if I can use Stunts to back this with my dice.
Neither the Continuum nor Continuum Indirections have Skills.
Not your usual Skills
Recall that Fate Core simulates stories, not the setting? This means, for instance, that this set of Skills should be sufficient, even if you decide to add extraordinary elements to the game, such as psionics, magic, etc.
For instance, if psionics (or a magic spell, or a mutation, etc.) lets a character do something that is basically harming someone at a distance, you should simply use Skill Shoot. Yes, it may be a telekinetic mindblast, or a flame brought to you from the deepest pits of Hell
Free Stunts
Every Time Traveler (both PC and NPC) gets the following Stunts for free:
- Because I can Help Myself, whenever I need to, I can spend 1 Fate Point to receive the help from my Future Self. My Future Self may do anything I would have done. If I am in presence of my Future Self for more than a brief instant, however, it becomes pretty much impossible to actually remember exactly how my Future Self behaved to be able to imitate them, so expect Observable Contradictions.
- Because I'm a Death-Defying Space·Time Traveler, I can deflect any damage taken by myself to the Continuum. Given how fragile the Continuum is, it is generally a good idea to Concede the conflict after this.
These stunts are copied on the Continuum Sheet. You don't need to write them down.
Coming up with Space·Time Stunts
Each character may start with up to three Stunts.
Stunts generally look like:
- Because I am/I know/I have (something), I get a +2 to (do something) whenever (some condition is met).
- Because I am/I know/I have (something), I can use (some Skill) to (do something) instead of using (some Skill) whenever (some condition is met).
- Because I am/I know/I have (something), once per scene where (some condition is met), I can spend one Fate Point to (do something cool and otherwise impossible).
Stunts are there to differentiate characters. Consequently, two members of the same Crew should not have the same Stunt (other than the built-in Stunts above).
As usual with Fate, the best way to create a character is not to pick Stunts from a list, but rather to design the Stunt for that character. That being said, here's a list of stunts that can serve as sources of inspiration:
Because I'm a Living Encyclopedia of Space·Time, I have a +2 to remember historical and geographical facts about this place/period.
Because I’m Good at Space·Time Orientation, I have a +2 to determine where and when I am.
Because I'm a Space·Time Communication Specialist, if I have access to communication material, I have a +2 to hack it into something that will let me communicate with any specific person through Space·Time.
Because I live a Split Second Ahead, whenever I use a Fate Point to reroll an action that lasted only a split second (such as dodging), I can also decide to change the nature of my action.
Because I’m a Space·Time Surgeon, I get +2 when rolling to fix the Continuum from the safety of my Time Machine.
Because I’m good with Old Junk, I get +2 when attempting to build or fix modern tech using old parts.
Because I know how to Place Messages in a Bottle, I get +2 when attempting to send a message to the future without any kind of technology.
I know how to place Space·Time Ambushes, which gives me +2 to setup ambushes against Time Travelers.
Because I tend to Fit right in, I get +2 to look and sound like an inhabitant of this Space·Time.
Because People pay attention when I talk to them, whenever I'm discussing with someone, I get +2 to draw their attention towards me – and away from anything else.
Because I talk fast, if I have spotted an enemy about to attack me, I always have time to try and strike a conversation before the combat starts. Of course, this doesn't work as well if I do not have a way to communicate with the enemy.
Because The better part of valor is survival, if I have spotted an enemy about to attack me, I always have an opportunity to run away before the combat starts. Of course, this doesn't work as well if I'm trapped.
Well, none of these seems particularly suited to Space·Time Trotsky. Let's see if I can come up with something better:
- "Because I am a Passionate Orator, whenever I deliver a speech on something that truly matters to me and that I truly, deeply, believe, I can use Will instead of Consensus to convince the crowd."
- "Because I have Guerilleros Everywhere, I can use Tactics to Create an Advantage Local Guerrilla Cell in any city or settlement with oppressed workers. This works only once per city/settlement per scenario."
My Space·Time Trotsky is now a force to be reckoned with. I will leave the last Stunt to be decided during play.
Continuum Indirections also have Stunts. The Continuum doesn't.
Rolling the dice
You can find a copy of the scale of difficulties on both the Continuum Sheet and the Indirection Sheet.
Yes, we very much can!
Conflict
So you killed your grandfather, or Adolf Hitler, or destroyed all mammals on Earth before Mankind had a chance to get started. How bad can it be? Well, it can be pretty bad.
Your Observable Contradiction is a NPC and it has exactly one goal: attack the Continuum. The Continuum is now in Conflict, with the Observable Contradiction attacking it at every possible opportunity. And since the Continuum is a non-violent chap, it won't even counter-attack.
(TBD)
Of course, just as you can take Damage, your Indirection can take Damage and the Continuum can take Damage.
In particular, each Consequence to the Continuum is an Aspect that alters the Continuum and may be Compelled against any Time Traveler in the vicinity, not just you. You are encouraged to come up with possible justifications that explain how things got that bad.
Examples of Minor Consequence to the Continuum:
The layout of Time Indirections has changed. You may have trouble finding things you have stashed, or using the new cockpit. Variants: the clothing of Time Travelers has changed, making it harder for them to walk, or run, or find stuff in their pockets.
Immunization shots are not so good anymore. You may find yourself getting sick from diseases to which you were previously immune.
Example of Moderate Consequence to the Continuum:
- The Bureaucracy won't answer. It may have been erased, or maybe the communications technology just doesn't work so well anymore.
- Random Time Travelers have been erased from memories. Doing things is harder when people have trouble remembering that you exist.
Example of Major Consequence to the Continuum:
The Universe doesn't exist anymore. Expect any object within your reach to vanish at the worst possible time.
Time Travel has been erased. Expect the GM to compel your Continuum Indirection to stop working now and then.
Mankind has been erased. Expect people around you to vanish mid-sentence. Possibly including you, temporarily.
Being Taken Out vs. Conceding
If the Continuum is Taken Out, that's a Snafu. That's Really, Really Bad. I personally have no clue what's going to happen, but you're welcome to come up with ideas! Also, please hurt everybody involved – nobody should want another Snafu. Well, nobody except the 0.001%, or that Mad Scientist over there, and perhaps a few Most Benevolent Administrators, oh, and possibly some members of the Time Hierarchy, or some extremists from the Time Purity Patrols, or... Oh, well, it's lucky you're here to fight them, right?
The Continuum may Concede at any time. It may even be Compelled to Concede, by anyone around the table. This creates an implosive Pocket Continuum, trapping any Time Traveler in the vicinity. That's Bad. On the upside, Stress disappears immediately and Consequences are limited to the Pocket Continuum.
Recovery
In particular, the Continuum recovers Stress as soon as it's not being attacked, that is when there are no ongoing Observable Contradictions trying to Take it Out. Recovering from Consequences is slower:
- Recovering from a Minor Consequence only takes a quiet moment.
Recovering from a Moderate Consequence requires some form of Bandaging the Consequence. Once this is done, recovery will typically take one Scenario. It may even be the topic of that Scenario.
Example of a Bandaged Moderate Consequence:
The Bureaucracy won't answer becomes Trouble on the waves or Bureaucracy offices are closed for repairs. The Bureaucracy is still there, but getting a call through won't be easy.
Random Time Travelers have been erased from memories becomes Passing for a Time Traveler has become easy. People now remember forgetting Time Travelers and branches of the Bureaucracy are taking advantage to infiltrate each other.
Recovering from a Major Consequence also requires some form of Bandaging the Consequence. Once this is done, it may take several Scenarios. It may even be the topic of a Campaign.
Example of a Bandaged Major Consequence:
The Universe doesn't exist anymore becomes Universe under reconstruction. Pieces of the Continuum are missing, but Crews of Time Bureaucrats are bringing them back one at a time. Or fighting over them.
Time Travel has been erased becomes Time Travel is coming back. Most Continuum Indirections are down, possibly including yours. You may have to find a new one before you can do anything about it.
Mankind has been erased becomes Another life-form rules. Mankind is coming back, one piece of Space·Time at a time. The Time Bureaucracy may even still exist. However, it is now ruled by White Mice from the 15th Dimension.
The simplest way to Bandage a Consequence is to come up with an Explanation of why things are going better. Alternatively, if the players have other ideas, feel free to explore them! Once a Consequence is Bandaged, the Continuum may take a second Consequence of the same level without being Taken Out. Oh, more joy.
Contests
Actually, before playing, let's detail a little these Explanations. They'll come in handy. Also, they are the only mechanism of Ronin Time Bureaucrats that is not a straight application of the rules of Fate Core.
Recall how Time Traveler Tani and Time Traveler Tom were trying to Explain away why killing Time Traveler Tom's Grandfather Gerry before he met Grandmother Gina wasn't such an Observable Contradiction? Well, whenever players are trying to come up with a good reason why something has happened, they can start an Explanation. Explanations are a mechanism for putting together very odd chain of causality and making sure that they end up explaining an event – and making sure that it has happened. You may use it both on events that may or should have happened (for instance, to negate an Observable Contradiction) and on events that did happen (in Ronin Time Bureaucrats, it's a perfectly valid way to perform investigations or scientific research).
Explanations always come in three parts, picked by the players.
- All the players who wish to participate should mention which of their Aspects is being Compelled. Yep, it's a Compel, so each player gets one Fate Point.
- Each player picks a skill and rolls against a Good (+3) difficulty. The highest winner starts the story (not necessarily from the beginning), establishing a temporary Fact, which may not be contradicted in this story. That Fact must be derived from the Aspect compelled and the Skill used. If there is no winner, no Fact gets established. On a Tie, register 1 victory at a Cost. On a Success, register 1 victory. On a Success with Style, register two victories. As usual, Fate Points may be spent, including the use of Help Thyself.
- All the players who still wish to participate should offer the second part of the explanation and roll against the Success Level of the previous highest success. Highest winner picks the second part of the story, establishing a second Fact. Same rules apply.
- All the players who still wish to participate should offer the final part of the explanation and roll against the Success Level of the previous highest success. Highest winner picks the second part of the story, establishing a final Fact. Same rules apply.
- If at least three victories were scored, an Explanation is coming. Each player picks a skill and rolls. Highest score gets to determine the Explanation. It must involve all the Facts established previously and the skill just rolled. This Explanation, no matter how handwavy, becomes an Established Fact of the Continuum. If less than three victories were scored, the event remains uncertain and/or unexplained.
Note
Explanations are one of the reasons why a GM of Ronin Time Bureaucrats should not spend too much time coming with sophisticated plots. The rules are designed to let the players derail any story.
Here's an example Explanation:
Grandmother Greta was a drunk who had no clue who Time Traveler Tom’s grandfather really was.
Someone took a picture of (not-really-) Grandfather Gerry and convinced Grandmother Greta that this was the real Grandfather – the roll wasn’t really good enough, but Time Traveler Tom is willing to spend one Fate Point to ensure that his Future Self will do it, so he got to reroll.
Grandmother Greta always told Mother Maria that Grandfather Gerry was a violent man, so Mother Maria never attempted to get in touch with him.
If the Explanation suffices to dispel an Observable Contradiction (or a Consequence, etc.), that's good!
If the Explanation actually introduces a new Observable Contradiction, not so good!
If less than three victories were scored, there is no Established Fact, so any Observable Contradiction (or Consequence, etc.) that should have been handwaved away remains present. Also, if this is an Observable Contradiction, the attempt to Explain it away was an interaction with the Observable Contradiction, so the Observable Contradiction gets their Attack on the Continuum.