
Abkronos
A downloadable game
You are travellers in time and space. You are no longer bound to advancing from the Past into the Future as part of an ever-evolving Now. To you, space-time is a four-dimensional landscape into which you may journey. Ancient Rome is coterminous with Communist China. London is next-door to Lagos. It is as simple as turning your head, switching your pace, opening a door. What will you do with this power?
Abkronos is a 3-page mini-rpg about changing history and alternate futures, based on Continuum and World of Dungeons. You can use it for one mind-bending, chaotic one-shot, or as the basis for a longer campaign of time-jumping horror and weirdness.
If you can travel in time, why not change it?
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (5 total ratings) |
Author | Calum Grace |
Genre | Role Playing |
Tags | role-playing-game, Sci-fi, Time Travel |
Download
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Development log
- Abkronos is out in the wildMar 06, 2019
Comments
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Such a cool mini-format and clever time-travel mechanics!
Could you clarify how span boxes work - two questions:
1. How much time exactly a traveler needs to rest to clear one span box? If it's just a minute - then, is it 12 minutes for all 12 boxes?
2. Let's say a traveler wants to jump from 2000's New York to ancient Rome to save Caesar. Calculating magnitude: 9 (for millennia) + 9 (for around the world) = 18. Let's say a traveler has all 12 span boxes clear - do they end up gaining a weirding and 6 marked boxes, or they simply aren't allowed to jump that far?
Hey, thanks so much! So, to answer your questions:
1. The amount of span cleared by spending time resting is based on the magnitude of that time, in a similar fashion to how you calculate how much span to mark in the first place when travelling, so ideally the player should state up front how much time they're choosing to rest for (resting just being anything that's not a stressful action-packed thing or doing actual time-travel, your table's preference naturally as to the bounds of that, and what the PC might need to go about doing in order to get that rest time). So if they chose to rest for a few days, they'd clear 3 span, a few weeks to clear 4, etc. - this means there is kind of an upper limit to how much span can be cleared in one go, since apart from being able to time travel, we can generally assume the person has a normal human lifespan (unless they somehow have access to wacky future lifespan-enhancement drugs or whatever, naturally).
I had one session I ran where the player had just had their character go a few weeks into the past within the same general location in order to set up a chain of events, so once they'd done what they needed to do, they just elected to lie low and wait out the intervening time in order to clear 4 span rather than time-travelling directly back to the "present" of the campaign.
2. The way I run it, they'd absolutely get that weirding right away, and roll over by 6 boxes, as you said. They can go as far in space and time as they want, within the bounds of the magnitude table, it's just gonna get way more dangerous for 'em.
All of that makes sense. Very cool, thanks!