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Help with interesting death encounter
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<blockquote data-quote="Dunjin" data-source="post: 1263662" data-attributes="member: 14572"><p>Those are great ideas. I'm going to yoink 'em.</p><p></p><p>The idea behind the way this works is that the characters exist simultaneously in all times. Time affects them still; they age normally and will die of old age as normal, but their heritage gives them the ability to step into their lives in other times, or to shift the time-filter to a different spot, if you will. So they can't really rewind time to change the last moment, unless they know the rune to open that time again and manage to keep memory of the future time enough to move away.</p><p></p><p>It's like having homes in multiple places. When you're at home in the US, say, you experience one way of life, which is different from when you go to a home in the Bahamas or something. Just because you're not there doesn't mean that the homes don't continue to exist and feel the ravages of time. Compare this to the PCs in the current timeline who learn the rune to get into the future to a time not much unlike our own. They now experience a new time, but themselves in the old time continue to operate to an extent. Meanwhile, since they've always existed in that time, they have innate knowledge of driving automobiles, basic computer use, firearms, etc., but they might forget certain things they knew in the past (since their future selves never knew that stuff). I'm hoping this all makes sense when the PCs start getting into it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Meanwhile, there are a number of stone blocks with these runes on them that also exist in every time. If you went to the year 2027, found a block and moved it to a specific location, it would exist in that new location when you went back and found that same block in 1167. An organization is trying to find these blocks and build a stronghold out of them to form a castle that would exist in every time and outside of time, as well as to collect these scions of the god to serve as their rulers. </p><p></p><p>I'm still not sure what role the mad god plays in this. He exists outside of time, which is something not even the other gods can do, really. To him, the effect of time on reality is like a tiny hole punched in the bottom of the ocean: There's all this vastness of water above, and the hole filters out everything but a trickle that gets through it. He might even be offended by the concept of time, or maybe his mortal followers think he might be, and they might seek to destroy time itself. Mwhahaha, rat-bastardness that could last through to the Epic levels. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Any more ideas? I love brainstorming this, and I want the whole thing to be bulletproof before it all comes crashing down on the players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dunjin, post: 1263662, member: 14572"] Those are great ideas. I'm going to yoink 'em. The idea behind the way this works is that the characters exist simultaneously in all times. Time affects them still; they age normally and will die of old age as normal, but their heritage gives them the ability to step into their lives in other times, or to shift the time-filter to a different spot, if you will. So they can't really rewind time to change the last moment, unless they know the rune to open that time again and manage to keep memory of the future time enough to move away. It's like having homes in multiple places. When you're at home in the US, say, you experience one way of life, which is different from when you go to a home in the Bahamas or something. Just because you're not there doesn't mean that the homes don't continue to exist and feel the ravages of time. Compare this to the PCs in the current timeline who learn the rune to get into the future to a time not much unlike our own. They now experience a new time, but themselves in the old time continue to operate to an extent. Meanwhile, since they've always existed in that time, they have innate knowledge of driving automobiles, basic computer use, firearms, etc., but they might forget certain things they knew in the past (since their future selves never knew that stuff). I'm hoping this all makes sense when the PCs start getting into it. ;) Meanwhile, there are a number of stone blocks with these runes on them that also exist in every time. If you went to the year 2027, found a block and moved it to a specific location, it would exist in that new location when you went back and found that same block in 1167. An organization is trying to find these blocks and build a stronghold out of them to form a castle that would exist in every time and outside of time, as well as to collect these scions of the god to serve as their rulers. I'm still not sure what role the mad god plays in this. He exists outside of time, which is something not even the other gods can do, really. To him, the effect of time on reality is like a tiny hole punched in the bottom of the ocean: There's all this vastness of water above, and the hole filters out everything but a trickle that gets through it. He might even be offended by the concept of time, or maybe his mortal followers think he might be, and they might seek to destroy time itself. Mwhahaha, rat-bastardness that could last through to the Epic levels. ;) Any more ideas? I love brainstorming this, and I want the whole thing to be bulletproof before it all comes crashing down on the players. :) [/QUOTE]
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