TIME TRAVEL
And since there's so little banter on this wavelength, I might as well fill the silence. My
campaign has been going on for a year, it's a detective campaign in LA. After a while, I gave
one of the PCs access to Space Time Lore. This was after six months, after the character had
gone through tons of role-playing opportunities, playing his character to the hilt, surviving all of
the traps I had set related to his disadvantages (and there were a lot, around 60-70 points worth
of disadvantages), and I started to reveal a little bit of info to him. The problem is this: My
carefully set up plots are now open to blatant manipulation. Example: they get hired to recover a
kidnap victim. Finding the time and place the person was last seen, they can now go back in
time, follow the person, and lay in ambush for the kidnapper. Or if someone who has
information is murdered moments before they can get there, they can go back a couple of hours
before, warn them, and then get the info. Now my players haven't been able to do this yet, I keep
them too busy dodging police, murderers, killers, and homicidal weeping fallen angels, but I see
this as quite possibly happening. How do people deal with time manipulation? Do you allow
the antagonists the same magic, so that if the players go back in time and rescue someone, than
maybe the killer goes back in time to kill the PCs off one-by-one in a time before they go back in
time? Do the authorities intervene when someone travels through time...such as lictors showing
up at the front door of the temple? Or do people simply not allow player Space Time Lore?
Something to think about...in fact...I dare you to respond!
Reality magic is the only TRUE magic. It's the magic that can change things in the world beyond
the illusion. It says somewhere in my rulebook that when you become awakened you can use all
normal magic instantly and instantaneous. But to be able to use Reality Magic you have to start
studying again.
If the adventure takes place outside the home town it'll be hard to use the magic since you don't
have a real temple. (besides the spell to walk through time to be able change these things is very
high rated) If the players can see through time and see the killing/kidnap doesn't make them very
reliable witnesses, or? I think you can let them solve a mission or two in this way (if they have
the proper skills (about 20 in the school of T&S, and a successful spell of walk through T&S at
least 5?)). If they try to use it as a standard the idea of lictors showing up at the door of the
temple, or climbing out of the T&S portal is excellent!
About the use of Time & Space Lore in KULT games: I had a player-character in my campaign
who learned some of this, and I recommend making the Lore, and all magic in KULT, very
hazardous and hard to predict. For things like merely seeing into the past or future, or
remote-viewing your opponents' hideouts, it's not too hard to make the campaign adjust (you'll
just have to figure out other ways to hide events than having them take place in the past), and
you can use it for all sorts of prophecies and disturbing visions. Any 'scrying' can be turned into a
dream-hallucination, or may accidentally see the wrong time, or a 'possible future', or something
like that. Also, you can always modify the rulebook's requirements for spell casting, so that the
players need to find some rare gem or plant or incantation, or perform multiple human
sacrifices, to get a particularly important spell done. And then there are the Incarnates and
semi-Awakened people and other entities which can change the players' time perception..
For actually physically traveling in time, I would definitely make this very risky; there are
rulebook monsters which exist just to chase down and kill people who break the Laws of Time,
and I was ready to have 'em show up if the characters tried to time-travel. However, I also freely
used a lot of paradoxes and time warps, which were very fun and disturbing to the players --
effects caused by Mental Balance as much as Lore mastery. At one point the characters ran into
a person with +250 Mental Balance who was working for Malkuth and opposing them (albeit
gently, having a +250 MB). All the characters except the one with a really high Mental Balance,
and another one who was possessed by a Nachtkind, simply froze in time and the other players'
combat with the near-Awakened person passed instantly as far as they were concerned; they just
blinked and the next thing they knew, this saintly-looking person was lying dead on the ground
in a pool of blood and their two comrades were reloading their guns. In another case, a character
had a vision of the past and future of New York taken out of H.P. Lovecraft's story HE. Of
course, in Metropolis 'time does not exist', which may be interpreted in many ways. At one point
the characters went to Metropolis, opening a gate there with the Lore of Madness; the gate led
from their apartment to an empty lot somewhere in the city. After passing through, they
noticed that their apartment building was visible on the horizon, so out of curiosity they walked
over, entered their apartment (after some encounters), and arrived just in time to hear someone
walking through the gate; they'd arrived just an instant after they left! Rashly, two of the players
jumped through the gate, where they confronted their past selves in the empty lot. Their
immediate reaction was defensive hostility, so I role-played their past selves (played as NPCs) to
react the same way (each one thought it was the 'original'); then more and more reiterations of
the unlucky PCs started pouring through the gate into the empty lot, as a wiser character who
had some knowledge of Time & Space watched with concern from the apartment side of the
gate. Soon a huge fight between the different 'selves' erupted (needless to say, these characters
were combat twins), in which a grenade was thrown which exploded a gas station, and the
surviving characters -- who rushed back through the gate into the 'apartment' -- got to see their
other selves burn to death. One duplicate of one of the players also made it back to the
apartment, and they wrestled and struggled to push one another back into the flames; finally the
'duplicate' failed its Ego check, went into a berserk rage, and kicked the hell out of the original
before throwing him into the gas explosion. However, since the duplicate was in all ways exactly
the same and just as real as the 'original' character, we immediately resumed play with the player
controlling the time-warped version of his character, and he was left to struggle with thoughts
about souls, time and free will.
With the character who had Time & Space Lore, things got even weirder. At one point,
admittedly as a rather wimpy DM decision, I made him unconsciously teleport himself forward
in time to escape being mutilated in his sleep. However, this resulted in him splitting into two
equally real selves, the mutilated one and the unscarred one (with different Mental Balances),
which I made him role-play simultaneously since he didn't have a clue what was going on. He
had an incredible conversation with himself where he tried to figure out what had happened, and
the two selves ended up hanging out for a week of role-playing time, before the paradox was
resolved and he ended up as one person, heavily scarred but not maimed. At this point in the
campaign things were getting so bad for the players that I was afraid he might try to time-travel
back to before the campaign with his Lore and prevent all his various miseries from happening.
However, I'd prepared for it -- months back, as soon as he'd first started learning the Lore, the
other PCs in the party had encountered a person who appeared to be him (the magic-using
PC), albeit with his throat and hands slashed, and crawling towards them, apparently pleading
for help. The other PCs where caught off guard (this happened when they were expecting to have
something dangerous crawl out of the shadows... instead, it was the dying PC), and in panic
actually gunned down the already-dying PC instead of listening to his feeble attempts
to communicate. They were shocked when they then went back to the usual meeting place and
saw the magic-using PC (now playing himself... I hadn't told him about the previous incident)
seemingly unharmed and having spent the entire day hundreds of miles away. Completely
confused and feeling guilty, they never told the magic-using PC about 'killing' him. This
inexplicable event was the set-up for the magic-using PC's attempt at 'time-traveling into the
past'... if he tried such a thing, I was going to have him be immediately attacked by
time-monsters (I forget their name) and, unless he rolled really well, have his throat and hands
seriously injured, preventing him from being able to speak or write. Injured and unable to
control the time-streams, he would be flung before the other PCs, where he'd attempt to
communicate his warnings to them, but probably die before he could accomplish anything. That
was the plan... but that the other PCs actually KILLED their friend was the ultimate irony! If the
magic-using PC had done it, I would have retold it from his point of view, and his free-willed
actions, most likely, would have led to the same grim result. Unfortunately, the magic-using PC
never did try to go back to the past, but if he did, I now had my escape-clause. It was just
another impossible incident in KULT. That's the trickiest part of any kind of
predestination/time-travel stuff: tricking the players into behaving so that the predestined event
occurs. However, it's not impossible, and if you can manage it, the feeling of all the
puzzle-pieces coming together into a shocking whole is very rewarding. (I do think, also, that
you shouldn't force the players into doing something if they actually manage to sneak out
of it by luck or guile.)
As far as your time travel issue, I'd suggest creating your own guardians of time -- some
manifestation of collective belief to prevent paradoxes from ripping the fabric of reality. Also, it
seems to me that neither the archons nor the death angels would take to kindly to anyone
jaunting back and forth in time, as the illusion could easily be compromised that way. What
would happen, for example, if someone, anyone, went back in time to before the illusion?
Perhaps you could make time travel so inherently dangerous that no one would want to risk it.
First to respond to a thought that Garett had, I believe that magic should be an innately unstable
enterprise. When a character begins to warp and twist the illusion itself there are bound to be
repercussions. You had already mentioned a Lictor showing up at the characters door. What
about the possibility of extensive warping of the illusion drawing the attention of something
from beyond the illusion? Maybe a creature from Metropolis, another skilled mage, or an
Awakened human. What if the constant use of space and time magic causes localized tears in
the illusion around the character's temple? If the players feel there is the possibility of unknown
danger they won't abuse the power. This is especially important given the power of magic in
Kult.
This sounds a bit like Paradox in MAGE, which I think is a good idea. Certainly the Archons
have agents to crack down on mages and semi-Awakened people. As far as time travel -- ah, but
is it possible to travel back in time before the Illusion? My impression has always been that,
once the Illusion was 'created', by our meager sense of time it 'had always existed'; that no matter
how far forward or back you go into the KULT future using conventional means, you'll just
encounter Medieval people trapped in the Illusion, caveman trapped in the Illusion, far-future
cyborgs trapped in the Illusion... and, if the Illusion is ever totally 'broken', these different
time periods will have no meaning, and everything will be mixed together as it is in Metropolis.
Someone else posted something similar about this a few months ago: the idea that we perceive
the past as being 'nasty, dirty & brutal' being because of the current state of the Archons & Death
Angels, and if we could travel back to the past, we'd see it that way, with leprosy and disease and
ugliness and ignorance. Whereas, if the Archons & Death Angels had different levels of power,
it'd look different; if, say, Chesed (the 'helper', right? I always mix them up) were still 'alive',
both the past and future would be more comfortable, clean, attractive places, and our history and
predictions in the present would reflect this. So in that way, the Archons and Death Angels and
the other 'major players' are sort of outside time, and their actions have the power to change not
only the way things Are and Will Be, but the way things Have Always Been. It's a
definite time travel/paradox sort of thing, IMHO...
Thanks for sharing some interesting ideas about time travel. I have used Time travel a lot, but
almost always as a plot device, since unfortunately my campaign is very plot driven as opposed
to character driven. There's a revolving group of about 8 whom I play with, but since I never
know who is going to show up, I have to always come up with a narrative to weave it all
together. One use of time travel as a plot device was when the characters (Detectives) are called
and told that there will be a client coming in tomorrow, and woke up the next day to discover
that a day or two was missing from their lives. I had also placed a few clues to indicate that
although the characters had skipped a day of their lives, they actually had receipts and the like
for stores outside of California in their pockets, so that they had lived a week of their lives,
were jettisoned back in time, but still bearing the proof of this lost week. They eventually had to
retrace their path across a few states, and there were all sorts of interesting roleplay
opportunities with waitresses that were angry at them for not tipping them last time...etc...
What happens to one's mind, when one gazes into Abyss? Does the Abyss look into one's soul? If so, what that strangest of entities, feels about someone who attempts to influence it? If the Abyss is alive and conscious albeit not in human sense, ie. it is capable of reasoning and reacting to stimuli, then does it like someone molding it? Well, does it?
If you open gates of your mind to swirling possibilities, does that affect you? Who you are after
the experience to know whether you're still the same person? Are you really sure, you have lived
yesterday, that the memory of the pleasant bath wasn't just imprinted in your brain?
In my opinion, the Time Travel is a very intimate experience ... a Mage opens wide his
consciousness to perceive four dimensional sculpture. But it means he becomes vulnerable, it is
like an invitation for all the sharks, a flag that says "Take me!". Exploring the neighborhood of
moments would be a caress, flowing with time - an immersion in a hot tub, forcing against time -
an ecstasy difficult to bear, to control oneself. And making an alteration, transporting
her/himself, - a new birth, a nerve shattering experience ... a long, long trip.
And you feel someone is watching you. You're exposed, you're alone, you've lost your head - you're vulnerable! And instead of sobering up, this heightens the exquisite feeling, the thing, the it! Finally ... you did ... what? This or that? What exactly? Don't you remember?
Ahh, would you want to try again?
Future is a cold place, but moving in time definitely not. I think that stressing vulnerability and lack of control together with a few memory lapses would make anyone sane reconsider. Future is a cold place, because when you find yourself there, you cannot alter yourself - you may change your past, but that would not take away your experiences. That's the point - you can help everyone but yourself.