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Fluxfall Horizon QuickstartClick to magnify

Fluxfall Horizon Quickstart


Fluxfall Horizon is a PbtA parallel Earths RPG. This Quickstart includes:

  • An 82-page PDF containing all the game's rules, including 8 Core Moves, 3 Meta Moves
  • 10 playsheets
  • GM cheat sheets
  • Consent Questionnaire
  • Fluxfall Horizon: Timeline

What's the premise?

Fluxfall Horizon is a Powered by the Apocalypse RPG involving players who "lance" or jump from parallel Earth to parallel Earth, originally starting from an ultra-tech future and wrestling with both local problems as well as secret personal objectives. 

Key Features

World is always changing: At the heart of the game is the conceit that Lancers are using quantum disentanglement equipment that is harming the Continuum, a sort of living, breathing omnipresence. And each time the Continuum is harmed, the Lancers are forced to an adjacent parallel Earth, one where most of the details are the same but some... aren't. This kaleidoscope of worlds is the harsh new reality for Lancers.

The Put Right: There is a way to heal the Continuum, and that is to solve one kind of problem or another. Referred to as a "Put Right," this team goal can improve the version of Earth that lancers find themselves on, and possibly give them a shot at returning Home.

Secret Objective: Each Lancer harbors their own secret goal, and by design it is at odds with those of other and possibly the Put Right as well. The mechanical reward for fulfilling this objective is character advancement, which is not necessarily a concern in one-shot play. But as far as one-shots, survival and the Put Rights should be more than enough to occupy players.

Gear, Specials and Conceits: The game also features smaller mechanics that affect what would otherwise be vanilla PbtA structure. Basic gear is anything and can be easily acquired, within reason. But Special Gear offers one kind of material advantage or another to a Move roll. Specials and Conceits are further mechanical mods that are specific to the playsheet.

Quantum Powers: Certain roleplay triggers, which differ for each character Type, earn Disentanglement points. Enough of these points will unlock stat upgrades and Quantum Powers. Quantum Powers are supernatural powers that Lancers wield to to do a number of different things like phase through matter, create illusions, intuit secrets, heal others or cause harm.

The Playsheets

  1. Junior Exec: The only thing standing between you and the promotion that will mark your career launching into the stratosphere is this one lance. How bad could it be?
  2. Senior Exec: You’re a little old to be doing any more derry-do time lances, but every single one has only bolstered your status on the board. Lancing is good for your health.
  3. Soldier: Most of the questions everyone’s asking you are above your paygrade, and frankly you’d like to know the answers to them as well. You personally volunteered for this elite assignment, though, and you’ve trained for this.
  4. Officer: You’ve been inside the need-to-know military intelligence bubble for longer than you can remember. And if there’s one thing you can say about it all, it’s thatlancing is bad for the health of your Earth. But that’s not your problem. You’ve got your orders.
  5. Planetologist: The rigors of the study of planetology have yielded you the greatest status among scientists, apart from quantalogists. You have learned so much about the complex, interlocking systems of a planet.
  6. Quantologist: Your science is the backbone of ChronoCorp. Your understanding is based purely on hard work: mathematical modeling and years-long thesis projects. Your understanding of quantum entanglement makes you extraordinarily rare and valuable.
  7. Neophyte: Your parents contacted the Order when you were still very young. Robed figures came and you began a curriculum meant to harness your abilities. As you passed into adolescence, the Order and its esoteric goals became your life.
  8. Elder: You have seen the edge of time and space itself, but what has frightened you more is what you have seen in the boardrooms of ChronoCorp. They know not what they do, and your burden is heavy. The Order does more than just protect the Continuum.
  9. Tourist:  Can you put a price on legacy? To be one of the first 500 quantum tourists in all of history? Actually, yes, there is a price. When you add up the ChronoCorp lance and technology lease fees, the training, insurance policy and PR, it’s about $750 million per trip. Quick round trip but worth every penny.
  10. Bystander: You may have been a junior technician, a janitor or just a buddy of an employee at ChronoCorp. But now you’ve got a Transceiver Puck and a very real disruptor pistol strapped to your belt. You didn’t sign up for this. You certainly didn’t pay for this. But now you’re a lancer.


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Product Information
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179.43 MB
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File Last Updated:
April 22, 2022
This title was added to our catalog on September 14, 2021.
Dave Thaumavore
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