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Fluxfall Horizon: Timeline

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This PDF, "Fluxfall Horizon: Timeline," is a supplement to Fluxfall Horizon and contains background information for the setting.


Fluxfall Horizon is a game entering Kickstarter phase in November 2021. The core game is fully written. This includes:

  • Rules (PbtA). 8 In-Game Moves, 3 Meta Moves
  • Character Creation for 10 playsheets
  • How to Prep/Run a Session
  • Parallel Earth, Team Goal and NPC generator tables
  • Printable GM sheets for tracking PC, Earth and Team Goal details
  • Sample Scenario: Mesozoica
  • Sample World: Pax Americana

Stretch goals include (subject to change):

  • Deep dive for all five factions
  • A sixth faction with details and two new playsheets
  • Five unique quantum "external threats" 
  • Five or six more scenarios
  • More art
  • Even more playsheets for existing factions

If all the stretch goals are met, then the game will probably run about 200 pages.

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 Factions

The five factions are relatively generic, but may get more detailed after a stretch goal in the crowdfunding phase of the project. The five factions each have two playsheets:

  1. Corporate (Junior Exec and Senior Exec): You were selected for field work not because you are expendable, but because of your quick thinking and your discretion, and above all your loyalty to the company. Those things are indispensable to ChronoCorp, and you’re important to the company. You were born for the job of corporate chronolancer.
  2. Military (Soldier and Officer): You knew you would serve in uniform as far back as you could remember. But but you trust ChronoCorp about as far as you can throw their corporate headquarters. Duty has you here, on the front lines fighting a new enemy. It would just be nice if the brass told you who or what that enemy is.
  3. Science (Planetologist and Quantologist): Colleagues have told you that it is a waste of your talent to be lancing with laymen but you have your reasons. After all, it’s a new age of enlightenment for humankind, and you have been chosen to be marching into its latest frontier!
  4. Navigator (Neophyte and Elder): Members of the Order of the Continuum do not call themselves “Navigators,” but the name does not offend. After all, ever since ChronoCorp approached the Order for assistance so many years ago at the dawn of their quantum exploration, navigation is what the members have done.
  5. Civilian (Tourist and Bystander): You weren’t trained for this. You actually tried to do some research on lance technology once, but between the military, ChronoCorp and the Order, each source was more tight-lipped than the last. But now you get to itch your passing curiosity with the real thing.

The most essential components of each character are their four core stats, specials that modify certain Move rolls, Special Gear that also modifies rolls, and their Secret Objective.

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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File Last Updated:
September 14, 2021
This title was added to our catalog on September 14, 2021.
Publisher
Dave Thaumavore
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