Timeline Fracture is a d20 campaign setting that lets you to make characters from any setting and experience genre-bending adventures.
Timeline Fracture is a d20 campaign setting that lets you to make characters from any setting and experience genre-bending adventures.
Timeline Fracture is a tabletop RPG campaign setting that lets you to create any character regardless of genre or time period. You can take the races, classes, weapons, feats, and skills from one or multiple d20 books and create the most interesting characters you can imagine. When creating a campaign, the setting allows you to use the diverse material of several genres in a coherent and consistent way.
The rich setting offers a living, unique world where all these elements can come together. It also allows you to get the most out of all of the d20 books you own, breathing new life into them. Timeline Fracture provides world-based solutions that solve complications that would arise from mixing different d20 books together. If you discover new d20 books of any setting, they can be used to enhance Timeline Fracture even further.
Intriguing... What Is the Setting of Timeline Fracture?
Originating from an unknown location, a reality-shattering disaster splintered the fabric of the universe and wove into alternate timelines and dimensions. As it pierced each reality, massive pieces of different worlds were uprooted and disappeared as they were pulled into the eternal black that lies between the stars of the night sky.
In a reality previously unexplored, the disjointed pieces collided. Their edges fused together to forge the borders of the new world. Each of the lands held varying levels of magic and technology, people and monsters, possibilities and horrors. It is in this new world of strange neighbors where your experience begins. Because the new world is made up of the fragmented pieces of many lands, every setting has a place, whether it is sci-fi, fantasy, western, steampunk, modern, horror, pirates or anything else you can imagine.
As a player, Timeline Fracture allows you to create a character as powerful, specific or interesting as you desire. You can multiclass over different d20 books, find the most useful feats for your specific goals, and have countless new options otherwise unavailable to you. You could create a tech-savvy person who studies magic from another land, dividing his efforts between spell casting and crafting mechanical monsters. You could create an old, wandering gunslinger who brews strange elixirs that restore her degrading skills. No longer limited to a single source, your possibilities are endless.
As a game master, you have the ability to transcend the restraints of a single genre. You can have large portions of your story remain in one of the lands, or you can have the intrigue of your story lead players through multiple areas of the new world. This allows you to create plot points and challenges your players have never faced before and thus cannot solve with their normal problem-solving techniques.
I Fear Change. What Is This New World and the Lands Within?
The borders of the different lands are obvious, marked most often by abrupt changes in the sky and landscape. A border may be apparent by storm clouds in one land that disappear and give way to a clear sky in the other. It could be marked by a third of a mountain that was sliced away, running beside the edge of a foreign graveyard. However the borders may appear, stepping from one land to another is as effortless as crossing through a doorway.
While the size of the new world is unknown, ten lands have been be mapped. Each of the ten known lands encompass a different time and setting. Some are familiar with a few twists, while others hold their own strange wonder.
An outline for each of the lands is provided further down on the page.
I Like My Money in My Wallet. Why Is a Timeline Fracture Book Necessary?
Originally, I didn't think Timeline Fracture would need its own book. The first time I ran it, I told my players to make a character using any classes, feats, skills or weapons they wanted from any official d20 book. I learned the base rules are mostly the same, but there are a few large issues and a lot of small details that present massive problems and slow the game to a halt to resolve them.
A few examples of those small details are the conversions for weapons and health between games that use vitality and those that use HP, how light and offhand weapons can be used, the currency issue between gold, dollars and other forms of money, and how armor that boosts your armor class versus armor that grants you damage reduction can be used. With Timeline Fracture, the solution is already provided when these problems surface. Your game won't be slowed down by unexpected complications.
Hold on a Minute, Buckaroo. If I Can Use Weapons from Different d20 Books, How Are Medieval and Future Weapons Balanced?
Why would anyone use a bow and arrow when they could use a weapon that does more damage, such as a plasma gun? Nothing is stopping you from taking the feat Exotic Weapon Proficiency (Plasma Gun).
With Timeline Fracture, while a plasma gun deals more damage, it will prove less versatile and can become a liability in certain situations due to chrono-rot.
Chrono-rot is the degradation of tools, weapons, and devices when they move into a land where they have not yet been invented. Chrono-rot causes the functionality of the object to degrade moreso than the material itself. The complex inner workings of a handgun and the refined gunpowder in the bullets would start to deteriorate in a land where the most advanced ranged weaponry was a bow. After some use, the gun may jam, misfire, or have a bullet prematurely explode in the chamber, likely harming the user.
The further removed an object is from its point of conception, the swifter it erodes. If you used a gun in a land where the bow is common, it would suffer greatly from chrono-rot. If you used a gun in a land where plasma weapons existed, it would not degrade. Objects may move forward without experiencing chrono-rot. A bow will function perfectly in every land because it is so primitive. This allows less complicated weapons to prove their worth in more situations.
Timeline Fracture offers additional methods for keeping the weapon damage in your game balanced. For example, magic might only enhance uncomplicated weapons. A sword or a bow can be enhanced magically, but a vibrosword or a handgun may have too many inner workings to have magic enhance them the same way.
Some game masters like having pistols that can do acid damage and shoot ghosts while others may find such weapons too peculiar or powerful for their game. The speed in which objects degrade through chrono-rot and are affected by magic is up to the game master, but Timeline Fracture will contain multiple ways to incorporate both.
What Will the Timeline Fracture Book Contain?
Timeline Fracture will be approximately 52 pages, containing details about each of the ten mapped lands, their inhabitants, their part in the new world and some of their history before they became a part of the new world. It will also contain the conversions necessary to run multiple d20 games together, providing details to run campaigns in the Timeline Fracture setting, introducing new mechanics, and streamlining the items, classes, class abilities, skills, feats, and other elements of other d20 games. Timeline Fracture will also provide new feats, three new races, and a new class for you to enjoy, giving you even more options. When Timeline Fracture is funded, stretch goals will add more content including more feats, items, classes and a deeper, more detailed world.
The point of the book is to provide ways to easily use multiple d20 books together and present new material, not reprint rules already defined in core rule books, such as how to use a particular skill or win a grapple. Thus, you will need a d20 core rule book to play (but you already own at least one).
The Kickstarter-exclusive adventure will be approximately 10,000 words. Once the campaign is over, there will be no way to purchase it.
I'm interested. What Is The Goal of This Campaign?
The goal of this campaign is to get Timeline Fracture into the hands of the people who want it. I've been playing and perfecting Timeline Fracture at my table for years, and I want you to have as much fun with it as my friends and I have.
The more people that are interested, the larger and more in-depth the book will become. If the goal is met, the book will be produced with original cover art, rules that are unique to Timeline Fracture, a guide on mixing different elements from multiple d20 books, descriptions of each of the ten lands including their histories and their inhabitants, a new character class, three new races, items and feats. With each stretch goal, the world of Timeline Fracture will continue to grow with richer details about each of the ten lands as well as more original classes, races, feats and weapons for you to use. The more people who fund Timeline Fracture, the larger it will become and the more possibilities you and all the other players can discover.
Here is how the money will be used:
LLC fees:$ 550
Cover Art: $600
Doing the Taxes Correctly: $380
Writing, Formatting, Compiling, Organizing, Food and Keeping the Lights on During this Project: $2115
Misc (unexpected fees, overages, charges, or problems): $500
Kickstarter and Amazon Fees: Approx $600
Taxes: Approx $400
Declines, Cancellations, and Failure to Pay: $355
If the money from misc and failure to pay are not spent, they will be divided and used for putting more content into the book and Kickstarter-exclusive adventure.
Enough Mechanics and Gamey Words. Give Me More Details About Those Ten Mapped Lands.
These are the ten mapped lands and the genre or setting they embrace. Some hold no parallel and are unique to themselves while others hold some familiar but strange qualities.
The Gray (Noir)- With the blossoming city of Chicago, IL, at its center,The Gray has kept its iconic feel from the timeline it was torn away from, the 1930's. It gains its name because there is no color within its borders. Everything in The Gray, even things brought in from other timelines, have their colors washed away to white, black, or one of the many shades of gray between. As if its aesthetics did not seem strange enough to outsiders, The Gray is a refuge for those who are unwanted or appear frightening in their native lands. The Gray is one of the most migrated to lands in the new world, but some of those new people bring problems of their own to an already troubled place.
Sol-Galum (Fantasy) - From sprawling mountain ranges known for dragon roosts to deep forests filled with wild beasts to an unmapped network of underground tunnels and caves filled with subterranean creatures, Sol-Galum is the most vast of all the lands. The land is inhabited by dwarves, elves, small colonies of magically powered constructs, and many more fantastic creatures. Humans, however, were not commonly welcome in Sol-Galum. Thus, humans from Sol-Galum are rare and often thought of as primitive, outsiders, or prey.
The Black Citadel (Cyberpunk) - With no sign of life on any nearby planets and no means to create faster-than-light travel, humanity focused their technological efforts on themselves. The Black Citadel is a city hundreds of miles in diameter, packed from end to end with people, businesses, and skyscrapers. With a seven-layer above ground rail system, buildings ranging from two-story shacks to skyscrapers that stretch thousands of feet into the air, and the most advanced biohacking and nanotechnology in all of the new world, The Black Citadel is an intricate network of discovery and danger.
Hrsf - Smoke from the abundance of massive volcanoes keeps their sky shrouded in black smog. It blots out what light may exist above their sky. Their only natural source of light comes from the rivers of lava that bathe everything with a burning red. Lacking in what many would call technology, they have a strange science from a distant place that is all their own. The land is named after the tyrannical king that ruled it for four hundred years, and most of its inhabitants remain fiercely loyal. However, both he and his castle are not part of this land in the new world. Even in his absence, his most faithful servants, the Obsidian Knights, still wander the land and enforce his laws.
The Graveyard - A roiling mass of dark gray clouds fill the air. The diffused light casts few shadows, granting the hundreds of miles of tombstones, mausoleums and patches of unearthed and broken coffins an eerie clarity. Some say it is the end of all life, for the graves hold many creatures and are inscribed with languages not yet known. In addition, every piece of technology works without experiencing chrono-rot, placing it further than any known timeline. Ghosts, undead and other horrors from the deepest nightmares exist within its borders, but so do wonders and treasures beyond value.
The Land of the Starless Night - While many see technology and nature as opposites, those from The Starless Night see them as being synonymous. Utilizing nature, they grow tools for war and advancement, making plants further serve their purposes by manipulating them at a molecular level. They rely on the forces of nature to power their equipment and cities. Despite their advanced manipulation of nature and the elements, they have never had any dealings with or even a word for magic until the timeline fracture occurred. Thus, both those from this land and the land itself are immune to magical effects.
Heiachi West (Steampunk) - After a brutal war scorched their world and nullified all electronic devices, the overwhelming devastation brought about a time of sorrowful peace. The lingering radiation made most technology scrap-metal and killed most of the plant life, making the soil dry and barren. With the need to build new technology, and water becoming a near limitless resource, the age of steam began. Quickly creating steam-powered factories, vehicles, weapons and even cities, the war-torn world found themselves experiencing a renaissance.Intelligence and creativity became the ideal traits for survival over strength or toughness. Their world now ran on inventions, and it was those who understood and could create them that kept it going.
Calapine (Modern/Urban Fantasy) - Calapine, a modern world filled with conveniences, was the most devastated by the timeline fracture. Pulled from their world of familiarity, the once human-only world they were used to was shattered. It left many of the people fearful, angry, and leaderless. Soon a new power rose and made efforts to discourage non-humans from crossing over their borders and into their land, claiming they wanted to keep their lands sacred like they were before. But in the shadows and around the corners, monsters and other nightmarish creatures had always resided just outside of their vision. Even now, many of those creatures remain, continuing to influence or feed off of the naive humans that live there.
The Third Quadrant (Sci-fi) - In a time where faster-than-light travel was possible, hundreds of races traded or made war across the galaxy. On a small planet far from any home world, they created a place for exchange. The planet was meant to aid the space-faring races in understanding each other. All were welcome to visit or build a place of commerce on it. While much of the galaxy was being fought over, members of warring races could find rest and safety planet-side. Now, the galactic laws have no jurisdiction, and old grudges can surface without consequence. The peace-centered views of those in command are finding they may soon be outnumbered by those who are willing to take the land by force to shape it in their favor.
The Waste (Post-Apocalyptic) - Little is known about the desolate wastelands of the south or the long forgotten disaster that destroyed it. Few things venture into The Waste, and even fewer venture out. A corrupted, acidic ocean embraces the peninsula, leaving only one way to enter. Rumors of horrifically mutated creatures and people bleed into the conversations of those who speak of The Waste, but nothing is certain. Whatever shadow of life that still resides within its borders is surrounded by hallowed buildings, motionless vehicles, and a desolate landscapes.
The room for growth in Timeline Fracture is infinite. While there is a lifetime of possibilities in the ten mapped lands, the unexplored parts of the world are open for you to insert portions of worlds you've created or settings from additional source books you own or discover.
I'm Sold. What Do I Get for Pledging?
If you pledge at the lowest level, you gain access to progress updates and the forum where you can talk to other players, share your ideas, pose questions, and have my eternal gratitude. You will also be invited to live webcam Q&A sessions where I can answer your questions and talk about the game. With your help, we can shape the game to be even better. The more of you who get involved, the bigger Timeline Fracture becomes.
At higher levels, you will receive everything listed in the paragraph above and whatever else the tier entails. That may include digital copies of the game, the Kickstarter-exclusive adventure, game sessions run by me, or other backer rewards. Be sure you know the backer rewards you will be receiving in your tier.
Thank you for reading about Timeline Fracture. If this is something you're interested in, then I hope to see your support and to hear from you in the comments and forum.
Sure, You Think Your Game Is Great, but Who Else Cares About Timeline Fracture?
If you're interested in reading some interviews and things I did for Timeline Fracture, here are some links:
Risks and challenges
I have plans and schedules to help keep the workflow smooth and wonderful people to count on. I believe croudfunding and keeping in touch with the backers will make Timeline Fracture better than if I simply wrote it and released it. Being the leader of this project, I must keep in contact with the editor, cover artist, and the supporters while I complete the game. It will be a lot of work resting mostly on one pair of shoulders, and that is why I have given myself roughly a year to complete the game.
I also want the supporters to have a more personal role in the development of Timeline Fracture. By crowdfunding, I can get the thoughts and opinions of the supporters to help shape Timeline Fracture for the better. This will allow a larger and more diverse group for beta testing, This does add more work on my end, but I believe it will be worth the feed back and relationships that are built because of it.Learn about accountability on Kickstarter
- (42 days)