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01 The Basics
Because… there are monsters in the world, Justine. They can walk the Earth without seeming any more real than fairy-stories. They make their plan… |
rules,
basics |
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01 The Setting
Imagine all of time and space, the entire universe and everything in it. Imagine multiple dimensions, alternate realities, alternate Earths whe… |
rules,
basics,
setting |
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02 It's Magic
Yes and no. It's all a matter of sophistry. Is technobabble in Star Trek magic? Are they performing rituals to have things work? People are d… |
rules,
basics,
magic |
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02 Players
players index
rules players |
rules,
players |
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03 How to Play
play index
rules |
rules |
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03 The Players
As a player in the game you are creating a fiction with other players in the game. The fiction is the imaginary story that you collaborate on w… |
rules,
basics,
players |
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04 The Characters
The players other than the Grandfather play the protagonists of the game. They are all members of Faction Paradox.
* Have a look at the C… |
rules,
basics,
characters |
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05 Running the Game
running index
rules grandfather |
rules,
grandfather |
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05 The Coterie
The coterie is the collection of protagonists that includes the player characters. They all share a common Coterie Playbook which tracks collec… |
rules,
basics,
coterie |
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06 The Grandfather
The premise of the Faction and its founding is the Grandfather Paradox - so named for the time travel paradox of killing your own Grandfathe… |
rules,
basics,
grandfather |
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07 Doctor Who
Ever since there were creative differences after the first 4-5 books that had Faction Paradox in them, official media for the Faction has not had… |
rules,
basics,
doctor who |
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Accrue Malevolence
rules downtime malevolence |
rules,
downtime,
malevolence |
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Advancement
Whenever you roll a 6- (after all modifiers) and miss on a move, you gain 1 experience point. Mark it on your playbook in the group XP track for t… |
rules,
advancement,
experience |
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Agenda and Principles
Players and the Grandfather have agendas and principles to follow. They help enable this game to played in the manner it is intended and … |
rules,
agenda,
principles,
grandfather |
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Agenda and Principles
Players and the Grandfather have agendas and principles to follow. They help enable this game to played in the manner it is intended and … |
rules,
agenda,
principles,
players |
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Character Backgrounds
The characters played by everyone other the Grandfather all come from one of the backgrounds which set up the time before they were Facti… |
rules,
backgrounds |
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Character Playbooks
Playbooks are short (usually 2 page) character sheets that are archetypes specific to the setting and genre. Usually every player must choo… |
rules,
playbooks |
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Clocks
Progress clocks are a method of tracking detailed, long, tricky or complicated tasks in an easily manageable abstract manner. Filling in a clock visual… |
rules,
clocks |
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Completion
Bloodline to bloodline in constant transition.
Our pattern, our flesh, and our one restoration.
Conception, completion, the will of the City.
… |
rules,
completion |
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Downtime
After the protagonists have finished their activities and returned to their base to relax and count how many limbs they have remaining, it's Downtime.… |
rules,
downtime |
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Downtime Activities
rules downtime activities |
rules,
downtime,
activities |
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Entanglements
rules downtime entanglements |
rules,
downtime,
entanglements |
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Flashbacks
The character you play in the game is native to the fiction you are creating, but you as a player are not. It is safe to assume characters are comp… |
rules,
flashbacks,
untethered flashbacks,
stress cost |
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Flux
rules downtime flux |
rules,
downtime,
flux |
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Harm
When you suffer harm you record the injury on your character sheet equal to the level suffered. Harm may be of any type - it can be a physical injury, a … |
rules,
harm |
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Magnitude
Each difference in magnitude between the player rolling the dice for a Move and the target counts as a +1 or -1 depending on whether you are scaling … |
rules,
magnitude |
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Malevolence
Any character with Malevolence will occasionally experience the difficulties associated with ill fortune. This is an on-again, off-again kind of th… |
rules,
malevolence |
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Moves
Moves are rule guided outcomes to what players may do in the fiction. If the actions a player describes don't fit with a Move, the Grandfather, with the… |
rules,
moves,
clocks,
pushing,
invoking the spirits |
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Stress
Stress is marked:
* when the Grandfather tells you to
* if a Move tells you to. The following moves cost some stress:
* if you wish to Push yo… |
rules,
stress,
exhaustion |
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Tags
A taxonomy of keywords which are shortcuts to definitions that help mold the fiction.
* Messy - it's particularly destructive, creating a mess, often r… |
rules,
tags |
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The Basics of using Moves
When not to use Moves
When to use Moves
rules basic moves |
rules,
basic,
moves |
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Touchstones
Here's a list of recommended media that this game is based on and will help any players understand what it's about.
Television
Doctor Who in gene… |
rules |
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Trauma
When a PC marks their last Stress box, they suffer a level of trauma in addition to a Completion. When you take trauma, circle one of your trauma condi… |
rules,
trauma,
stress |
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What you need to play
This game works best with three to five people, with one of you playing the Grandfather. If you read the entirety of this book and are f… |
rules |