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Guild Intake Briefing (Dialogue)

“Before we begin, understand this clearly: you are not here because of where you’re from, when you’re from, or what world you call home.

You’re here because you showed potential.

The Guild doesn’t care if you’re a knight, a hacker, a witch, a gunslinger, or something no one here has a name for yet. If you can survive, adapt, and make decisions under pressure, we can work with you. Our systems will let you build what you already are—close enough that it won’t matter in the field.”

The handler pauses, letting that sink in.

“We exist to monitor timelines in flux. When worlds drift, fracture, or start breaking their own rules, we step in. Sometimes that means investigation. Sometimes it means diplomacy. Sometimes it means violence. You’ll decide which.”

They tap a control and a holographic ledger flickers to life.

“Here’s the offer. For every successful assignment, compensation is placed into a private account under your name. You can leave the Guild at any time. When you do, the money goes with you. No debt. No ownership. No chains.”

A faint smile.

“We don’t recruit heroes because they’re perfect. We recruit them because they’re becoming something. Right now, you’re better than average—stronger, smarter, luckier than most of the people in your home reality. That’s enough. The rest comes from surviving. You will be sent into a timeline with what you can carry. We have no way to give you money because we monitor too many timelines. If you need money or gear, find it yourself. Just don't do anything to alter the timeline.”

The handler looks directly at each of you in turn.

They step aside, a portal beginning to form behind them.

“So. Welcome to the Multiverse Adventurers Guild.

Your first job is waiting.

Try not to break anything important.” 

 

 

How Heroes Move Between Timelines

Each mission follows a standard operational flow.

1. Briefing

The Brains (or a designated Handler) present:

  • Mission objective
     

  • Target timeline’s general state
     

  • Known threats (e.g., MPS involvement, Anchor instability)
     

  • Exfiltration plan
     

  • Any restricted realities or local laws
     

  • Faction warnings (if political tension is expected)

         Have Heroes choose how they will appear in the timeline and describe this to the party.

Heroes are advised to explore the timeline they are in to gather data and further their experience as a cohesive unit.
 

Handlers often include:

  • Maps
     

  • Historical summaries
     

  • Social dos/don’ts (what gets you burned as a witch, imprisoned as an android, etc.)
     

  • Gear cache locations in the timeline
     

2. Special Equipment Issue

The party receives mission-specific assets such as:

  • Dr. Orak’na’s specialty items
     

  • Infinity Discs for passive data collection
     

  • PIP (Perceptual Integration Polymer) for disguise
     

  • Unit Drones for overwatch
     

  • Protective timeline anchors
     

  • Localized comms scramblers
     

This phase prevents culture shock and timeline contamination.

3. Prep & Research

PCs may:

  • Research historical details
     

  • Use knowledge skills - you will be briefed on what to expect. Any abnormalities in the timeline you will have to figure out. (Knowing basic things in a timeline might be a TN of 12. Abnormalities might be a 16+.
     

  • Learn local myths, laws, taboos
     

  • Study political structures
     

  • Identify anchor events
     

  • Prepare disguises or covers

  • Weapon laws
     

More researched timelines = safer missions.
 

Poorly documented worlds = improvisation and chaos.

Heroes are given the basics of what is known of the timeline. They will make knowledge rolls to test that knowledge. These may have TNs of 12 or 14. However, unexpected events, people, or other issues may require a higher TN to reflect the lack of information from the briefing.

4. Insertion

The Wheel aligns, and the party steps through.

Insertion can place PCs:

  • exactly where intended
     

  • miles or continents away
     

  • days before or after the “expected” time
     

  • in the wrong version of the timeline
     

  • briefly inside a Chrono-Storm echo
     

  • in a universe where local physics differ
     

Once inserted, Heroes operate independently.
No resupply.
No reinforcements.
No contact except in rare, stable timelines.

5. Mission Execution

Common tasks:

  • Rescue stranded Guild agents
     

  • Assassination (preventing catastrophic shifts)
     

  • Infiltration
     

  • DNA retrieval
     

  • Artifact retrieval
     

  • Enhancement recovery
     

  • Counter-MPS operations
     

  • Monitor exotic phenomena
     

  • Place, remove, or update Infinity Discs
     

  • Eliminate rogue Guild members (“Lone Wolves”)

  • track down and eliminate rogue elements that manipulate the timelines for their own gain
     

PCs often find they must improvise when timelines behave unexpectedly.

6. Exfiltration

The Disc Detection Compass guides PCs to the extraction point.
Exfil may involve:

  • another Wheel alignment
     

  • portable lane anchors
     

  • time-lane “gliding” walks
     

  • rendezvous with an extraction team
     

  • improvised methods if the Lane collapses early
     

Even exfiltration can go wrong.

 

Death in the Multiverse - if you die, you have one minute until the Multiverse writes you out of the timeline and you disappear. It's a good thing you've been cloned. Cloned Heroes can be reinserted but it shouldn't be easy.

 

 

      

The guild hierarchy follows. The name, function, and other details will be described.

History of the Guild

History of the Multiverse Adventurers Guild

“To map and preserve timelines in flux.”

The First Disturbances (Era of Unstable Threads)

No one agrees on which universe existed first—nor if “first” is even a meaningful concept. What is agreed upon is this: long before the Guild existed, the multiverse began to fray.

Events that should have remained fixed began to oscillate. Key individuals were born twice, or not at all. Entire worlds experienced retroactive shifts—nations appearing overnight, wars that suddenly had different outcomes, memories that conflicted across populations.

These anomalies were not random. They clustered around what would later be called Anchor Points—events so critical to a timeline’s structure that destabilizing them sent reality rippling outward.

When too many Anchor Points wavered at once, the first Chrono-Storms erupted: violent surges of contradictory timelines crashing together. Survivors described them as “history burning cold,” “time folding inward,” or “storms where every version of you screams at you to run.”

The Founding of the Guild (The Convergence Accord)

Amid growing chaos, a coalition of scholars, explorers, mages, technologists, monks, and outcasts from a dozen universes met at a nexus realm—later named The Convergence.

Led by:

  • Ardell Voss, historian of the Fractured Earths.
     

  • Captain Rhyssa Ward, dimensional explorer.
     

  • Solimander, the first temporal mage known to understand Anchor Points.
     

  • Orrin-Skarr, a giant artificer whose world had been lost to Chrono-Storm collapse.
     

They agreed on a principle that would define the Guild forever:

“Timelines deserve autonomy. Reality must be protected, not rewritten.”

Thus the Multiverse Adventurers Guild—simply “the Guild”—was established. Its purpose was to:

  1. Map and document historical structures across universes.
     

  2. Identify Anchor Points at risk of destabilization.
     

  3. Intervene only to prevent catastrophic fractures.
     

Their mission was conservation, not control.

The First Expeditions (Charting the Impossible)

The Guild’s earliest members ventured into unstable universes, often risking erasure. They discovered that:

  • Some timelines were reactive, fighting back against interference.
     

  • Others were rigid, collapsing when small deviations occurred.
     

  • A rare few were fluid, capable of absorbing massive changes.
     

Guild agents became experts at navigating these distinctions. They charted thousands of worlds, built the first Timeline Atlases, and established safe access routes through the multiversal pathways known as Lanes.

It was during these explorations that the Guild discovered their greatest rival.

Rise of the Multiverse Preservation Society (MPS)

The Multiverse Preservation Society was founded with the opposite belief:

“Timelines must be perfected, corrected, and made efficient.”

While the Guild sought to protect the natural flow of history, the MPS sought to shape it—eliminating people, events, or civilizations they judged “corruptive.”

Early conflicts were ideological. Later, they became direct confrontations:

  • The Hitler Event: MPS attempted assassination to “correct” a timeline; the Guild intervened, preserving continuity.
     

  • The T-Kat Uma Incident: MPS tried removing a Nima Prefectorate noble they believed was destabilizing; the Guild prevented it again.
     

  • The Chrono-Vault Crisis: MPS attempted to rewrite a timeline wholesale.
     

Each event widened the rift.

The War of Diverging Truths

The Guild does not declare war lightly. But when the MPS activated multiple simultaneous Anchor disruptions—nearly fracturing six universes—the Guild mobilized.

The war raged across hundreds of worlds. It was not fought with armies, but with events:

  • Saving a diplomat in one reality.
     

  • Ensuring a birth happened in another.
     

  • Preventing artificial timeline “optimization.”
     

  • Protecting fragile worlds from cascading failure.
     

The final battle occurred in a neutral lane called the Quiet Path, where both factions nearly collapsed the corridor outright. Stabilizing it required sacrifice: dozens of agents gave up their own timelines, choosing oblivion so that others might survive.

Afterward, an uneasy armistice formed. The MPS continues to operate, but from the shadows, always testing boundaries. The Guild remains vigilant.

The Modern Guild

Today, the Guild stands as the largest multiversal organization dedicated to preserving historical integrity. Its structure includes:

The Gateway

A massive multidimensional hub where agents from every genre, era, and reality gather.

The Archives

A living library containing countless timelines—mapped, cataloged, and continually updated.

The Field Teams

Groups of diverse operatives: cybernetic soldiers, knights, witches, pilots, shamans, androids, superheroes, and more. Their diversity is a strength—no mission is too strange when the multiverse is infinite.

The Mission Board

Operations range from:

  • Preventing catastrophic Anchor disruption
     

  • Investigating anomalies
     

  • Escorting critical historical figures
     

  • Countering MPS intervention
     

  • Cataloging emergent timelines
     

Each assignment carries risks—including being overwritten by the timeline itself.

Ongoing Threats

The multiverse never rests. Current threats include:

  • Phantom Erasures: Entire societies vanishing without temporal shockwaves.
     

  • Synthetic Timelines: Artificial universes created by unknown forces.
     

  • The Null Concordant: A rumored faction seeking to collapse all timelines into one.
     

  • MPS Black Cells: Rogue units acting even against MPS leadership.
     

Why the Guild Endures

The Guild endures because the multiverse demands defenders. It endures because every world—every culture, every person, every story—deserves the right to exist without being “corrected” into oblivion.

Most of all, it endures because heroes answer the call.

Heroes like you.

 

How the Guild Operates

A structured overview for players and GMs

The Nature of Multiversal Operations

The Multiverse Adventurers Guild exists inside the Guildverse, a stable nexus realm engineered and expanded by generations of Brains, Techies, and Normies. From here, the Guild launches expeditions to thousands of unstable or partially-charted timelines. Players (Heroes) are the action arm—elite operatives deployed across realities to preserve historical integrity.

The Guild’s power is vast, but not unlimited. It operates within the restrictions of:

  • Lane availability (safe paths between universes)
     

  • Timeline stability windows
     

  • Multiversal physics (Anchor Points, Chrono-Storms, paradox recoil)
     

  • The Wheel, the Guild’s largest portal engine
     

  • Brain-approved operations defined by core doctrine: “Protect history, don’t rewrite it.”
     

 

Operational Hierarchy

The Guild is not a military—but it does have structure.

Brains (Strategists & Mission Architects)

  • Design missions
     

  • Research timelines
     

  • Determine Anchor stability
     

  • Decide when Heroes must intervene
     

  • Serve as political overseers (a High Brain sits in the Council of 13)
     

Heroes 

  • Field operatives recruited from across the multiverse
     

  • Versatile, autonomous, and resourceful
     

  • Expected to act independently once inserted
     

  • Complete missions defined by the Brains
     

  • Often ignore the “no factions” rule
     

  • Chosen for potential, not initial power
     

Techies (Support & Engineering Wing)

  • Maintain Guild tech (Infinity Discs, implants, PIP systems, drones)
     

  • Build special mission gear
     

  • Coordinate with Dr. Orak’na’s labs for unique enhancements
     

Normies

  • The descendants of long-term residents
     

  • Run everyday Guildverse life (shops, cafeterias, maintenance, etc.)
     

  • Provide cultural and logistical stability
     

  • The social backbone of the Guild
     

Politicos (Governance & Policy)

  • Representatives from every group
     

  • Form the Council of 13 (12 Politicos + 1 High Brain)
     

  • Balance exploration, ethics, and safety
     

  • Constantly manage tensions with the MPS
     

Reeves (Internal Security)

  • Guild police force
     

  • Maintain law and order
     

  • Equipped with +3 gear and at least one combat drone
     

  • Highly trained and highly feared
     

  • The only group allowed to arrest or detain Heroes
     

 

Travel Between Timelines

Travel occurs through The Wheel, a mile-wide rotating portal complex built like a massive clock. Each “hour” is keyed to a specific Lane—a safe path that temporarily aligns with one or more target universes.

The Wheel

  • A colossal circular structure
     

  • Rotates rhythmically through 12 portal alignments
     

  • Creates windows of opportunity where insertion is possible
     

  • Has a primary gate (for arrival/departure) and a smaller adjacent service door for Guild personnel
     

Above the Wheel sits swirling multiversal darkness—where Lane energies and unstable timelines churn.

Travel Constraints

The Multiverse is not stable. The Guild can only travel when timeline wrinkles allow insertion.

Wrinkles are:

  • temporary
     

  • unpredictable
     

  • sometimes dangerous
     

  • exploited ruthlessly by Guild navigators
     

Even a perfectly timed insertion can shift by miles, minutes, or metaphysical offsets (e.g., memory ghosts, identity bleed, environmental anomalies).

 

Risks of Timeline Travel

Traveling the multiverse is dangerous. PCs regularly face:

1. Timeline Drift

Arriving not exactly where (or when) expected.
Symptoms include:

  • déjà vu
     

  • missing memories
     

  • NPCs who “remember” the PCs differently
     

  • misaligned mission parameters
     

  • out-of-date intel
     

2. Anchor Instability

Key events in a timeline may be fragile.
A tiny change (even unintentional) can cause:

  • fractures
     

  • retcon shockwaves
     

  • Hell-Storms
     

  • altered physics
     

  • sudden erasure of local individuals or cities
     

Heroes must tread carefully.

3. Paradox Recoil

Certain actions create reality backlash:

  • psychic distortion
     

  • physical harm
     

  • timeline rejection (Heroes gets “spat out” of the mission)
     

  • spontaneous duplication
     

  • forced substitution (Hero sees a version of themselves completing the mission instead)
     

4. Environmental Variance

Each universe obeys its own rules:

  • Magic-heavy worlds may overload tech
     

  • High-tech worlds may destabilize magic
     

  • Elemental universes burn, freeze, or crush newcomers
     

  • Psychic universes read players’ thoughts as speech
     

  • Quantum universes collapse when observed incorrectly
     

5. Chrono-Storms

The worst-case scenario.
A Chrono-Storm is a collision of contradictory timelines.
Symptoms:

  • frozen lightning
     

  • voices speaking from multiple versions of yourself
     

  • gravity shifts
     

  • impossible geometry
     

  • temporary or permanent hero deletion
     

Heroes in a Chrono-Storm are in extreme danger.

6. MPS Interference

The Multiverse Preservation Society works to perfect timelines.
Their interference can:

  • disrupt cover
     

  • sabotage missions
     

  • weaponize Anchor Points
     

  • lure Heroes into false timelines
     

  • attempt to overwrite key individuals (including Heroes)
     

7. Guild Rogue Agents

Sometimes operatives refuse to return. These “Lone Wolves” are experts in:

  • camouflage
     

  • time hijacking
     

  • using local populations as shields
     

  • manipulating Anchor Points for personal gain
     

Heroes may be tasked with capturing or eliminating them.

 

Why Heroes Matter

Guild agents—your Heroes—are the first and last line of defense against:

  • timeline collapse
     

  • multiversal corruption
     

  • MPS optimization
     

  • Anchor Point manipulation
     

  • Chrono-Storm proliferation
     

  • rogue technology injection
     

  • existential threats from unknown timelines
     

The Guild survives because heroes keep answering the call.

Your players are those heroes.



 

          Factions

It is illegal to belong to a faction.

1. The Archivist Covenant (AC)

“The Timeline Remembers Everything.”

Secret Goal

AC believes the multiverse’s true timeline is lost. They seek to reconstruct the “Primordial Canon” by collecting fragments of data from across realities.

What They Want

  • Tech Retrieval: They target prototype memory-extraction devices, quantum recorders, or early AI logs.
     

  • DNA Retrieval: Genetic samples from individuals who “should not exist” in the current timeline.
     

  • Event Signatures: Holographic or psychic impressions (MAG uses these as skill-action artifacts).
     

Subversive Behavior / Tells

  • Agents often over-document missions.
     

  • They keep “secondary logs” the Guild never asked for.
     

  • They ask Heroes to retrieve trivial items that feel oddly specific.
     

GM Uses

  • Heroes run missions collecting fragments unaware they’re enabling a massive canon-reconstruction project.
     

  • AC may oppose MPS, ironically, but also believes the Guild is too lax.

  •  

AC Operative — F1 (Recon/Data Runner)

Stats: Str 0, Dex +1, End 0, Int +2, Edu +2, Cha 0
AV: 11
Weapon: +1 (light pistol or mnemonic baton)
HP: 10
Damage: 1d6
Talents:

  • Analyze (Stabilizer): +2 to examine artifacts, history, tech.
     

  • Flash Cache: Once per mission, store or purge 1 round of memory from a target (Skill vs Will).
    Notes: Avoids combat; tries to extract info or memories.
     

 

AC Field Curator — F2

Stats: Str +1, Dex +1, End +1, Int +3, Edu +3, Cha +1
AV: 13
Weapon: +2 (shock staff)
HP: 18
Damage: 1d8
Talents:

  • Memory Spike (Attack Action): On hit, deal +1d4 psychic damage and impose –2 Int for 1 round.
     

  • Chronal Insight: Gains +2 on TN rolls involving timelines, paradox detection, or historical anomalies.
    Notes: Moderate threat; targets PCs' mental stats.
     

 

AC Chrono-Archivist — F3 (Handler)

Stats: Str +1, Dex +2, End +2, Int +4, Edu +4, Cha +1
AV: 15
Weapon: +3 (temporal projector)
HP: 26
Damage: 1d10
Talents:

  • Temporal Pause (F3 Talent): Once per encounter, remove a creature from time for 1 round (no action).
     

  • Rewrite Echo: As a skill action, impose disadvantage (–4) on the next roll of any target they “analyze.”
    Notes: Controls battlefield through soft time effects.
     


 

 

2. The Biocline Initiative (BI)

“Perfect lineage makes a perfect multiverse.”

Secret Goal

Biocline tracks genetic drift across timelines. They believe the multiverse collapses when certain bloodlines diverge.

What They Want

  • DNA from Key Individuals: Saviors, tyrants, pivotal inventors, mythic heroes.
     

  • Extraction Missions: A “casual handshake” or a “lost hair sample” becomes an entire session.
     

  • Artifact Vials: They request “stasis-compatible sample tubes” hidden as standard Guild equipment.
     

Subversive Behavior / Tells

  • Agents obsess over genealogy, anomalies, “baseline DNA.”
     

  • They carry med-tech well beyond their pay grade.
     

  • They request “simple retrieval missions” with suspiciously specific requirements.
     

GM Uses

  • Heroes gradually discover their genetic samples allow Biocline to clone or erase bloodlines in other universes.
     

  • Could evolve into villain or uneasy ally depending on play.
    BI Sample Collector — F1

Stats: Str 0, Dex +2, End 0, Int +1, Edu +1, Cha 0
AV: 12
Weapon: +1 (tranq dart gun)
HP: 12
Damage: 1d6 + sleep toxin on crit
Talents:

  • Lift DNA: Skill roll vs Dex; retrieve a sample unnoticed.
     

  • Burst Step: +10 ft movement for 1 round (once per encounter).
    Notes: Stealthy; flees if injured.
     

 

BI Field Biologist — F2

Stats: Str +1, Dex +2, End +1, Int +2, Edu +2, Cha 0
AV: 14
Weapon: +2 (gene-scraper blade)
HP: 20
Damage: 1d8
Talents:

  • Genome Shock (Attack): On hit, target suffers –1 to Str/Dex/End (GM pick) for 1 round.
     

  • Stasis Patch: Heal 1d6 or stabilize an ally.
    Notes: Troublesome debuffer.
     

 

BI Lineage Keeper — F3 (Handler)

Stats: Str +2, Dex +3, End +2, Int +3, Edu +4, Cha +2
AV: 16
Weapon: +3 (genetic lash)
HP: 30
Damage: 1d10
Talents:

  • Bloodline Anchor: On hit, target is slowed (half movement) for 2 rounds.
     

  • Extraction Protocol: Automatically steals a DNA sample from any creature they damage.
     

  • Clone Seed (F3 Talent): Summon an F1 clone of a target once per encounter (lasts 2 rounds).
    Notes: Very dangerous in longer fights.

  •  

 

 

3. The Recursive Forgers (RF)

“History is written by those who write the revisions.”

Secret Goal

RF manipulates documents, recordings, magical inscriptions, myths, and digital histories to edit reality through belief.

What They Want

  • Tech: Prototype timeline-editing quill, memetic refractor, propaganda AI.
     

  • Art & Text: Ancient tablets, prophetic scrolls, holy icons—anything that shapes culture.
     

  • Forgeries: They create “near-canon inaccuracies” to nudge events.
     

Subversive Behavior / Tells

  • They “correct” people’s statements in conversation.
     

  • They replace minor mission notes with updated versions.
     

  • Their mission requests often involve “retrieving an original copy for cultural preservation.”
     

GM Uses

  • Great for social-skill missions, stealth retrieval, and complex MAG rolls to detect alterations.
     

  • Heroes may unknowingly carry forged items that destabilize local belief systems.
     

RF Copyist — F1

Stats: Str –1, Dex +1, End 0, Int +2, Edu +1, Cha +1
AV: 11
Weapon: +0 (light dagger or inkwand)
HP: 9
Damage: 1d6
Talents:

  • Forgery Swap: Once per mission, replace a small object unnoticed (Skill vs Int).
     

  • Minor Rewrite: +2 to deceiving or impersonating authoritative figures.
    Notes: Weak combatant; strong utility.
     

 

RF Revisionist — F2

Stats: Str +1, Dex +2, End +1, Int +3, Edu +2, Cha +2
AV: 13
Weapon: +2 (memetic injector)
HP: 18
Damage: 1d8 (psychic)
Talents:

  • Rewrite Strike: On hit, target suffers –2 to next roll (“self-doubt”).
     

  • Artifact Echo: Create a fake version of an item; lasts 3 rounds.
    Notes: Disruptive mid-tier enemy.
     

 

RF Codemaster — F3 (Handler)

Stats: Str +1, Dex +3, End +2, Int +4, Edu +4, Cha +3
AV: 15
Weapon: +3 (quill-driver gauntlet)
HP: 24
Damage: 1d10
Talents:

  • Major Revision (F3 Talent): Force reroll of any successful PC roll once per encounter.
     

  • Phantom Archive: Create up to 2 fake allies (F1 stats) for 1 round.
     

  • Cultural Rewrite: Disadvantage all social rolls near them (–2) due to aura of confusion.
    Notes: High-control support villain.
     

 

 

4. The Quantum Syndicate (QS)

“What if the best timeline is the one where we profit?”

Secret Goal

A rogue cell treating the multiverse as a marketplace. They trade weapons, spells, secrets, and future-knowledge.

What They Want

  • Tech: Weapons before they’re invented, spells before they’re discovered, cybernetics before they’re legal.
     

  • Data: Insider trading on a multiversal scale (future disasters, winners of wars, upcoming inventions).
     

  • Artifact Smuggling: They cultivate “Guild supply requisitions” as cover for black-market trafficking.
     

Subversive Behavior / Tells

  • They never take missions unless there’s a “valuable junk item” involved.
     

  • They always know too much about alternate futures.
     

  • They maintain secret caches in dead timelines.
     

GM Uses

  • Heroes might be offered high payouts—at the cost of timeline integrity.
     

  • QS can serve as recurring enemy merchants or “dark-market quest givers.”
     

QS Runner — F1

Stats: Str +1, Dex +2, End 0, Int +1, Edu 0, Cha 0
AV: 12
Weapon: +1 (compact SMG)
HP: 13
Damage: 1d6+1
Talents:

  • Market Swap: Trade any object for a similar one of equal or lesser value.
     

  • Phase Dash: Ignore opportunity attacks once per encounter.
    Notes: Hit-and-run.
     

 

QS Enforcer — F2

Stats: Str +2, Dex +2, End +2, Int +1, Edu +1, Cha 0
AV: 14
Weapon: +3 (chrono-shotgun)
HP: 22
Damage: 1d10
Talents:

  • Temporal Buckshot: On hit, push target 10 ft.
     

  • Illegal Mod: Enforcer gains +2 damage for 1 round (once per fight).
    Notes: Brute force with temporal tricks.
     

 

QS Broker — F3 (Handler)

Stats: Str +2, Dex +3, End +2, Int +3, Edu +2, Cha +3
AV: 16
Weapon: +3 (future-tech revolver)
HP: 28
Damage: 1d10+2
Talents:

  • Market Prediction (F3 Talent): Auto-dodge 1 attack per encounter.
     

  • Contraband Supply: Summon a random F1 QS Runner each round (50% chance).
     

  • Void Trade: Swap positions with any ally within 40 ft (no action).
    Notes: Excellent escape artist.

 

 

5. The Echo Meridian Circle (EMC)

“The echoes of the future whisper truths the Guild won’t hear.”

Secret Goal

EMC believes the multiverse is dying due to “temporal acoustic collapse.” They capture future echoes (visions, prophecies, psychic shockwaves) to stop a cataclysm.

What They Want

  • Tech: Future-vision siphons, temporal resonance detectors, dreamcatcher circuitry.
     

  • Artifacts: Items destined to cause major events—before the events happen.
     

  • People: Individuals who emit strong future-echo signatures.
     

Subversive Behavior / Tells

  • EMC operatives speak cryptically about “what is destined.”
     

  • They display déjà vu, knowing things before they happen.
     

  • They request missions before the Guild formally issues them.
     

GM Uses

  • EMC can help or hinder Heroes depending on how they interpret the future echo.
     

  • Missions can revolve around stopping an event that the EMC insists must occur—or vice versa.
     

EMC Whisperer — F1

Stats: Str –1, Dex +1, End 0, Int +1, Edu +2, Cha +2
AV: 11
Weapon: +0 (resonant tuning wand)
HP: 10
Damage: 1d6 psychic
Talents:

  • Echo Glimpse: Once per encounter, gain +2 to next roll.
     

  • Premonition: +2 to initiative for all EMC allies.
    Notes: Soft support caster.
     

 

EMC Echo Adept — F2

Stats: Str 0, Dex +2, End +1, Int +2, Edu +3, Cha +2
AV: 13
Weapon: +2 (psychic burst)
HP: 18
Damage: 1d8
Talents:

  • Echo Feedback: On hit, target loses its reaction.
     

  • Echo Shield: +2 AV for 1 round (self).
    Notes: Good midline support.
     

 

EMC Time-Singer — F3 (Handler)

Stats: Str 0, Dex +3, End +2, Int +3, Edu +4, Cha +4
AV: 15
Weapon: +3 (temporal resonance wave)
HP: 26
Damage: 1d10 psychic
Talents:

  • Echo Collapse (F3 Talent): Force all enemies within 20 ft to roll Will vs TN 15 or lose their next action.
     

  • Foresight: Gain advantage (+4) on 1 roll per round.
     

  • Echo Anchor: Prevent any teleportation/time-step effects within 30 ft.
    Notes: Battlefield shutdown unit.
     

 

 

Adventure Hook Ideas for All Five Factions

1. The Missing Trinket

A Hero-level mission to recover a “worthless” locket for the Archivist Covenant triggers a multiversal memory cascade.

2. The Blood of a King

Biocline hires the team to retrieve blood from a medieval ruler “because it’s historically significant.” Heroes later learn the child they rescued is a clone-seed.

3. The Angel’s Script

Recursive Forgers send the team for an ancient stone tablet. When inserted back into history, angelic beings change behavior.

4. Weapons That Shouldn’t Exist

  • Quantum Syndicate plants prototype magitek weapons on a battlefield centuries too early. Heroes must fix the surge.

5. The Vision that Never Was

Echo Meridian Circle warns the Heroes that one of their own is destined to start a timeline collapse. Is it true? Or a manipulated future echo?

 

Multiversal Risk Table (GM Reference)

Use this table when heroes travel between timelines, hit weird anomalies, or things go sideways during insertion/exfil.

  • Simple Check: Avoid the immediate worst outcome.
     

  • Complex Check: Same TN, but count extra successes every +2 over TN to reduce fallout, gain advantage, or stabilize the situation long-term.
     

Risk

Example Situation

Primary Check (example)

Simple TN (avoid worst)

Complex TN (stabilize / gain edge)

Timeline Drift

PCs arrive late, early, or in the wrong district/continent.

Int + Navigation / Knowledge (Timeline)

11 (Standard) – PCs figure out where/when they are and don’t walk straight into obvious danger.

15 (Hard) – PCs arrive at or quickly locate the intended Anchor-zone, shaving off time and avoiding extra encounters.

Anchor Instability

Anchor event is wobbling; a small action might fracture the timeline.

Edu or Int + Timeline Theory / Arcana / Science

13 (Tricky) – PCs recognize “this moment is dangerous, don’t touch that.” They can back off without immediate collapse.

17 (Heroic) – PCs act precisely (delay, nudge, or reinforce) to reduce instability and avoid long-term damage or Hell-Storm risk.

Paradox Recoil

PCs create or nearly create a paradox (meeting themselves, preventing their own recruitment, etc.).

End or Ego/Will (no skill)

15 (Hard) – PCs survive the recoil: disorientation, nosebleeds, weird echo-visions, but remain functional.

19 (Legendary) – PCs ride out the paradox, taking minimal harm and possibly gaining a brief prophetic or tactical insight.

Environmental Variance

Host timeline’s physics/magic differ: low-oxygen, wild magic, anti-tech fields, psychic atmosphere, etc.

End (physical) or Int (mental) + appropriate Skill (Athletics, Resist, Arcana, Tech)

11 (Standard) – PCs adapt enough to function with penalties or short-term discomfort only.

15 (Hard) – PCs tune in perfectly: negate most penalties or gain a situational bonus (e.g., advantage on related rolls).

Hell-Storm Exposure

PCs are caught at the edge of clashing timelines; reality glitches and howls.

End + Resist and/or Ego/Will (GM choice; you can require best-of-two or both)

17 (Heroic) – PCs avoid immediate erasure: they’re battered, maybe displaced, but still exist.

19 (Legendary) – PCs hold together through the storm. Reduce or avoid damage, keep memories intact, and gain 1–2 Complex successes for narrative advantages.

MPS Interference

Preservation Society agents are actively working against the mission (ambush, counter-briefing, false intel).

Dex + Stealth or Cha + Deception / Influence or Int + Tactics

13 (Tricky) – PCs spot the interference in time to avoid a direct trap or ambush.

17 (Heroic) – PCs not only avoid it, but flip it: spring the trap on the MPS, steal their intel, or frame them locally.

Rogue Guild Agent

A former Hero refuses to return and is exploiting local advantages.

Cha + Influence (talk down) or Dex + Stealth / Subterfuge (hunt) or Int + Tactics (counter-plan)

13 (Tricky) – PCs contain the rogue: push them into retreat, neutralize immediate threat, or limit damage to the Guild’s reputation.

17 (Heroic) – PCs fully resolve the situation: capture/extract the rogue, clear Guild fingerprints, or flip them back to service.

 

Using the Table in Play

  • Tier Modifiers:
     

    • F1-heavy teams: drop TN by 2 for especially unfair situations.
       

    • F3/elite teams: raise TN by 2 for apex anomalies or “boss-level” risks.
       

  • Stacking Risks:
    A single scene may involve multiple risk checks:
    Example: Insertion during a Hell-Storm → Timeline Drift check, then Hell-Storm Exposure, then possibly Environmental Variance.
     

  • Complex Results:
    On Complex checks, use extra successes (+2, +4, +6 over TN) to:
     

    • Reduce collateral damage
       

    • Protect NPCs or Anchor Points
       

    • Gain intel about the multiverse, MPS plans, or upcoming missions
       

    • Unlock small boons (temporary buffs, insights, or shortcuts)


 

Specialty Enhancements from the Labs of Dr. Orak’Nas

Prototype Devices • Exotic Tech • GM-Granted Boons

Dr. Orak’Nas’ laboratory produces cutting-edge, cross-dimensional technology. These enhancements do not need to follow standard rules, and the GM may grant them as rewards, mission assets, or Credit-purchased upgrades. Because the Guild already traverses the Multiverse, these items often bend reality and merge multiple scientific paradigms.

Unless otherwise noted, all prototypes are self-powered, don’t require maintenance, and are assumed to recalibrate automatically across timelines.

 

Rod of Healing

A field-grade multiverse medical injector.

  • Activation: Move Action
     

  • Effect: Heals X Life Points, divided among PCs in any distribution the user chooses.
     

  • Uses: GM sets (single-use, per-mission, or rechargeable).
     

  • Notes:
     

    • Works on all biological types unless GM rules otherwise.
       

    • Does not provoke attacks of opportunity.
       

    • Can stabilize dying characters automatically (TN 11 Medicine check if GM wants a roll).
       

 

Unit Drone (Standard Guild Issue)

A compact overwatch drone used for reconnaissance, tracking, and light combat.

Stats (Simple Proxy Profile)

  • Size: –3
     

  • Armor Value: 14
     

  • Weapon: Light Ranged Weapon (Ranged +2, 1d6 damage)
     

  • HP: 5
     

  • Movement: 40 ft flight
     

Capabilities

  • Full-spectrum optics: heat, low-light, night vision, magnification
     

  • Can operate autonomously on a basic pattern or serve as a simple proxy
     

  • Can hold a perching position indefinitely
     

  • Emits no more noise than a housefly unless damaged
     

Controlling the Drone

  • Skill Action: Fly it manually (Vehicles)
     

  • Attack Action: Fire its weapon
     

  • Skill Action: Tap into the video feed (Observation)
     

Overwatch Patterns

A player may program simple behaviors such as:

  • Patrol a corridor
     

  • Hold a location
     

  • Record and report movement
    Any “fancy” pattern requires a Vehicles check, TN 13–17 depending on complexity.
     

If destroyed, the Guild will typically replace it after mission debrief.

 

Universal Translator

A neural-linked comprehension matrix.

  • Always active, no energy cost.
     

  • Allows the user to understand and be understood in any spoken language.
     

  • Does not translate coded language, magical runes, or encrypted telepathy unless GM allows.
     

  • Accents remain but are smoothed or context-appropriate.
     

 

Vision Pack

Spectral augmentation optics.

Provides the following visual modes at will:

  • Low-Light Vision
     

  • Thermal/Infrared
     

  • Magnification Zoom (up to 20×)
     

Switching modes is a Free Action.

Can be taken as:

  • Cybernetic eye implant
     

  • Contact-lens mesh
     

  • Goggles
     

  • Helmet visor
     

 

Perceptual Manipulation Polymer (PMP)

A morphic nanopolymer that alters surface appearance to match native species.

Function

  • Allows the user’s clothing, gear, and silhouette to shift to match local culture.
     

  • Skin tone, physiology silhouette, and outfit adapt to look native to the timeline.
     

  • Facial structure and signature features remain intact (scars, tattoos, piercings, etc.).
     

  • Takes one minute to assume a new appearance.
     

Mechanical Effect

  • Works as Disguise Self with the following rules:
     

    • Constant effect, no energy cost
       

    • Self only
       

    • No Talent purchase required
       

    • Observation check of TN 16 to detect the discrepancy on physical contact or close inspection
       

    • Weapons will look like common weapons for the timeline. It doesn’t hide the effect once hit. So if my gun is disguised as a light crossbow, I still suffer a gun shot wound. It's an Observation 15S to recognize this.

Does not change voice unless the GM chooses to allow it.

 

Disc-Detection Compass

A multiverse navigational tool for tracking discs and dimensional ruptures.

  • Always points to the nearest disc, aligned on two axes:
     

    • Primary: Direction
       

    • Secondary: Gradient (closer/farther)
       

Optional GM add-ons:

  • Vibrational feedback as distance closes
     

  • “Signal interference” near timeline anomalies
     

  • Range limits per mission

 

 

Guild Field Device: “Chronoline Node”
Standard-issue multiverse sidekick, part mission-control, part conscience.

 

What it is

A palm-sized, self-deploying device (wrist bracer, belt clip, or floating “coin” – player’s choice) that links the team to Guild HQ.

  • Core functions
     

    • Monitors local and macro timelines for deviations.
       

    • Pushes follow-on missions based on what the team does.
       

    • Provides exfiltration guidance when things go sideways.
       

    • Logs everything for debrief (and accountability).

    • Evaluate and define treasure and how it works

It's run by a semi-personalized Guild AI and a swarm of micro-drones that sniff at probability, mana flows, and data streams alike.

 

Player-Facing Modes

Give the players these three big buttons / modes:

1. Timeline Monitor

“Warning: Probability spike. Your last choice increased divergence by 7.3%.”

What it does in play

  • Anomaly Pings: When the team is about to do something pivotal, the Node may “ping”:
     

    • The GM can say:
       

      • Green: “Low impact – the Guild is fine with this.”
         

      • Yellow: “Noticeable deviation – might cause a new mission.”
         

      • Red: “Major divergence – this will definitely put you on the Guild’s radar later.”
         

  • Insight Burst (mechanical):
     

    • Once per scene, one PC can ask the Node for guidance on a course of action.
       

    • The PC gains (+4) on a single roll to:
       

      • Identify the most timeline-safe option.
         

      • Predict who/what is critical to preserve.
         

      • Spot which NPC or object is a “fixed point.”
         

(Treat as a GM hint tool. You don’t have to reveal everything, just tilt them toward or away from certain choices.)

 

2. Mission Chain Feed

“Primary objective complete. New opportunity detected. Suggested follow-on mission queued.”

What it does in play

  • After the team achieves or fails a major objective, the Node can:
     

    • Display 1–3 hooks:
       

      • Secure evidence / delete records / rescue witness / recover artifact / sabotage device / plant tracker / etc.
         

  • Use it as the in-universe delivery system for:
     

    • Side quests and sequels to the current mission.
       

    • Offers from Guild factions or mysterious “anonymous sponsors.”
       

  • Mechanically, you can say:
     

    • Once per mission, the Node automatically generates one bonus objective that:
       

      • Gives a small XP, credit, or token bonus if completed.
         

      • Ties directly to the current timeline they’re affecting.
         

This lets you add content on the fly without breaking immersion: “Your Node flashes—Guild HQ just saw the ripple from what you did. They have a suggestion…”

 

3. Exfiltration Advisor

“Suggested exfil: service tunnels, east maintenance platform, launch window T-7 minutes. Estimated survival odds +18%.”

What it does in play

  • When the team decides to bail, a player can say, “We ask the Node for exfil.”
     

  • The Node:
     

    • Highlights safe routes, choke points, and chase risks.
       

    • Suggests where to hijack a vehicle, where a portal will be stable, etc.
       

Mechanical options (pick what fits your MAG table):

  • Once per scene, when the group declares they’re escaping:
     

    • All PCs gain +2 on rolls directly related to exfil (Stealth, Athletics, Vehicles, Social bluff at checkpoints, etc.), or
       

    • The GM can drop the TN by 2 for one crucial escape roll (door hack, last jump, final bluff).
       

  • Once per mission, the Node can trigger an “Emergency Extraction”:
     

    • It identifies a one-shot way out (unstable portal, friendly shuttle, Guild bounce point).
       

    • Costs: a big favor owed, Guild scrutiny, or a future “cleanup” mission.
       

 

MAG Rules Hook (Light Stat Block)

Use or tweak this to drop it into your rule text.

Chronoline Node (Guild Field Device)

  • Category: Universal Guild Gear (issued to all active teams)
     

  • Descriptor: Technology (Hardwired/Wetwired – fits cyberpunk, fantasy rune-tech, or pure sci-fi)
     

  • Tier: F1+ (upscales easily; higher tiers get sassier and smarter Nodes)
     

  • Cost: Normally not purchasable – Guild issue. Replacements/black-market versions are expensive and suspicious.
     

Standard Mechanical Package (per mission)

  • 3 Charges per mission. Charges refresh when the team returns to a Guild hub or completes a major arc.
     

  • Each of the following uses 1 Charge:
     

  1. Predictive Ping (Timeline Monitor)
     

    • Before a key decision or entering a dangerous area, a PC spends 1 charge to ask:
       

      • “Is this choice stable, risky, or catastrophic for the timeline?”
         

    • GM answers in short, color-coded terms and may hint at type of consequence (political, supernatural, tech, etc.).
       

    • The PC gains advantage on one roll to act on that info during the scene.
       

  2. Mission Chain Prompt (Follow-On Objective)
     

    • After completing or failing an objective, spend 1 charge.
       

    • The GM generates and delivers a follow-on mission hook via the Node:
       

      • Mark it as Optional but attach a small mechanical reward (XP, credits, tokens) if completed.
         

    • This gives you a clean, in-character way to introduce new content or pivot the campaign.
       

  3. Exfil Planner
     

    • When the team declares “We’re getting out,” spend 1 charge.
       

    • Effects:
       

      • The group gets +2 to all rolls directly part of the escape for one scene or
         

      • One PC gains advantage on a critical escape roll, and the GM reveals one safe route or shortcut they otherwise wouldn’t see.
         

You can let them split charges however they like (all in exfil, all in missions, etc.), or say each mode can only be used once per mission.

 

GM Tips

  • Use it as a pacing tool:
     

    • Timeline pings when you want to underline stakes.
       

    • Mission prompts when you need a smooth segue into the next adventure.
       

    • Exfil planner when the group looks stuck or overwhelmed.
       

  • Personality dial:
     

    • Deadpan tactical AI, overly cheerful assistant, or snarky veteran dispatcher.
       

    • Different Guild cells could have different Node personalities.
       

  • Factions & mystery:
     

    • Faction sabotage: a Node that “forgets” to warn them or feeds biased missions.
       

    • Black-market Nodes could be tuned to the Preservation Society instead of the Guild.

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