TimeDicks HQ has only recently declassified its documents on A Cautionary Tale on Time Fluid (and I've added a small nod to game clarification at the end too, oops). This contains a story told in written memos, suitable for printing out and providing to players, should you feel the need to. Or, use the memos to guide your players through a complicated time travel scenario! Or keep it to yourself. Whatever works, man.
If time travel makes your head ache, this document... will STILL do nothing to help alleviate that pain. It might even make it worse! But it would help to supplement gameplay with additional lore and information helpful for running games of the TimeDicks RPG system.
Contains 9 pages!
TimeDicks HQ has only recently declassified its documents on Time Travel, Elaborated and the case notes for the infamous "Ouroboros Incident".
If time travel makes your head ache, this document... will do nothing to help alleviate that pain. It might even make it worse! But it would help to supplement gameplay with additional lore and information helpful for running games of the TimeDicks RPG system.
Contains 5 pages!
What Little Remains is a one page dungeon inspired by a crossword.
The followers of Death have abandoned this place, leaving behind their vault of sacred remains.
This dungeon contains a few rooms, a few traps and puzzles, and a few prompts to make it yours.
A radical change is coming to this land, you must warn your patron through a collection of songs. You'll need a deck of cards, a pen, and a journal or paper to play this solo journaling game.
The year is 1997.
You are a time-traveling detective. A future-past flatfoot. A paradoxical plainclothes-- a TIMEDICK. No, the name has not aged well, but that is the least of the concerns of TimeDick Headquarters.
As a TimeDick, you have the ability to investigate present-day cold-cases as they really happened by traveling back in time to the scene of the crime to gather evidence.
Your mission is is always (or, is always supposed to be):
Witness a past-crime. Gather intel. Be silent. Otherwise, be deadly. Return to your prime timeline. Report your findings. Apprehend the perp in the prime timeline, backed by the officers at Headquarters. And above all else... be justice.
How does time travel work? Find out all of this and more within the document enclosed, and stay tuned for further TimeDick correspondence.