Does Time Travel affect PPE/ISP as well as BIO-E?

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Rali
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Re: Does Time Travel affect PPE/ISP as well as BIO-E?

Unread post by Rali »

TrumbachD wrote:We know that Time Travel Forward or backward affects BIO-E.

But what about Characters from other settings who use other energy sources like PPE and/or ISP?

This little element was added in TransD as a nod to Mark Martin's time travel paradox storyline from the classic E&L TMNT comics [Volume 1; Issues #16, 22, 23], so I would say that it does not apply to any other settings.
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Re: Does Time Travel affect PPE/ISP as well as BIO-E?

Unread post by Beatmeclever »

Although I understand the reason for the effect in TransD, I think that based on the RIFTs statement that magic fluctuates in the world and that the Coming of the Rifts was the "re-emergence" of magic after centuries of being dormant that at least PPE should be affected by time travel if not both.

This would mean that the closer to say 5000BCE you get the more magic you get, waning until the end of the Renaissance and then slowly waxing again up until the flash. As well, using the time scale for waning, in worlds where the Rifts never happened the full power of magic might not be reached until closer to the year 8332. I have used a 6,666 year cycle based on the dominance of Science over Magic at the end of the Renaissance and based on the idea that humans had grown to believe magic had only been a thing of legend after it having been gone from the world for so long. This means that magic was at its strongest at the begining of "Human Civilization" and it will be again much later (so the power levels of RIFTS should be the highest possible) and it sank to its lowest levels ever around the year 1666 (virtually non-existant). This would mean that the levels in most other games would be too high.

Perhaps this magic flux is the energy that pushes time along or it could be the ripples that are created by the motion of time through the ether.

To that end, I would use this:
Cycle 'L' - The universe is at its most magical EVER. All spells can be cast for just 1 or 2 PPE. - Magic cycle is non-existant.
Cycle 'K' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 666,666 years.
Cycle 'J' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 666,666 years.
Cycle 'I' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 66,666 years.
Cycle 'H' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 66,666 years.
Cycle 'G' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 66,666 years.
Cycle 'F' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'E' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'D' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'C' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'B' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'A' - The Twist depends on the GM and which power level he would like to use. - Magic cycle is 6,666 years.
Cycle 'Prime' - As mentioned above, the Magic cycle is 6,666 years
Twist "Z" - 1262BCE - Add 59 PPE to cast all spells.
Twist "Y" - 1137BCE - Add 61 PPE to cast all spells.
Twist "X" - 1012BCE - Add 63 PPE to cast all spells.
Twist "W" - 887BCE - Add 65 PPE to cast all spells.
Twist "V" - 762BCE - Add 67 PPE to cast all spells.
Twist "U" - 637BCE - Add 68 PPE to cast all spells.
Twist "T" - 512BCE - Add 70 PPE to cast all spells.
Twist "S" - 387BCE - Add 72 PPE to cast all spells.
Twist "R" - 262BCE - Add 75 PPE to cast all spells.
Twist "Q" - 137BCE - Add 76 PPE to cast all spells.
Twist "P" - 12BCE - Add 77 PPE to cast all spells.
Twist "O" - 113CE - Add 79 PPE to cast all spells.
Twist "N" - 238CE - Add 81 PPE to cast all spells.
Twist "M" - 363CE - Add 82 PPE to cast all spells.
Twist "L" - 488CE - Add 84 PPE to cast all spells.
Twist "K" - 613CE - Add 86 PPE to cast all spells.
Twist "J" - 738CE - Add 88 PPE to cast all spells.
Twist "I" - 863CE - Add 90 PPE to cast all spells.
Twist "H" - 988CE - Add 92 PPE to cast all spells.
Twist "G" - 1113CE - Add 93 PPE to cast all spells.
Twist "F" - 1238CE - Add 95 PPE to cast all spells.
Twist "E" - 1363CE - Add 97 PPE to cast all spells.
Twist "D" - 1488CE - Add 99 PPE to cast all spells.
Twist "C" - 1613CE - Add 100 PPE to cast all spells.
Twist "B" - 1738CE - Add 99 PPE to cast all spells.
Twist "A" - 1863CE - Add 97 PPE to cast all spells.
Twist "Prime" - 1988CE - Add 95 PPE to cast all spells.
Twist "1" - 2113CE - Add 93 PPE to cast all spells.
Twist "2" - 2238CE - Add 92 PPE to cast all spells.
Twist "3" - 2363CE - Add 90 PPE to cast all spells.
Twist "4" - 2488CE - Add 88 PPE to cast all spells.
Twist "5" - 2713CE - Add 86 PPE to cast all spells.
Twist "6" - 2838CE - Add 84 PPE to cast all spells.
Twist "7" - 2963CE - Add 82 PPE to cast all spells.
Third Millennial Barrier - June 10th, 2986 - RIFTs Standard

Just a fun idea I had to play with really.

Have fun with whatever you do.
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