Waterworks rules

 


There are three wheels – when walking in the river called time, one can push against the current, can walk with it, may attempt to stand still, or can go sideways.

There are four waterwheels representing each.

There are paths for the water, which starts in the top, and trickles to the bottom

Architecture checks will reveal the whole sector is sloping to the south


reversing time makes the water recede, and certain events are reversed

forward time makes the water slowly flood and events proceed

stopping time makes the water freeze and all events freeze

out of time is unpredictable


hopping over any waterway line will induce a different kind of time – and all time movement is individual. If two PCs are in the same type of time they can see each other an interact – but only if they meet at the same time


there is a length overall of 3 hours

any action will take some amount of minutes

there is a strict calendar of events, but interfering will change them – but after a certain amount of time, 3 hours, the whole things restarts


180


12 – more water enters then expected, area starts to flood

18- Eileen enters through room (X)

25 -

27-

28-

45-

65-

135-

136-

150-

180-

 

More will be added and figure out as I go forward with Waterworks rooms - this needs to be complex but easy to move and establish, so a lot of work will go into making this possible to convey and utilize

 

thanks



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