HOw Do Paradox Suits Work?

Paradox Suits create a stable paradox field around a character, allowing them to meddle with time without being erased by the temporal winds. No matter what happens in that character’s past, their present cannot be messed with. Instead, they gain a resource called Paradox. Paradox represents the buildup of paradoxical energies around a character. If they get too high, the suit no longer protects them and they are eaten alive by the temporal winds.
Because a character is protected from temporal meddling in their past, it means they can do things like go and visit themselves. How a storyteller might use this is having the characters come from their future and warn them about an upcoming problem. This will create a branched timeline for the characters, their experiences will be different from then on will be modified from the branch that their future selves came back to warn them about. So storytellers won’t have to worry about characters feeling like things are predestined. You can be fair also by punishing the future timeline characters (effectively NPCs) with increased paradox and not the current characters. If the PCs want to go into their own past and warn someone or change things, then they create a separate branch in their past. They would suffer the paradox gain in that instance.

How to handle the result.
Sometimes you can just say that once the characters part ways, there they are walled off into one of infinite realities and can’t interact anymore.

You can say that characters can still interact within timelines but not on Chronoliths as the Paradox fields are too strong (characters trying to interact within the same reality are shunted off into separate ones automatically).

You can release paradox infected monsters to attempt to kill the Rogues, attempting to communicate with one another. In this way you can link their activities to the creation of a mythological beast if you wish, and link it to an existing myth in our own history (characters interacting causes the Minotaur to be released in the labyrinth for instance).

In this way, the narrative of your game can unfold in a variety of ways, with the PCs warning them from a doomed future, or someone diverting the PCs to see things yet to come in their own future.

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