Brought to you by experienced players and GMs, this is the advice novice TimeWatch agents wished they’d had before they were swallowed by a chronal anomaly, infected with clock plague or unexisted in a Ray-Jar Vu.
TimeWatch offers players some subtle tactics that it’s possible to miss, especially when playing for the first time. Here are some strategies that you’ll want to
come back to, especially when your agents are in trouble and you’re looking for some creative solutions.
You’re going to get hurt a lot. Plan accordingly.
Attack pools means that even mooks often hit you the first time they attack; enemies’ accuracy will decrease as they get more tired. Expect that a
significant adversary is likely to hit you, so have enough Health that you’re not going to drop right away. If you never increase your Health over the
default value of 6, and since you drop out of a fight at -6, you’ll be able to withstand at least two or three typical hits. Bumping your Health to 8 or 10
points during character creation, increasing your Hit Threshold to 4 (by having an Athletics of 8 or higher), having a dedicated team medic, using evasive
maneuvers (see p. 109), or increasing your armor or Hit Threshold through Preparedness or Science! spends (such as with a personal forcefield) will help
you stay alive.
Stitches speed things up.
You can use stitches to do more damage, take less damage, avoid making a travel test when time traveling, refresh pools enough that you can guarantee
success on an important roll, and offer teamwork that helps an ally succeed. Do so. They’re around to make the game more convenient for you, so you should
spend them accordingly.
If you don’t have enough pool points, hand out more stitches.
The frequency at which you gain stitches, and thus the frequency in which your character is able to refresh their pools, is almost entirely in the hands of
the players. If it feels like you don’t have enough, other players feel that way too; set a standard by rewarding behavior that you think is fun, clever or
awesome. This might be as simple as tossing one to someone who is kind to another player, or giving a stitch to the guy who brought snacks. Once your group
gets the hang of positively reinforcing awesome behavior, you’ll probably find you have enough to make interesting tactical decisions.
And hey, if you don’t, your GM can always award stitches to the group (or allow you to refresh combat pools) to make sure you can stay in the fight. Remind
her if necessary.
If you’ve hit your Hoarding Limit but are given a 4th stitch, spend one of the ones you have.
Having more stitches than you can use is a good problem to have. If you’re at the max of 3, and you get more, use your existing stitches immediately to
refresh pools that aren’t maxed out. If you need to, use Medic or Reality Anchor to help a fellow agent recover damage, then refresh your pool. In a worst
case scenario, use Preparedness to establish that you have a piece of particularly cool or useful technology that you expect to need—who doesn’t need a ray
gun?—and then refresh your Preparedness pool.
Don’t hang on to stitches greedily. The game is most fun when they come and go quickly.
Remember your armor.
If you’re wearing your TimeWatch uniform, subtract 1 point from every instance of Shooting and Scuffling damage you take.
When you absolutely positively don’t want to get hit, try Evasive Maneuvers.
Every 2 Athletics points you spend boosts your Hit Threshold by 1 until the beginning of your next action, up to a maximum of +3. Of course, you probably
aren’t going to hit anything—your enemies’ hit thresholds go up by +2 every time yours goes up by +1—but who cares? Your job for the round is surviving. If
you’ve just spent a point in Taunt to get your foes’ attention, and you’ve used evasive maneuvers to boost your Hit Threshold to 7, they’re all going to be
too busy trying and failing to shoot you for you to mind your own inaccuracy.
Use Stitches to reduce damage.
Even with your armor, are you getting smacked for more damage than you want to take? Each stitch you spend reduces damage by one point. It may save your
life.
Don’t charge a gunman.
A foe who has a ranged weapon drawn and ready will get a free bonus attack on you if you try and rush him. That’s why people in movies don’t charge gunmen.
If you don’t want to get shot, wait until he’s distracted by something before closing, or try to create a distraction yourself (possibly with time travel
or by spending an investigative point) before closing in.
If you can close with him, he’ll be at a disadvantage unless he switches to Scuffling. As noted on p. 104, Shooters in close combat have a 1 in 6 chance to
shoot themselves or an ally by mistake.
Use Taunt to draw an enemy’s fire.
The investigative ability Taunt does more than just make people so angry at you that they reveal what they know. Spend a point in a fight, and you can draw
an enemy’s attention (and attacks) away from someone else. They may even chase you. If you can survive it, it’s a good way to draw someone into an ambush.
Make ludicrous chronal stability tests, just make sure you have friends with Reality Anchor there to back you up.
We’ve found in playtest that players are often very conservative with their chronal stability and reality anchor points. They exist in part so that you can
use them to do cool time tricks when avoiding paradoxes can’t solve your problem, so don’t be afraid to use them when your back is up against the wall.
Reality Anchor restores other peoples’ chronal stability by 2 points for every point you spend, and it’s an efficient way of restoring someone who’s just
endangered himself to try something clever.
Time heals all wounds.
If you can get away from combat and time travel without being followed in a time chase, you can go to a future hospital and get medical treatment. A day or
two of rest and recovery, and you can return to the fight with full Health and full pools of Athletics, Scuffling, Shooting and Vehicles. The tricky part,
of course, is getting away from the fight safely.
In a pinch, and assuming that you have a Medic rating of 1 or higher, don’t forget that you can exchange an investigative point of Medical Expertise for 3
points of Medic. That’s enough to heal allies 6 points of damage.
You could also trade Preparedness or Tinkering for Healing. It’s not unreasonable to assume that a technological device could provide you with a temporary
medical-related benefit in case of emergency—either restoring a small amount of Health points, or keeping you automatically conscious for a Consciousness
test. An agent with Flashback (the booster gained with 8 or more points of Preparedness) can even state after-the-fact that such a medical booster
was acquired and in place. It’s not much, but it’s much better than dying.
If the GM gets lucky and rolls well, fall back and regroup.
You’re exceptionally competent agents, but you aren’t invulnerable and you aren’t superhuman. You’re much better off negotiating or retreating than you are
dying. Sometimes, combat is far from the best solution.
Recruit Allies.
Spending Investigative points from History or Anthropology might allow you to recruit allies from out of history. If your plan depends on an extinct and
ancient Pacific Island tribe that worships you as a god, or a doomed spaceship crew from the far future, you might as well get use out of them by leading
them into battle. Likewise, you can make friends with the best and brightest minds in history. Nothing’s more amusing than discovering that the Mona Lisa
is actually a painting of your own character, just because you spent a History point and turned out to be an old friend of Leonardo da Vinci.
Play the long con.
TimeWatch agents gain an extended lifespan, so don’t be afraid of the long path to success. Need to live with someone for a few years as their roommate so
that forty years hence they’ll tell you what you need to know? Need to go back in time a few months and get a job as a laboratory guard, just so you’re
there at the right time to let in your friends? If you can spare the time, it’s sometimes a creative solution.
Boost your damage with Tinkering.
If you have points in Tinkering and are worried you won’t have cause to use them, never fear. A tinkering test on your ranged weapon during downtime will
increase the amount of damage the next shot does by 1 point. If you tinker with a PaciFist, you can raise the Stun level from 5 to 6. Better yet, if you
have 8 or more points in Tinkering, you can do this quickly enough that it becomes part of your combat action. Combined with spending stitches for extra
damage, it’s a good way to quickly inflict pain on your foes.
Spend Investigative points to boost attacks.
If you can justify it, you can spend any Investigative point to gain +3 on a General ability test. Out of Scuffling points and need to hit someone?
Spending a Military Tactics (“I’ve studied tactics”), Intimidation (“I raise my fist and while he’s flinching, I hit him”), Streetwise (“I know dirty
fighting; I’ll kick out his knee”) or even Authority (“He’s ex-military? I scream ‘Attention!’ like a drill sergeant and hit him while he’s trying not to
instinctively salute”) point can boost your roll by +3—and if you’re clever about how you do it, the GM or one of your fellow players will probably toss
you a stitch as well for doing something fun.
You may also be able to use Investigative ability spends to boost your damage instead. Spending a point of Medical Expertise, for instance, reasonably lets
you know the most painful place to hit a foe, letting you raise all the damage you inflict by +1 for the rest of the fight.
Spend investigative points to disrupt combat.
Losing a fight horribly? Want to pause it long enough to get a word in edgewise with diplomacy, or to try to escape? Spending one or more points from a
social skill might cause hostilities to cease for a minute against all but the most determined foes. Of course, make a hostile move and you can expect the
fight to spring back up.
Use the initiative system to your advantage.
You have great control over who goes when in a round. Ask your fellow players who wants to go next, and you can make sure they do. Be wary of letting the
bad guys go last in a round; it means that if they want to, they’ll be able to go twice in a row.
Flee into time.
You can use the initiative system to escape a fight in your autochron without risking its destruction from stray fire. If the bad guys have already gone in
the round, fire up your autochron, and then just make sure that your character goes first in the next round before your adversaries have a chance to act.
It’s a little sneaky, but it’s completely legitimate. Just hope that your enemies don’t have the ability to chase you through time; if they do, ready
yourself for a time chase when they come after you.
Use Science! points for concentrated awesomeness.
Want nifty gear—force fields, more powerful weapons, smoke bombs or concentrated explosives—but you’re short on Preparedness and don’t have time to use
Tinkering to build them? Spend a point of Science!. With the GM’s okay, it’s a fast way to confirm that you have an item you want without having to roll
for it.
Imagination Counts.
You have access to the future, and that means you can describe just about any technology you want to the GM. She’ll increase the Preparedness cost for
acquiring more powerful gear, of course, but feel free to consider high-tech solutions to simple problems. Night vision contact lenses, portable EMP
generators, zero-point gravity guns, jetpacks; fun and useful! Acquiring something like this is a good use of Preparedness, especially when you
have more stitches than you need and can immediately refresh your Preparedness pool.
Adopt a signature weapon or piece of gear.
As noted on p. 140, you can spend build points to start each game with a piece of unique tech that you particularly love. If your character is always known
for his disintegrator pistol or jet pack, that’s how to always have it around.
Help Yourself — Literally.
When you’re in dire straits and need backup, you can be your own backup. Declare that you’re going to remember to have your future self show up and save
you. You’ll need to spend a Paradox Prevention point and make a chronal stability test, but it means that you can double your attacks. Sure, if your
younger self dies anyways you’ve created massive paradox (and triggered a chronal stability test for your fellow agents), but you’ll probably be beyond
caring at that point, and the extra help may just save the day.
Help Others.
Is your friend dying, but you can’t get to him in time? Pay a point of Paradox Prevention, make the chronal stability test, and your future self can show
up to heal him. This is just like duplicating yourself to help be your own ally in a battle, but it lets you provide tactical support to an ally instead.
Save a few build points.
If you can, save a few build points when creating your character or after each mission. These don’t disappear if you don’t immediately assign them;
instead, you can assign them on the fly during a mission to immediately get access to an ability.
Paradox Prevention points: your wild card.
If want a clever time-or causality-related effect, but it’s a little too powerful to do casually, ask your GM if you can spend a Paradox Prevention point
to do so. These serve as “wild card” points for temporal effects, letting you take unique time-related actions without over-balancing the game. Paradox
Prevention points, like all investigative points, don’t refresh until the end of the mission; plan their use accordingly.
Spend Paradox Prevention to save chronal stability.
You can sometimes get in a bind with low chronal stability, needing to spend chronal stability in order to make a test that you can’t afford to fail.
Consider spending an extra point of Paradox Prevention instead. This gives you +3 on your chronal stability test, making it automatically in all but the
most dire of circumstances, without spending any more points.
Note that this is different than the point of Paradox Prevention you’ll need to spend for certain chronal hijinks like duplicating yourself in a scene.
Finish off foes.
Badly injured supporting characters are at a disadvantage in combat, but not a huge one. If your enemies aren’t mooks, your team is best of focusing fire
to drop one target before moving on to the next. You’re better off having 1 downed foe and 2 uninjured ones than 3 slightly injured enemies.
If you’re fighting mooks, unnamed supporting characters with low hit points (you’ll probably be able to guess by the GM’s description), take out as many as
you can as quickly as possible. They hit hard but drop fast. And hey, as you’d expect in a cinematic game, eliminating the unnamed characters before taking
on the main villain is practically traditional.
Stun those mooks.
Unlike more important adversaries, mooks don’t even have the opportunity to make a Stun test when you hit them with a neural disruptor. If you hit them
with your PaciFist, they’ll automatically go unconscious. It’s a good tactic when you want to damage history as little as possible. This is an especially
good tactic for agents with 8 or more points in Shooting, who can fire twice in a round.
You may fight an enemy more than once.
The tricky thing about time travel is that you may fight an elderly adversary, then later on fight a younger version of the same person—and you can’t kill
him without triggering a major chronal stability test, because doing so would create paradox. You may have to think creatively to get around this
restriction.
Make sure someone knows how to drive.
You need to put physical distance between yourself and anyone chasing you through time, and that means outrunning them during a time chase. These get much
easier and much more fun when at least one agent has 8 or more points of Vehicles. You won’t need it every mission, but you’ll be grateful for it when it’s
needed.
A closed door is your friend.
Why? Because thanks to Preparedness and time travel, it hides exactly what you need right now, and are going to put behind it later.
Beam weapons are deadlier than firearms.
They’re also a lot more obvious, as you’d expect when shooting a laser pistol in a science fiction game. Nevertheless, beam weapons do more damage on
average than other weapons, and can have some handy improvements like disintegration. They’re a reasonable use of Preparedness points.
Use weapons when Scuffling.
Just like in real life, smacking someone with a weapon does more damage than hitting them with your fist. You’re encouraged to describe grabbing weapons
from the environment to use, but you’ve got a fallback. A deactivated autochron is nice and sturdy, and serves as a handy club.
When to stun, when to kill.
Stun attacks are mechanically balanced with firearms. Shoot or hit someone with a PaciFist, and if they’re not stunned it may seem like you wasted your
attack. Not so. Three things happen when a foe successfully makes a Stun test:
- They’re dazed, so the Difficulty goes up on any other tests they make (including more Stun tests) between your attack and their next turn, making them
easier for other agents to stun. - They’ve likely spent some Health points in order to boost their chances of success, so you’re about as well off as you’d be if you shot them with
bullets. - Mooks drop immediately when shot with a neural disruptor—no Stun test required.
PaciFists keep the target alive, and are great for stealth. Bullets, beam weapons, knives and fists leave the target marked and bloody, and (beam weapons
aside) don’t run the risk of appearing like magic or future technology to less advanced societies. Which you choose depends on the effect you want to
achieve.
Think outside the box.
This is a time travel game. If the building gate guard doesn’t let you in, time travel in. Or go back in time and get a job in building security yourself.
Or go back in time and become a family friend of the gate guard. Or spend a point of architecture to go back and alter the building blueprints, giving you
access that no one else knows about.
Similarly, you’ll have multiple options when taking down a bad guy. Go back to stop him before he ever started his plans, or in the middle of them before
they succeed, or right at the key moment; just be careful not to risk severe chronal stability tests by causing paradox. You can often get around that with
some clever planning that makes history work out correctly, but you’ll want to consider your line of attack.
Research locks in reality.
When history has changed, you usually have the option of time traveling into the future and reading about an event in (alternate) history books. Doing so,
however, locks it in as an established fact; change it after that, and you’ll need to make a chronal stability test as time shifts away from what you know
is true.