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Fractured Reality

The year that reality began to fall apart was 2009. At first things were pretty much the same as today. Scientists and technicians, working in secret somewhere, were conducting high-energy experiments in the field of quantum physics that went awry and resulted in a series of reality-shattering explosions. The explosions tore massive chunks of space-time from other points in the time stream and placed them in the present, displacing portions of the real reality. Where the pieces of our reality went and what happened to their contents and inhabitants remains unknown, though scientists speculate that they now exist in another reality.

When Reality Breaks: Cyst Mechanics


These space-time chunks, referred to as reality bubbles or cysts, are completely spherical and generally range in size from a few meters to several kilometers in diameter. The cysts are stationary and are impossible to move or dissipate using any known force. Cysts are readily identifiable by their shimmering, slightly translucent surfaces. The cysts seem to [roughly] correspond geographically to the regions in which they materialize. That is to say that a cyst forming in downtown Detroit would actually contain that same geographical region from a different era. No evidence of alternate present reality cysts has ever been recorded. The cysts span the globe and currently number over 621, and 76 of those are over two kilometers in diameter. The smallest known cyst is approximately 0.72 meters in diameter; the largest, located in sub-Saharan Africa, measures 28.4 kilometers in diameter. Cysts rarely overlap, but when they do, each cyst involved suffers terrible storms and occasionally other bizarre phenomena. Time appears to flow at the normal rate within the cysts. The cysts intersect the ground or the water and form perfect spheres that extend equally above and below the surface. These cysts are apparently not from the standard timeline, but from one or more different timelines. The cysts range in age from over four billion years in the past to several decades (or even centuries) in the future. The historical cysts seem to match what reality recognizes as the past while the future cysts seem to represent possible futures; some cysts that seem to contain similar times often appear extremely different. The cysts are apparently self-contained, retaining their own atmospheres and weather systems (i.e. weather and atmosphere do not pass through a cysts borders). The animal inhabitants will not exit the cyst on their own, though they can be removed. Sentient beings inhabiting cysts are capable of exiting their home cyst at will, though most apparently choose not to do so. Those intelligent beings that appear to come from Earths past or future have no memory of such cysts existing in their home times. Individuals from standard reality are capable of entering and exiting the cysts at will, and can transport objects and equipment as well. Consequently, numerous zoological parks and nature preserves have formed worldwide to house past, future, alternate, and alien animal and plant specimens taken from various cysts, many of which later destabilized and dissipated. It was in this manner that the carrier pigeon, the dodo bird, the stegosaurus, and the mastodon (among others) were reclaimed from extinction. Certain individuals of historical importance have also been rescued from various cysts, including a young Vincent van Gogh, a near-death Socrates (who was saved by quick-thinking paramedics), Leonardo da Vinci, and even two different incarnations of Albert Einstein (one from pre-WWII Germany and one from Princeton). Consult GURPS Whos Who 1 & 2 for other possibilities. Cysts appear and collapse in a seemingly random fashion. A few cysts that appeared as a result of the initial accident remain, while others appear and disappear in a matter of minutes. New cysts generally appear at or near the locations of other, vanished cysts. They form on an average of between two and five a month; they destabilize and vanish with the same frequency. Cysts become unstable suddenly and often give little time to escape before they collapse. Usually when a cyst becomes unstable it remains so for 3d6 minutes before collapsing and vanishing from reality; some remain unstable for up to a week before collapse while others destabilize in a matter of seconds. The cysts surface grows cloudy, appearing as a foggy, swirling mist while unstable, usually making its eventual fate clear to observers. When living creatures and objects leave their native cyst and then that cyst destabilizes and dissipates, those creatures and objects remain behind.

Dealing with Cysts


Though methods for preventing a cysts collapse are currently unavailable, for some unknown reason, a cyst that begins to collapse sometimes regains its stability and ceases dissipating. While this occurrence is extremely rare, a number of cysts have become unstable only to regain stability, and a few have done so multiple times. The research that caused the initial disaster has developed technologies to prevent new cysts from forming. This research, realized in the Reality Cyst Inhibitor Field (RCIF), prevents a cyst from forming within its area of effect, but apparently cannot discorporate an existing cyst. Most cities and other populated areas now maintain RCIF generators to protect against being displaced by a cyst formation. Governmental authorities respond differently to the appearance of the cysts; most quarantine the smaller cysts and patrol the borders of the larger ones. Some governments have invaded various cysts, particularly those inhabited by prehistoric animals and those occupied by future eras, to acquire unique living specimens and advanced technologies. Specially trained military and paramilitary teams have been sent into many cysts for a variety of reasons: search and destroy, civilian retrieval, acquisition of unique artifacts or living specimens, and so on. While civilians are generally banned from entering cysts for safety reasons (both for the visitors and the inhabitants), more than a few have managed to enter a cyst without being detected; some have even established dwellings within certain cysts. This has resulted in several retrieval missions.

Notable Cysts
While a large number of the catalogued reality cysts are unremarkable, there are some that have caused serious changes in the nature of the real world. One cyst, designated RC-114 (Recorded Cyst No.114), located in western Australia, is home to an advanced arcology (an advanced, self-contained city) occupied by a number of futuristic humans, synthetic beings, and extraterrestrials. RC114 at first welcomed natives from the true reality, but quickly realized that this could eventually lead to overcrowding and possibly violence; the inhabitants therefore began to turn away visitors and expel those already within. RC-114 now actively defends its holdings with advanced defensive weaponry and other futuristic technologies. RC-114 is inhabited by citizens of the Galactic Consortium, an interstellar society from a possible future timeline (c.2317 A.D.) and is inhabited by humans, Sparrials, An Phar, and possibly other alien races (see GURPS Aliens for other ideas). The inhabitants of RC-114 have also begun construction of a massive space station in geosynchronus orbit above their cyst. They have also begun building a lunar colony, and they apparently have designs to terraform (and construct a colony on) Mars. Rumors persists that the inhabitants of RC-114 have technologies capable of preventing cyst destabilization; the truth of this rumor is uncertain. RC-381, located near London, also contains a futuristic society (c.2089 A.D.) that apparently survived a nuclear holocaust. The inhabitants of RC-381 are extremely hostile and have utilized their advanced technologies to invade portions of the real world and has even kidnapped and subjugated many natives. British military forces have been unable to successfully infiltrate RC-381 or retrieve those captured, but have managed to repel several recent attacks. Research is under way to develop technologies capable of destabilizing or in some other way neutralizing cysts as a defense against such visitors. RC-12, located in Oregon, measures just over five kilometers in diameter and contains a Jurassic period, complete with dinosaurs and other prehistoric fauna and flora. This large cyst is visited regularly for research purposes and has proven remarkably stable; RC-12 is one of a handful of cysts that formed during the initial incident yet never destabilized. In Belgium, RC-46A and RC-46B, a pair of intersecting cysts, contain a large Ice Age (c.12,000 B.C.) period and a small near-future (c.2078 A.D.) period respectively. Due to the destructive nature of the reality storms caused by the cyst intersection, the inhabitants of cyst RC-46B requested assistance from the Belgian government in exchange for advanced technologies and equipment. The populace of RC-46B, numbering approximately 1,250 (mainly future Belgians themselves), were integrated into Belgian society and granted full citizenship. Technologies acquired from RC-46B, including stable fusion power, have made Belgium a leader in energy production and advanced technology research and development. What long-term impact the cysts have on the world, and what further effects they will have in the future, remains to be seen. It is certain, however, that the world will never be the same again.

The Setting
A Hard Science setting (with a few obvious discontinuities), Fractured Reality provides ample opportunity for adventure. Players can assume the roles of those intrepid explorers sent out by various governments and other, private organizations to investigate and sometimes plunder new cysts. They may also play characters accidentally trapped in a cyst, working to escape with their lives. Players may also create characters from a cyst, ranging from historical to futuristic to extraterrestrial. Fractured Reality is generally a TL8 world similar to our own with a number of advanced technologies scattered about (i.e. Belgium is early TL9). Some TL10 or even TL11 technologies (refer to Ultra Tech and Ultra Tech 2) may even be available via RC-114 (or others), though the acquisition of these technologies would probably be an adventure in and of itself. Even more advanced technologies may be found in remote cysts that remain as yet undiscovered, perhaps deep in the South American rainforests or high in the Himalayan Mountains. In order to create a random reality cyst, roll 2d6 twice, consulting first the Timeframe column and then the Diameter column on Table I: Random Reality Cysts. Rather than create randomly, however, the GM can also opt to create and define his own particular reality cysts for the players to explore. They can be as historically accurate (or inaccurate) as the individual GM desires.
Table I: Random Reality Cysts
Roll 2d6 2 3 4 5 6 7 8 9 10 11 12 Timeframe Pre-Earth (vacuum) Newly-forming Earth Triassic Earth Jurassic Earth Ice Age Earth Bronze Age Earth Iron Age Earth Industrial Age Earth Atomic Age Earth Near future Earth Far future Earth Diameter 10 meters 25 meters 50 meters 100 meters 250 meters 500 meters 1 kilometer 2.5 kilometer 5 kilometers 10 kilometers 25 kilometers

Reality Storms
Powerful maelstroms of quantum, temporal, and parachronic energies, the reality storms that occur when two or more cysts intersect are terrifying to behold and hazardous to anyone within the affected areas. Reality storms, though usually found within cysts, can sometimes affect the real world, escaping as the cysts collapse. These violent storms are similar in effect to powerful tornadoes or hurricanes, but they also have other, stranger side effects. Whenever a reality storm forms, roll 3d6 for each cyst involved. A result less than or equal to 12 (plus the total number of cysts involved) means that the cyst in question destabilizes and collapses within 3d6 minutes. In the event that all involved cysts collapse, a roll of 5 (plus one for each cyst initially involved) or less on a 3d6 roll means that the reality storm has not subsided and has begun wreaking havoc in the real world. Due to their nature, reality storms last only 1d6+4 minutes (+1d6 for each cyst initially involved). While they rage, however, the damage that they cause is incredible. All non-living objects and structures caught in a reality storm suffer 2d6 (10) damage per minute as the quantum energies dissolve the molecular bonds holding them together. Living creatures and plants suffer 1d6 damage/minute and must make a Health roll whenever damage is taken. If the roll succeeds (critically or otherwise), then there are no additional side effects. If the roll fails, then the character is further assaulted by the harsh energies surging through the area. This manifests itself as 2d6 x 10 rads of radiation exposure to the affected character. Further details about radiation exposure can be found in GURPS Compendium I. On a critically failed roll, the character is ravaged by the energies of the storm, suffering 3d6 x 100 rads of radiation as well as one or more bizarre side effects. While the actual effects of a critical failure are up to the GM, some suggested consequences of exposure include: aging or growing younger by 3d6 years; suffering two (2) dice of burn, electrical, or cold damage; being frozen in time for 2d6 hours (during which time the character is completely paralyzed both mentally and physically); losing d6 points from an Attribute for 2d6 days; and so forth.

Adventure Seeds Jurassic Park Revisited: The characters are hired by a large metropolitan zoo to travel into the Oregon-based RC-

12 (or other similar cyst) and gather genetic samples, eggs, and/or even live specimens of prehistoric animals for research purposes as well as for display in the zoological park itself. Everything seems to be going according to plan until the PCs encounter an aerial craft containing natives from another, more technologically advanced cyst. They, too, seem to be collecting samples, and one (or more) of the PCs are among the collection! The Entropy Gambit: A large corporation sends the PCs into a small, unremarkable cyst to test a new technology the Entropy Device. Based on the RCIF technology, this bomb-like device, when detonated, is expected to cause the collapse of the cyst in which it is located. While the task itself is relatively easy, complications (such as injuries or hostile encounters) could cause trouble after the timer is set. The characters must solve the problem and get out of the cyst before detonation... if it works. And what if it is successful and the PCs are still in the cyst? Such an incident could be the beginning of a new historical, time travel, or crosstime GURPS campaign as the characters are shunted into the past or future of an alternate timeline. Lead the Way: A PC Dependent is abducted as slave labor by the inhabitants of RC-381 and forced to work in a weapons factory within the cyst. The characters must penetrate the cysts defenses and retrieve the captive, and perhaps some other slaves as well. A bonus would be the retrieval of some advanced weapon or other technology. The mission itself is dangerous not only because of the natives, but also because of the high level of radiation and the nuclear-spawned flora and fauna, much of which is actively hostile to other forms of life. Dark Storm Rising: A group of neo-Nazis has successfully located a World War II version of Adolf Hitler himself in a cyst near Berlin and have sent in a team to retrieve him. The cyst itself is unstable and will undoubtedly collapse shortly, but the neo-Nazis are already inside and have located der Fuehrer. The retrieval of such an individual could almost certainly have dire consequences to the world, particularly if his disciples raided other cysts for advanced technologies. The PCs, sent by a government or private organization, must stop the neo-Nazis at all costs. Smash and Grab: The PCs, freelance collectors (after a fashion), decide to attempt the theft of priceless works of art, gems, precious metals, or advanced technologies from one or more of the various cysts. While this adventure is certainly fraught with natural problems from within, various law enforcement and military forces are also on the lookout for cyst pirates, which could lead to a chase through numerous cysts.

Invasion!: A newly formed cyst containing a hostile alien society from a distant future (c.2912 A.D.) has begun

dispatching vehicles into the areas around them. Their surveillance craft have already killed several local patrols, and government leaders fear that such aggression is the precursor to eventual invasion by the new arrivals. Such a game could focus on numerous angles: the characters must infiltrate the new cyst and perform covert intelligence maneuvers; the characters must sabotage the cyst with experimental technology (see Project Entropy above); the characters must defend their city/state (province)/country/planet from the invaders. All are viable options, though a large invasion force could certainly lead to a distinct change in the tone of the campaign, particularly if such an invasion was successful!

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