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Behind Enemy Times is a series of missions for the TimeWatch RPG. Run them separately or as a linked campaign.
Insects are everywhere, in their millions, roaches, scarabs and ants and mosquitos. Now imagine them human-sized, with a chip on their carapaces, add psychic powers and you have the ezeru: huge, advanced beetles forged in the aftermath of a self-inflicted human extinction event. But TimeWatch engineered history so that never happened, and only a few ezeru remained, caught in the time stream outside of reality. They want to restore their species and their history, and only you, the agents of TimeWatch, can stop them.
Behind Enemy Times features:
An obsessive 24th-century collector (and disembodied brain) tries to steal the first working atomic bomb for his own personal museum. As Agents work to stop him, ezeru slip in to steal his collection of nuclear warheads.
Sophosaurs (sentient velociraptors from an alternate histtroy human culture by systematically stealing the creativity and memories of history’s greatest thinkers. Agents must unravel the scheme to prevent it from ever occurring.
A rogue TimeWatch memory technician has teamed up with William Tell to destroy oppression throughout history. The Agents must undo Tell’s actions in a way that does not create paradox, never letting him know they’re saving his victims, or they could inadvertently destroy TimeWatch’s Citadel.
Against their will or knowledge, the Agents are burned by their own superiors and put into deep cover to infiltrate a rebellion against TimeWatch.
Ezeru spies trigger nuclear war in the 1960s with an unexpected change to history, helping 19th-century social reformer Carrie Nation in a way that creates catastrophe 70 years hence.
Ezeru plan to hatch millions of eggs in the heart of New York City,ng to flood the city with radiation to do so. It takes careful investigation and tricky alliances to defeat an ezeru queen once and for all.