Operational Specialty

1. Think about your character concept.
While players have the leeway to explore any ideas that interest them, it’s worth remembering that espionage games have a handful of easily recognizable character types. While you are far from obliged to fit characters into these neat little “boxes”, we encourage you to create characters that match the overall flavor. Beyond that, you’re free to fill in details as you like. A Crosstime game can support characters of almost every stripe, but there are a few common themes worth taking a look at.


  • someone whose specialty is the intellectual – professors, archaeologists, researchers
  • typical peak build:
    [li] Great (4): Academics
    [li] Good (
    3): Computers, Science,

Commander Pointman

  • the leader of a squad
  • typical peak skill: Tactics


  • someone who understands the inner workings of machines and technology
  • typical peak skills: Engineering, Science, Demolitions


  • someone exploring new space-times
  • typical peak skill: Cultures


  • a professional liar – confidence men, tricksters, deep cover operatives
  • typical peak skills: Deceit, Rapport,


  • someone who knows everyone, and how to connect them to each other
  • typical peak skill: Contacting


  • someone defined by a piece of their gear
  • typical peak skill: Any, but has a “Personal Device” stunt


  • someone who relies on silence and subtlety – thieves, special ops,
  • typical peak skill: Stealth


  • someone trained in medicine – field medics, surgeons, witch doctors
  • typical peak skill: Medicine


  • typical peak skill: Rapport


  • typical peak skill: Investigation


  • typical peak skill: Firearms

Transporter Transporter

  • typical peak skill: Pilot

Skills without associated OpSpecs:

Passive Skills

  1. Alertness
  2. Physique – combination of Might (active) and Endurance (passive)
  3. Resolve Social

By Skill:



  • someone in a mundane profession – office work, retail, factory work
  • typical peak skill: Profession


  • typical peak skill: Leadership


  • someone specializing in close combat and tactical operations
  • typical peak skills: Weapons, Unarmed, Stealth


  • typical peak skill: Empathy


  • typical peak skill: Security


  • someone whose specialty is the rigging and/or disarming of explosives
  • typical peak skill: Demolitions


  • typical peak skill: Heavy Weapons


  • a computer genius,
  • typical peak skill: Computers


  • typical peak skill: Intimidation


Martial Artist

  • typical peak skill: Unarmed


  • typical peak skill: Sleight of Hand


  • typical peak skill: Survival


  • typical peak skill: Athletics


  • typical peak skill: Resources


  • typical peak skill: Science




Team Positions:
Heavy Weapons
Linguist/Cultural Expert
Field Scientist
Support (sniper/demolitions/engineer/scout

OTL is, at its core, an army. They have a war to win, and everything in their organization backs up that fundamental principle. That being said, as the goal is to shift history in as subtle a fashion as possible, they function more like an espionage agency or paramilitary group.

Field Operations
Covert Operations
-stealth, assassination
Deep Cover
-long-term cover ops in native groups or rival factions
-explore unknown space-times
Field Science
-cross-trained tech/science work
Political Operations
-work to infiltrate and influence native political structures
-physical, electronic surveillance
Tactical Operations
-hard-and-fast military a la Special Forces, SWAT
Technology Acquisition
-far downtime scavengers
-specialists in vehicles and animal transport

Support & Logistics
-defense of HQ
Analysis/Digital Intel
-forensics, data/intel analysis
-Field Medic
Motor Pool
-maintains vehicles
Personnel and Training
Police Force
Research & Development
-create new weapons, devices, software, wetware

The Revisionists are so old, so far removed from their original creators, that they have become a religion, for lack of a better term. Though the individuals who make up their ranks have a variety of reasons to join the cause, they all hold the ideal of a utopia as one worth dying — and, more importantly, killing — for. Their organizational structures are built around the tightly-defined and highly formalized

The Order of Chirurgeons
The Order of Constables
The Order of Firebrands
The Order of the Helm
The Order of Inquisitors
-interrogations (and investigation?)
The Order of Kingmakers
-political workers
The Order of Lancers
The Order of Scholars
The Order of Shadows
-assassination, stealth ops
The Order of Trailblazers
The Order of Vagabonds
-technology scavengers
The Order of Witnesses

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OTL — Covert Operations


Official Department Name: Covert Operations
Alternate Names: Covert Ops, CO, Wetwork, Spooks, Butchers, Ghosts
Responsibilities: A Covert Ops team is required for two types of operation — those that must be secret to avoid the enemy’s attentions, and those that must be secret to protect OTL’s reputation. CO teams steal intelligence from the Revisionists, assassinate native heads of state, and sabotage Green Time pathogens. Spooks are arguably the most elite of all OTL’s troops, each performing as an individual, subtle killing machine — as they must often operate with little to no support or high technology.
Common Missions: Assassination, Infiltration, Intelligence-Gathering, Counter-Intelligence, Sabotage
Game Effects: An effective Ghost usually has Stealth as their peak skill, but many have Unarmed, Weapons, or Security. A Covert Ops member must take a Faction Aspect reflecting the stealthy nature or moral flexibility necessary for their job, such as “Quiet as the Grave” or “Time Natives Are Already Dead.”

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Mission Profiles

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OTL — Deep Cover


Official Department Name: Deep Cover
Alternate Names: Facemen,
Responsibilities: Deep Cover agents are responsible for operations within enemy ranks, whether other factions or Native groups. They change identities like others change outfits, {s sd asd asd]. Oftentimes, Facemen operate within their cover IDs for months if not years, maintaining the charade until they are able to find the intel they’ve come for or prepare the infiltrated organization for downfall. Deep Cover operations often overlap with Political Operations, but Facemen are always expected to stay low-profile
Common Missions: Destabilization, Guiding, Replacement, Intelligence-Gathering, Counter-Intelligence, Infiltration, Sabotage
Game Effects: Most Facemen have Deceit as their peak skill, but Rapport, Empathy, and Cultures can be just as important, if not more so. Any Deep Cover agent must take a Faction Aspect reflecting their deceptive nature, such as “Man of a Thousand Faces” or “The Face Grows to Fit The Mask.”

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OTL — Field Science


Official Department Name: Field Science
Alternate Names: Techies,
Responsibilities: As most members of the Analysis and R&D departments have neither the temperament nor desire for Crosstime work, the Field Science department was created to ensure that field teams would have strong technical support. Field Scientists are cross-trained in a wide variety of scientific and engineering disciplines as well as basic combat techniques, so that they will be able to support field teams in the wide variety of situations that Crosstime operatives find themselves. Quick, inquisitive natures are encouraged in Field Science, and a certain flexibility is necessary to switch between calculating a passcode in Babylonian base-60 mathematics in one Tick and repairing a Nigerian missile guidance system in the next.
Common Missions: Scavenge, Research, Scouting, Intelligence-Gathering, Counter-Intelligence, Sabotage, Scientific Detail.
Game Effects: Field Scientists’ peak skill is usually Science, unsurprisingly, but strong abilities in Engineering, Academics, and Computers are vital, while many Techies branch out into Demolitions, Medicine, or Security — and they are expected to at least learn the basics behind Firearms, Unarmed, or Weapons. A Field Scientist must take a Faction Aspect reflecting their keen analytical mind or obsession with technology, such as “Absent-Minded Professor” or “The Universe is Solveable.”

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OTL — Political Operations


Official Department Name: Political Operations
Alternate Names: Political Ops, Overthrow [something], Politicos, Power Brokers, Movers and Shakers
Responsibilities: When a native government has to go down — or rise to power, or be otherwise manipulated, OTL sends in the Politicos. The Power Broker then inserts themself into the power structure — most often as an advisor or propagandist rather than as a leader, due to the high-profile and high-risk nature of becoming a ruler. Their Machiavellian undertakings serve to guide a government towards a Tipping Point, where its future can be determined, either through the Politico’s own actions or the assistance of other operatives.
Common Missions: Intelligence-Gathering, Counter-Intelligence, Destabilization, Guiding, Replacement, Trade
Game Effects: Effective Power Brokers put Leadership or Contacting as their peak skill, while ensuring that Cultures, Deceit, Empathy, Rapport, and Resources stay high-profile. Powerful personalities, Politicos must take a Faction Aspect such as “Power Behind the Throne” or “Politics Are My Business, and Business Is Good.”

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OTL — Surveillance


Official Department Name: Surveillance
Alternate Names: Eyes, Stakeout Squad
Responsibilities: Surveillance is responsible for examining the activities the Revisionists and other rival factions, as well as time natives relevant to a particular mission.
Eyes often have very long mission times, observing the activities of a particular group or location for months or years at a time.
Common Missions:
Game Effects: Eyes have to be patient and observant, so take Faction Aspects reflecting this, like “Eagle-eyed Stakeout Squaddie” or “Can Wait Until Judgment Day.”

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OTL — Tactical Operations


Official Department Name: Tactical Operations
Alternate Names: TacOps, Military Operations, Special Operations, Special Forces, Commandos, Grunts
Responsibilities: TacOps are combat specialists, the most straightforward and hard-hitting of the departments.
Common Missions: Escort, Patrol, Security, Assault, Sabotage, Tactical, Scavenge
Game Effects: Commandos focus on Firearms, Weapons, or Unarmed as their peak skill, or perhaps Tactics. Demolitions, Endurance, and Might are also vital. TacOps agents are often violent and nearly always straightforward in their thinking, preferring to take the most direct route to a problem’s solution instead of the easiest or most effective. They take Faction Aspects like “Hard-Nosed Veteran” or “All Problems Can Be Solved With Judicious Application of Explosives.”

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Revisionists — Lancers


Official Department Name: The Order of Lancers
Alternate Names: Lancers, Knights, Soldiers, The Least Subtle Solution
Responsibilities: The Order of Lancers are the military arm of the Revisionists, an elite corps of soldiers trained in weapons and tactics from across time. Their beliefs in honor, fraternity, and the nobility of martial skill have inspired many a time native group, most notably the chivalric movement of Medieval Europe in RTL and related Ticks.
Unlike OTL’s TacOps teams, Lancers often find themselves in the position of operating undercover. When a Revisionist-favored native faction is on the losing side of a conflict, squads or even entire [companies? platoons?] will join in, as reinforcements or an allied army (or occasionally simply, quietly, inserting themselves into the native army without comment. Until the native army wins or is soundly trounced, the undercover Lancers stay within the army, subtly guiding their tactics and adding their training to that of the native soldiers. Usually forced to use period weapons and armor to maintain their cover, the role of an undercover Knight is a dangerous one.
Common Missions: Escort, Patrol, Security, Assault, Sabotage, Tactical, Training, Destabilization, Guiding, Scavenge
Game Effects: Lancers focus on combat skills — Firearms, Unarmed, or Weapons. However, their common tactic of joining a native army and fighting with period weapons means that Deceit and Cultures are important as well. Honorable and chivalric, Knights usually take a Faction Aspect like "

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Revisionists — Kingmakers


Official Department Name: The Order of Kingmakers
Alternate Names: Kingmakers, Nobles, Machiavellians, Masks
Responsibilities: Kingmakers do exactly that — put someone on the throne. There are always governments the Revisionists seek to control, and they send in their resident political liaisons to do their work. Sometimes Kingmakers guide an existing government, but policy favors a tighter control, so the Kingmakers specialize in replacing the native government with one of their own making — sometimes a hand-picked native puppet, but oftentimes one of the Machiavellians themselves in a period disguise.
The responsibilities of a Kingmaker mean a long, deep cover — seldom is a Mask placed near a Tipping Point, instead spending years or decades shifting policy to push the timeline towards utopia.
On occasion, the Nobles’ skills in words and shifting opinion are needed for other missions, whether trading for technologies with downtime civilizations, negotiating favors with other factions, or performing deep cover operations within another faction’s ranks.
Common Missions: Intelligence-Gathering, Counter-Intelligence, Destabilization, Guiding, Replacement, Trade
Game Effects: Leadership, Contacting, and Deceit are most often a Kingmaker’s peak skill. However, their diverse actions mean that Rapport, Empathy, Cultures, and Resources are often needed. Often ambitious and always scheming, a Machiavellian must take a Faction Aspect like “A Noble on the Way to the Top” or “A Prince Must Rule.”

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Revisionists — Vagabonds


Official Department Name: The Order of Vagabonds
Alternate Names: Vagabonds, Scavengers, Tech-Heads
Responsibilities: As a rule, the Revisionists do not have the time or resources to develop their own technology or theoretical advances, so they must rely on scavenged tech from high-tech native cultures. This is the purview of the Vagabonds. Scavengers scout high-tech cultures — or their collapsed remnants — for useful technology, either brand-new innovations or improvements on existing tech (theyw will often seed a timeline with a favored devie, then come back downtime to discover what advances have been amde. Sometimes Vagqabonds simply research, bringing back data rather than physical tech, but more often they need to bring back examples for use or analysis. Their techniques for obtaining said tech depends on what kind of space-time they find themselves in — in a post-apocalyptiuc time, a Vagabond may find themself searching through ruins; in a corporate era, they may purchase the device; inan era more protective of its science, a Vagabond may find themself stealing a gadget or taking it by force.
Vagabonds need to be versatile, as their goal may stay the same bu their tactics must change readically depeniding on the situation. Scavengers seldom come into direct conflict with other factions, but sometimes they will find themselves going after the same tech as an OTL Scav or a Machinist. Kuckily, Vagabonds tend to carry the highest-tech weapons and equipment, usually not hindered by questions of cover, so they are more than capable of defending themselves agaonst cross-faction rivals.
A Vagabond’s presige comes from how much tech the are able to scavenge, and how useful it is. Since there is only a limited abount of useful science developed in any given timeline (and sometimes nothing useful is estadeveloped at all), sometimtes two Vagabonds will find themselves in direct conflict, racing to brget their fancyh new to factier than their “colleagues.”
Savengers tend to work alone or in small te4ams — their missions, while respected, are not seen as terribgly important by higher-ups, and the danger and difficulty of their job is seen to be minimal. Of course, this isn’t always true, whtehr because of angry natives chasing after the thief that stole their holy relic or a gunfight with OTL scavs over a thermal coil, so the life expectancy fo a Vagabond is disturbingly short.
Common Missions:
Game Effects: As their mandate is to understand technology, a Vagabond’s peak skill is usually Engineering, backed up with a strong ability to find things, as represented by Investigation. However, sometimes the theoretical basics of Science are more important — or possibly the skills that will allow a Scavenger to get at tech that is already owned by someone else — Security, Deceit, or Firearms. Vagabonds are generally either obsessed with technology, in which case they find themselves with a Faction Aspect like "" or "" ; or they are adrenaline junkies, with a Faction Aspect like "" or "".

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OTL — Technology Acquisition


Official Department Name: Technology Acquisition
Alternate Names: Tech-Ac, TA, Scavs,
Responsibilities: OTL’s small and focused operation leaves it little time for research and development, so most of their technology comes from the work of time natives, through the work of Tech-Ac. Scavs work mostly downtime, at the height or falling slope of a civilization’s technological progress. There, they take useful technology — either stealing it outright, or gaining the design specifications through espionage or barter, and return it to R&D for adaptation to OTL use.
Common Missions:
Game Effects:

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OTL — Transportation


Official Department Name: Transportation
Alternate Names: Drivers, Boomers, Wheelmen
Responsibilities: Transportation handles exactly that — getting from one place to another within a timeline.
Common Missions:
Game Effects:

Operational Specialty

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