• NET is a game about time travel and the awful consequences that are inevitable when dabbling with time. 

  • All you need is:

    • Two people: A GM and a Player.

    • A sheet of paper. Or many.

    • A handful of D6s.

    • An idea for a character. (No rules, make what you want)

    • A timeline; tracked on paper or phone or a loyal friend, you need something to keep track of the timelines you create.

  • You are a gifted individual with the power of time travel. When you travel, you arrive in whatever location and in whatever body you occupied in that given time.

    • You can move forward or backward any number of years equal to your lifespan.

      • Though it is advised to avoid going too far forward or backward.

        • Going too far backward can lead to memory loss. Becoming a baby can lead to complete memory wipe if you are too young to comprehend the memories. 

        • Going too far forward, especially the moment of your death, may lead to you actually succumbing, as you may be too weak or in a state where you cannot activate your ability. 

    • You retain all memories of past lives, though are prone to forgetting as all humans are. Jumbling multiple lives and timelines can easily overwhelm a time traveler.

  • Here’s the catch. Anytime you move forward in time through uncertain timelines, as in timelines that haven’t technically happened, the uncertain timeline auto-fills. 

    • This can lead to unintended consequences as, since you have new knowledge of the timeline, you are likely to make changes or different choices going forward. Sometimes these changes are small, especially if the traveler is making a conscious effort to avoid changes. 

    • You’ve all seen it, Back to the Future, About Time, Terminator, heck even Click. Time travel is bound to get crazy fast.


  • Traveling forward through time, roll a D6 to see how affected the timeline is.

    • 1 – Little change. 

      • Ex. Your passwords are changed, you forgot that you didn’t know someone’s name and creep them out because a stranger somehow knows their name, you forgot where you put your keys

    • 2 – Some change.

      • Ex. You went to a different school or got a different job, you’ve made different friends, your relationship is better or worse (maybe someone cheated)

    • 3 – Major Change.

      • Ex. You forgot to meet someone important, you’re dating someone else, you have a strange new skill

    • 4 – Significant Change. 

      • Not only is this big, but it’s important to you specifically.

      • Ex. You had a major falling out maybe family or relationship, you’ve moved somewhere far away

    • 5 – Massive Change.

      • It’s also one of the worst possible things that can happen. 

      • Ex. Someone is dead, you’re somewhere dangerous and foreign, you’re somehow with the worst possible person for you

    • 6 – Catastrophic Change. 

      • You didn’t even know your choices could have this big of an effect on the world. 

      • Ex. A tragedy happened and you caused it, you lost a limb or are dying somehow, you’re trapped somewhere

  • If you are consciously avoiding making changes, you have Advantage. Roll twice and take the lower result.  

  • If you make a major change intentionally, you have Disadvantage. Roll twice and take the higher result. Exceptionally significant changes may call for additional disadvantage.

  • These rolls can be tweaked as necessary by the GM and players for purposes of RP or fun. 


  • We should talk about him: The Stowaway

    • The Stowaway is directly connected to your time-traveling powers. Every time you travel, he goes with. Unwillingly. See The Stowaway has no control over the powers and is constantly dragged away from his life by the player. 

    • He wants the player to stop using his powers and begins to go insane if the players continuously use their powers, ripping him away from life after life never being able to develop friendships or relationships or pursue any meaningful goal as he is forced to constantly travel from timeline to timeline. 

  • The Stowaway has a sanity counter. It is ticked every time the players travel through a certain number of years. The more years, the more ticks.

    • The counter has 6 ticks, each accounting for 10 years.

      • The first time the sanity counter is fully ticked (6 ticks), The Stowaway begins actively trying to locate the cause of the time traveling. 

      • The second time (12 ticks), The Stowaway will begin taking more drastic means of stopping the players.

      • The third time (18 ticks), The Stowaway will be entirely willing to kill the players if necessary.

      • All future times (24+ ticks), The Stowaway has lost all semblance of sanity and is driven by nothing but madness and vengeance. He will take the most drastic measures to destroy you.

Why NET?

The entire game is based on the “butterfly effect” mechanic; this idea that one small action can have massive unforeseen ramifications. This game encapsulates that in its main system. 

And butterflies are caught in nets, just like these time travelers are caught in the web of timelines and alternate lives they create for themselves. Just some symbolism stuff.


All the rules are optional, especially The Stowaway if he does not suit the type of story you wish to run. 

Feel free to add to the time travel rules or add new powers and abilities as you see fit. There are many different ideas on time travel and I would enjoy seeing them expressed differently!

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