Temporal Solutions
Modern civilians thrown a century into the past.
Ambrosia puts them to work against the Mythos.
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Modern civilians thrown a century into the past.
Ambrosia puts them to work against the Mythos.
Pulp streets, telegrams, and secrets that still fit in a filing cabinet.
Percentile investigation, Sanity loss, lethal fights — same rules spine.
Death, despair, racism, and sexism appear as period realities and themes.
Built so modern player knowledge is a feature of the fiction, not a table foul.
A worldwide doomsday scenario occurs and all hope is lost. Humanity gambles on an experimental device meant to send a small team about one year into the past to fix it.
Instead of a surgical team hop, the device takes everything in a ~10 km radius back a full century. Your investigators were civilians caught in that accidental time warp.
They escaped the end of the world — and must live the rest of their lives in a past they are not used to.
Inspired by The Shadow Out of Time: the Great Race of Yith swaps minds across eras. Imagine a modern organization reverse-engineering that trick — experimental, unused — until desperation left no other option.
She claims to head the Project that saved you — and explains what has happened.
She speaks for an organization calling itself Ambrosia.
Ambrosia recruits the temporally displaced to handle supernatural-related work. All PCs are assumed to work for Ambrosia — alongside a regular day job, if they wish.
Nurse, reporter, mechanic, academic — cover identities that pay rent.
Cases Ambrosia assigns: hauntings, cults, artifacts, missing persons.
Salvation has a price. How much you trust the Shadow Mistress is your story.
Cthulhu tables often fight metagame knowledge of the 1920s. Temporal Solutions leans into it: your modern mind is in period clothes. The time jump also gives the campaign an isekai flavor — strangers forced to rebuild a life.
At first glance this setting may seem like women, people of color, and LGBTQ+ characters are restricted and discriminated against on every side. Racism and sexism are perennial problems — not easy to solve universally — but here removing those aspects would undermine the themes of the setting.
The Roaring Twenties and pulp Thirties are not meant to be pleasant. Players can, and perhaps should, fight to challenge that status quo — as great people did to create a better world.
Discuss lines and veils before play. Content warnings are not optional flavor.
Public pregens on this site include Temporal Solutions casts — copy one, or build your own civilian with a modern past.
Science, grit, and questions that do not stay buried.
Between cultures, between eras — still sharp.
Street sense that translates even when the decade does not.
Presence, polish, and secrets worth keeping.
Browse Investigators → filter Classic 1920s or 1920s Japan → Copy to your account.
Police, hospitals, churches, newspapers, libraries, museums, the scene itself. Build contacts. Talk — and sometimes bribe.
Single incident or larger pattern? Who gains? Who have you already met?
Resources, allies, exits. Do not assume the horror is unbeatable — or that guns are the answer.
Brainpower first. Many scenarios can be solved without a shootout — though Sanity may still burn.
Always stand watches on overnight investigations.
Buy a weapon or improvise one before you need it.
If you know any, treat them like loaded guns pointed inward.
Recognition is a threat. Cover identities matter.
Valid. Often smart. Bravery without a plan is a funeral.
Write everything. Future-you will thank present-you.
Human faces. Inhuman purpose.
Silent wings over the rooftops.
Steeds of the void — and their riders.
Black fluidity that wears doorways.
Browse and copy public Temporal Solutions investigators.
Seeded campaign with overview handouts, guidelines, and cases.
Dice, Sanity, and investigation tone in the Call of Cthulhu deck.
Copy an investigator. Open the campaign.
The past is not safer — only quieter, until you listen.