E152 Time Machine (takes 1 hour)
You are approached by an elderly gentleman who claims to have invented a time machine, and needs a volunteer to test it. You
may ignore him and end this encounter, or go with him to test it. If you go with him, you spend the rest of the day there. He puts
you in a shiny metal globe packed with equipment, wishes you luck, and starts the machine, roll 1d6:
- 1-2: the device fails, you emerge coughing from the acrid smoke and leave, cursing to yourself
- 3-5: the device works, but is out of control, you are plunged hopelessly far into the past or future, unable to return, and eventually die — you lose the game
- 6: the machine works and you can control it; you are able to jump forward and back at will, giving you the ability to amass limitless wealth and avoid any problems with the authorities, you instantly win the game.