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chronomancer [2020/06/15 16:58]
kyle
chronomancer [2020/11/19 13:49] (current)
kyle
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 //"There's nothing you can do to me," he said. "Don't you know who my father is?" Little prick was so smug I invented time travel just to make the answer "me."// //"There's nothing you can do to me," he said. "Don't you know who my father is?" Little prick was so smug I invented time travel just to make the answer "me."//
  
-Whether by magic, super-science, or stranger forces yet a Chronomancer has some amount of control over the fabric of time itself. In game terms this translates into a variety of minor time-related tricks. Actual time travel of the "kill Hitler" sort that can create paradoxes or alter the timeline is up to the referee to include/adjudicate if desired and doesn't necessarily exist in a given campaign world even if the Chronomancer class does.+Whether by magic, super-science, or stranger forces yet a Chronomancer has some amount of control over the fabric of time itself. In game terms this translates into a variety of minor time-related tricks. Actual time travel of the "kill Hitler" sort that can create paradoxes or alter the timeline is up to the referee to include/adjudicate if desired and doesn't necessarily exist in a given campaign world even if the Chronomancer archetype does.
  
 ^[[#Chronomancer]] ^^Manipulate time. | ^[[#Chronomancer]] ^^Manipulate time. |
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 |{{fa>caret-right?24}} |[[#Slow]] |Slow or stop a target. | |{{fa>caret-right?24}} |[[#Slow]] |Slow or stop a target. |
 |{{fa>caret-right?24}} |[[#Time Twin]] |Summon yourself from the future. | |{{fa>caret-right?24}} |[[#Time Twin]] |Summon yourself from the future. |
-^[[#Enterprises]] ||Chronomancer School |+^^^
  
 ====== Chronomancer ====== ====== Chronomancer ======
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Slow:** As an action, you may briefly slow time for any subject within throwing range (0-10 meters). A slowed subject may take one less action on their next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Slowed Ain't Stopped:** Time resists slowing. A single subject cannot be slowed more than once per round. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when you use this ability. If the result is 1-3, then doing so costs 1Supplies. You cannot use this ability if you have no Supplies remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Slow:** As an action, you may briefly slow time for any subject within throwing range (0-10 meters). A slowed subject may take one less action on their next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Slowed Ain't Stopped:** Time resists slowing. A single subject cannot be slowed more than once per round. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when you use this ability. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Stasis:** As an action, you may briefly freeze in time any subject within throwing range (0-10 meters). A subject in stasis cannot take any actions, but also cannot be damaged or affected in any way and is effectively immune to everything, both positive and negative. Stasis can be used both defensively (protecting a target that's in a bad spot at the cost of them not being able to do anything) and offensively (preventing a target from being able to do anything at the cost of making them invincible). \\ \\ {{fa>plus-circle?24&align=left}}**Wears Off:** Stasis wears off at the beginning of its subject's turn, but only if it has already prevented them from taking actions for a round. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when you use this ability. If the result is 1-6, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Stasis:** As an action, you may briefly freeze in time any subject within throwing range (0-10 meters). A subject in stasis cannot take any actions, but also cannot be damaged or affected in any way and is effectively immune to everything, both positive and negative. Stasis can be used both defensively (protecting a target that's in a bad spot at the cost of them not being able to do anything) and offensively (preventing a target from being able to do anything at the cost of making them invincible). \\ \\ {{fa>plus-circle?24&align=left}}**Wears Off:** Stasis wears off at the beginning of its subject's turn, but only if it has already prevented them from taking actions for a round. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when you use this ability. If the result is 1-6, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
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 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Future You:** Any time during your turn as a free action, you can summon up a special helper: yourself, from one round in the future. Your future self appears in any space adjacent to your current position of your choice. You control both yourself and your future self, who has the same abilities as you and all the same statistics and active conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Shared Fate:** Anything that happens to you (damage taken, conditions acquired, healing bestowed) also happens to your future self and vice versa. If either of you use resources, they get taken from your singular communal pool. \\ \\ {{fa>minus-circle?24&align=left}}**Closed Loop:** At the beginning of your next turn, both you and your future self disappear (you have been summoned back in time to help your past self.) You are completely absent from combat for the next round until the beginning of your next turn after that, whereupon you appear in the same place (or the nearest available space, if it's occupied) and in the same condition as your future self was when they disappeared. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Using Time Twin requires you to spend 1 Supplies. \\ \\ {{ra>doubled?24&align=left}}**Vehicle Twinning:** When a vehicle uses this ability, the entire vehicle and all of its passengers are twinned. Supplies cost increases to 1 per passenger in said vehicle. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Future You:** Any time during your turn as a free action, you can summon up a special helper: yourself, from one round in the future. Your future self appears in any space adjacent to your current position of your choice. You control both yourself and your future self, who has the same abilities as you and all the same statistics and active conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Shared Fate:** Anything that happens to you (damage taken, conditions acquired, healing bestowed) also happens to your future self and vice versa. If either of you use resources, they get taken from your singular communal pool. \\ \\ {{fa>minus-circle?24&align=left}}**Closed Loop:** At the beginning of your next turn, both you and your future self disappear (you have been summoned back in time to help your past self.) You are completely absent from combat for the next round until the beginning of your next turn after that, whereupon you appear in the same place (or the nearest available space, if it's occupied) and in the same condition as your future self was when they disappeared. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Using Time Twin requires you to spend 1 Supplies. \\ \\ {{ra>doubled?24&align=left}}**Vehicle Twinning:** When a vehicle uses this ability, the entire vehicle and all of its passengers are twinned. Supplies cost increases to 1 per passenger in said vehicle. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Chronomancer School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
  
chronomancer.1592261930.txt.gz · Last modified: 2020/06/15 16:58 by kyle