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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.”
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.
Chronomancer | Manipulate time. | |
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caret-right | Entropy | Speed or slow damage taken. |
caret-right | Reversion | Revert a subject to a previous state. |
caret-right | Rewind | Undo one action or a whole battle. |
caret-right | Slow | Slow or stop a target. |
caret-right | Time Twin | Summon yourself from the future. |
Enterprises | Chronomancer School |
Utility | plus-circleHaste: You can choose to take three actions in a round instead of the normal two. minus-circleSupply Cost: Every time you use Chronomancer to take three actions instead of two, you must spend 1 Supply or one use of a Component Pack item. |
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Protection | plus-circleSlowproof: You are completely immune to the Slowed condition. | |
Utility | plus-circleMetronome: Your sense of time is impeccable. You always know exactly what time it is and the precise amount of time that has passed between any two events you have personally witnessed. | |
Offense | plus-circleSpeed Entropy: You can hasten the effects of any condition that deals damage over time (Burning/Omniburned, Choking, Poisoned, Bleeding, Dissolving). By taking an action to concentrate on any creature within 10 meters of your position that currently has one of these conditions, they immediately take damage equal to what that condition would normally apply (1+1/3 Escalation, applied directly to Endurance). If the target has more than one damaging condition in place on them, they take this damage for each. | |
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Protection | plus-circleSlow Entropy: When any creature within 10 meters of your location takes damage, you can choose to briefly delay its effect. Make note of how much damage they would have taken. The subject suffers all delayed damage at the end of your next turn (possibly giving them time to heal or otherwise lessen the effects of their future pain). plus-circleSupply-Driven: Roll a trigger die every time you delay damage from any source. If the result is 1-3, doing so costs 1 Supply/Component Pack use. You cannot use this ability if you have no Supply/Component Pack uses remaining. |
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Utility | plus-circleTime Anchor: By spending an action, you can make careful note of a single creature within 5 meters of your location's current status (including location, conditions suffered, current Vitality/Endurance/Flow, etc.) Write this information down if you have to. Later, you can spend another action to revert the selected creature back to the way they were when you made the anchor point. This can reverse any kind of death or misfortune so long as it happened after you set the anchor point. The creature retains their memory of what happened. minus-circleLost Resources: A creature's Supply or depletable items are not reverted when you use this ability and remain spent. minus-circleTime's Limit: Reaching back through time becomes more difficult the further back one reaches. If you haven't reverted a creature by the end of battle (or after a few minutes if used outside of a battle) the effect fades and is wasted. minus-circleChaos Theory: Combat or other high-stakes conflict in particular tends to breed many alternative timelines, which in turn make reversion much more difficult. If there is any amount of active Escalation when you wish to revert a creature back to their anchor point state, you must roll a trigger die. If the result is equal to or less than the total Escalation of the fight, the reversion fails and the effect is wasted. minus-circleSupply Cost: Creating the initial anchor point state with Reversion requires you to spend 1 Supply/Component Pack use. Actually reverting to it later doesn't cost anything but an action. |
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caret-right | Alternative | plus-circleUntangled Threads: When you fail to successfully revert a subject due to your trigger die not exceeding the current Escalation, you can choose to successfully revert them anyway. minus-circleSupply Cost: Forcing a reversion when it would normally fail costs 1 Supply/Component Pack use. |
Utility | plus-circleLet's Try That Again: After taking an action, you may choose to reverse everything that happened as a result of that action. If you spent an action moving, you are moved back to where you were. If you attacked or aided another creature, the effects are removed. If you gave something away or made some sort of mistake or had some bad luck, it gets reversed. You act in every way as if you had not made the action you are rewinding, because now you haven't. You may spend the action again immediately after rewinding. minus-circleIndividualized: Rewind only affects you personally and cannot undo the actions of anyone else, including your allies. Nobody but you has any memory of the moment you rewound. minus-circleSupply-Driven: Roll a trigger die when rewinding an action. If the result is 1-6, then doing so costs 1 Supply/Component Pack use. You cannot rewind time if you have no Supply/Component Pack uses remaining. |
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Utility | plus-circleReset: As a drastic, desperate measure, you can reset combat back to its beginning. All combatants are returned to the state they were in when the current fight broke out in terms of current Vitality/Endurance/Flow, conditions, injuries, etc. Initiative is re-rolled. plus-circleReposition: All combatants are also returned to their original position, at least to the best memory of everyone at the table. It doesn't have to be exact; resetting a large chunk of time like this tends to lead to minor chrono-distortion anyway as alternate timelines take hold. plus-circleMemory Remains: Everyone in the current combat on both sides remembers that they've lived these moments before and are free to make alternate, possibly better tactical choices this time. minus-circleEscalation Continues: Because everybody remembers what happened before, Escalation is also not reset back to its pre-combat level. It continues to rise after the reset. minus-circleSupply Fades: Supply and depletable items are not reset to pre-combat levels. Everybody has the same amount remaining after the reset as they did before it. minus-circleHeavy Cost: It costs 5 Supply/Component Pack uses to completely reset a combat. |
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Offense | plus-circleSlow: As an action, you may apply the Slowed condition to any subject within throwing range (0-10 meters). minus-circleSupply-Driven: Roll a trigger die when you use Slow. If the result is 1-3, then doing so costs 1 Supply/Component Pack use. You cannot use Slow if you have no Supply/Component Pack uses remaining. |
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Utility | plus-circleStasis: 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). plus-circleWears 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. minus-circleSupply-Driven: Roll a trigger die when you use Stasis. If the result is 1-6, then doing so costs 1 Supply/Component Pack use. You cannot use Stasis if you have no Supply/Component Pack uses remaining. |
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Help | Slowed creatures are hindered in their actions. |
minus-circle Roll a trigger die at the beginning of each turn to determine how many actions can be taken. If 1-6, only one action can be taken that round instead of the normal two. |
Utility | plus-circleFuture 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 conditions. minus-circleShared 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 Supply or uses a depletable item, it gets taken from your singular communal pool. minus-circleClosed 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. minus-circleSupply Cost: Using Time Twin requires you to spend 1 Supply/Component Pack use. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle to twin your vehicle as well as yourself. All of your vehicle's passengers are also twinned. Supply costs/Component Pack uses increase to 1 per passenger in your vehicle. |
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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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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