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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 | Compression | Perform procedures as actions. |
caret-right | Entropy | Speed or slow damage taken. |
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-circleSupplies: Every time you use Chronomancer to take three actions instead of two, roll a trigger die. If the result is 1-6, mark off 1 Supplies. You cannot use this ability if you don't have any Supplies remaining. |
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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. | |
Utility | plus-circleBreathtaking Speed: You can compress a few minutes of effort into a few seconds, allowing you to perform anything that would normally require an entire procedure to accomplish as a single action instead. minus-circleMojo: Using Compression to perform a long task quickly requires you to spend one Mojo. |
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Offense | plus-circleSpeed Entropy: You can hasten the progress of any condition that carries a potential negative consequence for failing to recover from it at the end of the round (the definitive list: Bleeding, Choking, Burning, Poisoned, Irradiated, Overloaded, and/or Dissolving, plus Chilled if the condition's placer has the Frostbite ability). As an action, you can cause any creatures within throwing range (0-10 meters) that are suffering from any of the above conditions to immediately make a special recovery check from them. This recovery check can have only negative outcomes, not positive ones- it does not cause the target to throw off their condition(s) if they roll a 9+, but does cause them to take more damage or suffer other negative effects if they roll low enough. For example, using Entropy on a target with the Bleeding condition causes them to lose 1 Flesh if they roll a 1-4 and using it on a target with the Choking condition causes them to lose 1 Energy if they roll a 1-8. plus-circleMulti-Suffering: Creatures currently suffering from more than one of the above conditions must make special Entropy recovery checks against each one individually and deal with the negative consequences of all of them. |
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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-circleSupplies: Roll a trigger die every time you delay damage from any source. If the result is 1-3, mark off 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
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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-circleSupplies: Roll a trigger die when rewinding an action. If the result is 1-6, then doing so costs 1 Supplies. You cannot rewind time if you have no Supplies 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 Flesh/Energy/Attention, 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 as normal after the reset. minus-circleSunken Costs: Spent resources (Provisions, Supplies, Mojo) are not reset to pre-combat levels. Everybody has the same amount remaining after the reset as they did before it. minus-circleSupplies: It costs Supplies to completely reset a combat equal to half the total number of combatants (rounded down). This includes both your allies and your enemies. If you don't have enough Supplies, you cannot reset combats. |
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Offense | plus-circleSlow: 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. minus-circleSlowed Ain't Stopped: Time resists slowing. A single subject cannot be slowed more than once per round. minus-circleSupplies: 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. |
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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-circleSupplies: 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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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 active 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 resources, they get 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-circleSupplies: Using Time Twin requires you to spend 1 Supplies. doubledVehicle 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. |
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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 for 1 Dosh each. |
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