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Time
Time is the eternal judge of all, the force that imposes a regular rhythm and order to things. Sorcery can partially overcome time, but only partially and in a limited fashion. This kind of magic is ofthen thought of as dangerous, with the capacity to cause paradox and major disruption of the world, so it is regarded with even more suspicion than most other sorcery. Interaction with Time are governed by the Speed attribute, and that is the difficulty of personal effects, though unwilling targets can use Dodge instead. Duration for time effects can be confusing. In general, count duration in the time which moves fastest. Thus Time Cell counts time inside the cell, while Time Tomb counts time in the world outside. Backlash with time effects removes you slightly from the time stream, reducing your Speed by one for the rest of the session. Time SenseThe master of time can pierce the veils of time, looking into the past and future, and sensing any time distortion in the area or time near by. Post cognition You can view things that have happened in the past with amazing accuracy. A roll of 20 gives a full impression of past events (just as if you had been there). A roll of 10 will give you a basic visual image, seen from some distance. If you do not know exactly when the event you want to see occurred, you have scant the past, increasing the difficulty by 5 or more. It can take considerable time to scan large spans of time, so it is always best if you now what date you are looking for. Time Distortion Sense Prediction Example: You are planning to attack a warehouse, and want a clue about how it will go. A result of 5 or so will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll of 10 might yield images of the hostile sorcerer's flame blasts. A result of 15 might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while a result of 20 clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds.. Task Prediction: Conjure TimeCreate extra time for personal use. Twist the laws of reality for your own pretty purposes. Come on, do it! This cost a Magic point. Pay separately for each target. Time for Action Time for Work Time CellYou wrest your target out of the time stream. He now exists in a pocket of time, an empty bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time. It can never last more than one hour per point of Magic spent creating it, and the minimum cost is one Magic. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them. Time Cells are not very stable, but their existence can be tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart. It can also be used as a retreat for study, healing and other activities you don't want interrupted. The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then banish your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. A death trap pits your Intrusion scores against one another; for each point he fails by, he takes one wound point. He must try until he succeeds, but may add any Wound Points taken in previous attempts to his rolls. Time ShiftYou can cause a shift in the time stream, causing temporal displacement in time or changing the way time affects things. The difficulty does not depend on the amount of time bridged, but on the connection between the present time and place and your target. So, if you want to travel to the time of Ancient Egypt, go to the pyramids. Because of the amount of flux still swirling through recent events, time travel of less than a hundred years is impossible. This applies to all open junctures, so quite large blocks of time are blocked. When using Time Shift, you must research the time you want to go to and it's relationship to your own time, finding the exact spot and time when time shift is possible. This must be done as a part of the preparations for an adventure, in collaboration with he GM. If you manage to come to the specific time and place and spend the Magic points, the story usually depends on this effect, and thus it works. Otherwise, it fails. Restoration This is great for adventures in exotic past locations, looking for treasures in buried palaces and so on. Time Travel Time TombThe reverse of Time Cell, Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to all. You can only use Time Tomb on a helpless or voluntary target. Duration depends on the amount of Magic points you spend when invoking it. It can be broken with Remove Curse (Divination or Metamagic). Damage Immunity does not protect against this effect, as it affects reality itself. It can thus be used to imprison very powerful entities who cannot ordinarily be slain.
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