Time Powers (FiD)
| Starfox's Blades in the Dark Powers |
Time is a dangerous and unstable Form. It allows perception of the past and possible futures, and limited interference with them.
Time is the governing principle of change. Together with Space, it defines position, motion, causality, and sequence. Without orderly time, the universe becomes incoherent.
Time manipulation is widely feared. Disaster theorists, priests, and philosophers warn that meddling with time invites catastrophe. Some argue time is merely a construct of perception, making it the ultimate prison rather than a force.
Time-based attacks do not strike immediately. Instead, time is halted for a fraction of an instant. During this pause, you position forces, weapons, or effects that resolve only when time resumes. Releasing time too early or too late can cause severe backlash. Time attacks are difficult to anticipate or defend against, but dangerously unstable, often with Great initial Effect and Desperate Position.
Common Time Consequences
- Déjà vu and looping thoughts.
- Being slowed or unnaturally accelerated as time slips around you.
- Horrifying glimpses of alternate timelines.
- Chronically mistimed actions — always missing by fractions of a second.
- A time stop collapsing early, catching you in your own effect.
- Loss of temporal awareness.
- Sudden, visible aging or de-aging.
- Attracting a chronovore.
- Permanent aging.
Time Abilities
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Chrono Clarity Detect Time creatures and powers. |
Chrono Corruption End a Power’s duration. |
Chrono Conjuration Summon a Time creature. |
Chrono Connection Time travel. |
| Command | Schedule Sanction Intimidate with Time. |
Schedule Support Assist in a flashback. |
Schedule Safeguard Help yourself resist. |
Schedule Sovereignty Command Time creatures. |
| Consort | Age Affectation Change apparent age. |
Age Appropriation Become an alternate self. |
Age Assimilation Transform Crew. |
Age Alignment Transform crowds. |
| Finesse | Second Sprint Increase speed. |
Second Split Melee attack. |
Second Sync Manipulate Time. |
Second Stop Freeze chase time. |
| Hunt | Mistimed Movement Track Time warps. |
Mistimed Misfire Cause friendly fire. |
Mistimed Maneuver Jam sync. |
Mistimed Mayhem Battle goes wild. |
| Prowl | Tethered Time A warning of failure. |
Double Time Double your movement. |
Teamwork Time Crew Prowl. |
Twist Time Only you can move. |
| Skirmish | Lasting Levee Resist Time damage. |
Lasting Lesion Set up a melee attack. |
Lasting Lethality Gain Scale. |
Lasting League Group Action. |
| Study | Historical Habit Identify Time. |
Historical Hindsight History of Time. |
Historical Hypothesis Observe other times. |
Historical Horizon History in an area. |
| Survey | Chrono Composition Notice Time effects. |
Chrono Continuum View through Time. |
Chrono Connection Spy through Time. |
Chrono Cartography View area through Time. |
| Sway | Timely Trust Understand Time. |
Timely Translator Crew communication. |
Timely Temptation Future suggestions. |
Timely Tyrant Bind Time. |
| Tinker | Calibrated Clockwork Time tools. |
Calibrated Cycle Accelerate machine. |
Calibrated Catalyst Conjure objects. |
Calibrated Cascade Ahistorical items. |
| Wreck | Terminal Tarnish Accelerate wear. |
Terminal Twist Cause future events. |
Terminal Touch Erase by ageing. |
Terminal Torrent Age everything. |
Expanded Time Abilities
Attune
Time does not grant access to any other plane but can access the past, future, and alternate timelines. There are two common interpretations of how time works.
In the first, infinite alternate timelines exist. Journeying into the past never changes the present; it creates a new timeline. Any future you visit is only one of many possible futures. This allows the existence of time twins.
In the second interpretation, history has inertia and tends to reassert itself with only minor differences. Time travel may affect events, but temporal inertia minimizes alterations and redirects outcomes toward familiar patterns. If you go back in time and kill your father, you return to find another, very similar father in his place.
The truth is likely somewhere between these extremes.
Chrono Clarity
Detect Time creatures and powers.
This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Time creatures rarely bother to disguise themselves, but Time manipulations can be very subtle and hard to detect without methods like this.
Chrono Corruption
End a Power’s duration.
This differs from other dispel powers in that you accelerate time around an effect so its duration rapidly runs out. You can end the operation of any ability that has a duration, whether a summon or any other sustained effect. The Outcome needed depends on the remaining duration of the effect.
- Limited Outcome: End an effect with a duration of less than a full score.
- Standard Outcome: End an effect that lasts a full score. This is the most common situation.
- Great Outcome: End an effect that lasts more than a score but less than a month.
Ending effects of even longer duration requires a Long-Term Project. This makes Time good at ending Powers used in a Score, poor at ending traps and other effects inherent to a location.
Chrono Corruption is often used as a Set Up action to help another character when the opposition is using Powers, improving the Position of the supported Action. It can also be used to break the continuing results of powers. When used directly, the initial Effect is usually Limited unless the opponent relies on Powers for survival. Against an opponent that uses a Power to fly or even breathe, you may have greater initial Effect.
Chrono Conjuration
Summon a Time creature.
You summon creatures associated with Time or drawn from other times or timelines.
Time creatures generally fall into three categories: people from other times, spirits, and chronovores.
The most distinctive summons are people from other times — the past, future, or alternate timelines. Summoning creatures from other times or timelines grants no control over the summoned being. You must bargain for their services. It is worth researching creatures that are likely to be cooperative.
A common trick is to summon time twins: versions of yourself or someone you know from another timeline. One approach is calling the three ages of fate — a person at two different ages in addition to the original — with either the energy of youth, the maturity of adulthood, or the wisdom of age.
Another variant summons versions of known creatures from alternate time streams. These are effectively identical twins with significant differences. Based on their experiences and choices, they may possess different abilities and attitudes. Such timelines are often harsher than your own, leaving the inhabitants traumatized in distinct ways.
You may summon named individuals from the past or a potential future to question them about their era, gaining unusually detailed historical knowledge. It is possible to summon someone linked through a grave, physical remnant, or artwork.
Time spirits are immaterial and ephemeral. They possess various Time powers and can help direct and control Time effects you use. Their agenda usually involves maintaining the time stream, avoiding paradox, and enforcing fate. Some originate from alternate timelines and seek to reshape yours to match their own.
Chronovores are predators that haunt the timelines, drawn to extensive use of Time powers. They resemble living creatures with biological bodies and metabolisms, but also possess Time abilities. They often appear like gleaming animals or monsters, reminiscent of old car hood ornaments. They can be summoned, but are extremely hostile to all Time users.
Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
- Summoning a Creature
The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control
Chrono Connection
Time travel.
You and your crew can travel to the past, future, or alternate timelines. Check the introduction to Attune Time to see how timelines work. A useful and relatively safe application of Chrono Connection that works under either model is retrieving objects or information to bring back to the present.
— Back to top —
Command
Command and intimidate Time creatures, projecting authority. Position and Effect depend on the situation and your relationship with the listeners.
Schedule Sanction
Intimidate with Time.
You create Time effects such as apparent shifts in age and the slowing or quickening of time to heighten your authority, similar to displaying a weapon. This provides the leverage needed to use Command to intimidate without an actual threat of violence. Time creatures may recognize you as a legitimate figure of authority.
Schedule Support
Assist in a flashback.
You advise someone about a situation they are about to face. This is Assist teamwork based on your prediction of the future, performed in a flashback. You roll for this ability when the situation arises, but in the fiction you provided the guidance beforehand. The advantage is that you can Assist yourself or someone who you met earlier but out of communication right now. The Stress cost for using this ability does not stack with the Stress of Assisting; only the higher cost applies.
Schedule Safeguard
Help yourself resist.
Your future self sends a warning back to you in the present. You may roll Command instead of Insight, Prowess, or Resolve to resist a Consequence. As a resistance roll, this is not subject to any modifiers; you always roll your raw Command rating. Because this is a Master ability, you must have at least 4d in Command to use it. The Stress cost for using this ability does not stack with the Stress of Resisting; only the higher cost applies.
Schedule Sovereignty
Command Time creatures.
Targets perceive you as an officer, professional superior, alpha, or other leader type who outranks them. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies. Ordering a Time spirit to ignore a disturbance requires greater Outcome than ordering it to address the issue and move on, as its role is to protect the timeline.
Position depends on the creature’s actual relationship to you. Ordering a creature that sees itself as your superior is Desperate. A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance. A Risky Position is typical against a creature that sees itself as your equal and not an enemy, potentially leading to heat, misunderstood orders, or minor rebellions.
— Back to top —
Consort
Consort Time alters your age or reshapes you to match a version of yourself from another timeline. At higher levels, you can apply these changes to others.
Common Consequences include being mistaken for a relative or finding that your assumed form is a hindrance. You might be obnoxiously cute, trigger prejudice, or carry unexpected mental or physical scars. Outcome determines how precisely you control the change.
Duration depends on Outcome. Limited Outcome lasts for a scene. Standard Outcome lasts for a score. Great Outcome lasts longer, usually through the next downtime period, though it may persist further depending on the needs of the story.
Age Affectation
Change apparent age.
This is primarily a change in appearance, but it may influence your demeanor. You may become more playful and physical when younger, or calmer and more reserved as you age. You can significantly alter your appearance, but people who know you may still recognize you. You may also alter your attire, adding or removing wear and changing style to suit your assumed age.
You can use this on your entire Crew as an Advanced ability.
Age Appropriation
Become an alternate self.
You become a time twin — a version of yourself from an alternate timeline. This changes your appearance and you may exchange special abilities from your playbook, rearrange action dots, or mitigate trauma.
The number of changes depends on Outcome:
- Limited Outcome: 0 changes.
- Standard Outcome: 1 change.
- Great Outcome: 3 changes.
Age Assimilation
Transform Crew.
This is Age Attachment applied to your Crew or to a willing or helpless creature. They transform into an alternate-timeline version of themselves, but you choose the changes.
The duration depends on Outcome.
- Limited Outcome: Lasts for a single scene.
- Standard Outcome: Lasts for the duration of a score.
- Great Outcome: Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.
Age Alignment
Transform crowds.
You alter a crowd of creatures into alternate versions of themselves that are more amenable to you. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.
— Back to top —
Finesse
Exercise finesse with Time, manipulating and attacking with extreme precision.
Second Sprint
Increase speed.
You double your running speed, or the speed of a mount or vehicle you are riding, granting it Fine quality. As an Advanced ability, you may also affect your entire Crew’s speed.
Second Split
Melee attack.
To attack, you step out of time and set up a hazardous situation. When time resumes, the event you prepared becomes real. This requires extreme precision and access to weapons or devices, either carried by you or drawn from the environment. If you mistime the event, you may be caught in a vulnerable position.
Second Split typically grants high Effect but places you in a dangerous Position.
Aside from flexibility, this ability primarily substitutes for equipment. A Fine and Potent finesse weapon remains just as effective.
Second Sync
Manipulate Time.
You precisely hasten or delay the triggering of traps, timers, and other fine mechanisms. In split-second situations, such as bypassing fans or automated defenses, this can be decisive. This takes almost no time to use and is often employed as a Set Up action or to improve the Position of time-critical tasks.
Second Stop
Freeze chase time.
Time freezes for everyone except you, your Crew, and your rides, allowing you to reposition anywhere you could reach within a few seconds. Everything other than your Crew and their rides is frozen in time, unchangeable and invulnerable.
Second Stop almost always guarantees an escape, though not an automatic victory in a chase. It can also prevent an imminent crash.
— Back to top —
Hunt
Track, attack, and unleash devastating barrages with Hunt Time. At short range, this can be dangerous to you and yours.
Mistimed Movement
Track Time warps.
This does not aid mundane tracking. Instead, it tracks time travel and movement facilitated by Time manipulation. It provides the information needed to pursue a time traveler or Time creature, but does not allow time travel itself.
Mistimed Misfire
Cause friendly fire.
You manipulate Time at a specific spot at range. Events there fall slightly out of sync, leading to misfires, accidental discharges, and friendly fire. This ranged attack is most effective against targets in hazardous situations, especially those using weapons. In such cases, it has the Effect of a Fine and Potent ranged weapon.
If there are is dangerous situation to exploit, the result is limited to minor accidents, stubbed toes, and general mistiming.
Mistimed Maneuver
Jam sync.
You subtly disrupt timing across a large area, causing missteps, loss of orientation, missed appointments, delayed relief, and similar annoyances. This creates friction, ruins coordination, and leaves people stranded, but does not cause direct Harm. It is usually a Set Up Action, but may also alter reactions to unfolding events — targets may lose heart, begin to quarrel, or become frustrated and unproductive.
Mistimed Mayhem
Battle goes wild.
An escalation of Mistimed Misfire, this requires explosives or combatants using area weapons such as automatic weapons, grenades, or flamethrowers and affects an entire Area (p. 221). Less precise than Mistimed Misfire, this affects all creatures at a location and carries a significant risk of collateral damage.
— Back to top —
Prowl
Sneak and move with stealth and agility.
Tethered Time
A warning of failure.
You receive a warning when you are about to be spotted or lose control of your movement. You decide to use this when you make the initial Prowl roll, and this roll determines the Stress cost. When your Prowl roll suffers a Consequence, you may use this ability to abort the attempt. You turn the roll into a failure, but the Consequences are reduced to those of a Controlled Position, typically forcing you to wait, lie low, or find another route.
Double Time
Double your movement.
This does not grant new forms of movement, but allows you to move using Prowl at twice your normal speed. This applies to climbing, swimming, sneaking, acrobatics, and similar stunts. You can exploit short windows of opportunity or momentary weaknesses, often resulting in improved Position.
Teamwork Time
Crew Prowl.
You and your allies may now use Tethered Time and Double Time. Each character still rolls their own Prowl action. This often resolves as a Group Action.
Twist Time
Only you can move.
You step out of time and act while everything else remains perfectly still, unless you move it. You may use this to attack in a manner similar to Second Split, but doing so is excessive and ends the effect immediately.
More commonly, you move freely and manipulate unattended objects for roughly thirty seconds. Creatures and the things they carry cannot be moved. Objects that were already in motion can be stopped, but not redirected.
To observers, it appears that you and everything you manipulated suddenly teleported to new positions.
— Back to top —
Skirmish
Prosper in the chaos of battle.
Lasting Levee
Resist Time damage.
You can resist Harm from Time attacks and from random accidents such as weapon fumbles, stumbles, and misfires. This allows you to ignore most Harm caused by a danger in nature. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.
As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.
Lasting Lesion
Set up a melee attack.
You stop time to set up a dangerous situation. Enemies carrying lethal devices such as explosives or poison are especially vulnerable, making this attack both Fine and Potent. If the enemy carries no dangerous devices, you must rely on your own equipment.
This ability substitutes for equipment; ordinary Fine and Potent weapons are just as effective.
Lasting Lethality
Gain Scale.
You become a one-person army. As Lasting Lesion, and you manipulate time around you, gaining Scale (p. 221).
Lasting League
Group Action
This allows you and allies to initiate a Group Action when the problem to overcome is lack of time or when you need precise timing. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.
You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.
Study
Study and analyze objects and creatures imbued with Time to gain insight and knowledge.
The Outcome required depends on range.
- Limited Outcome: Touch.
- Standard Outcome: Line of sight.
- Great Outcome: A target you know of or have some link to, but which is out of line of sight.
Position depends on the situation. When you are safely in your base, the Position is Controlled. In the middle of a fight, or while pinned down, the Position is Desperate. Sometimes the subject you are researching is dangerous in itself, worsening Position. Consequences may grant knowledge that lacks crucial details or context.
Historical Habit
Identify Time.
Identify objects and creatures of Time. You learn the name of the object or creature and very basic information in narrative terms. This does not include detailed analysis or actual rules.
Historical Hindsight
History of Time.
You learn an item’s or creature’s general history and any Time abilities it possesses or has recently been affected by. This includes actual rules and mechanical effects.
Historical Hypothesis
Observe other times.
You learn the past and possible futures of the item, place, or creature you study. The power focuses on events of interest to you.
This ability is not limited to Time effects; it can be used on any kind of item, place, or creature. You perceive significant scenes from its history and likely futures, which often reveal abilities that were used. Actions taken with knowledge gained from this ability can easily alter any observed future.
Historical Horizon
History in an area.
You gain a Historical Hindsight reading of everything within an Area (p. 221), such as an entire city district. You may then apply Historical Hypothesis to up to three locations or creatures within that area.
Survey
Perceive and locate manifestations of Time.
The Outcome required depends on the target’s concealment.
- Limited Outcome: Locate things within line of sight, or within a few minutes through time.
- Standard Outcome: Perceive behind walls, into hard cover, and a few hours through time.
- Great Outcome: Perceive far-away places and locations you had no prior awareness of, and far into the past or future, though accuracy of images or information degrades over long spans.
Chrono Composition
Notice Time effects.
This is a basic spotting ability that selectively senses things related to Time, particularly Time abilities and Time creatures. You may ignore known phenomena to detect only what is new to you.
Chrono Continuum
View through Time.
You perceive significant scenes from the history and likely futures of your current location. Actions taken by anyone informed by this power can easily alter any observed future. The power focuses on events of interest to you.
Chrono Connection
Spy through Time.
Choose a creature or object known to you, or one you have a meaningful link to. You perceive significant scenes from its history and likely futures. Actions taken by anyone informed by this power can easily alter any observed future. The power focuses on events of interest to you.
Chrono Cartography
View area through Time.
You perceive everything within Range (p. 221) as it existed in the past or in a potential future, gaining insight into major strategic developments. This provides only high-level information about significant events. Unlike other temporal perceptions, these visions are less easily altered by subsequent actions.
Sway
Communicate, mesmerize, and manipulate Time creatures, and instill Time virtues in others.
Timely Trust
Understand Time.
You can speak with Time creatures and gauge their mood and motivations. You may also sense whether any creature is inclined toward curiosity, precision, or decisiveness.
Timely Translator
Crew communication.
You and your Crew may use the Sway action at full Effect against Time creatures, overcoming cultural and linguistic barriers. You are persuading, not asserting authority.
In addition, you may influence any creature to become curious, precise, or decisive. This may be sufficient on its own to get the reaction you want, but is often used as a Set Up for another interaction aligned with those moods.
Timely Temptation
Future suggestions.
This functions as a Sway attempt whose result manifests in the future. You implant a suggestion that triggers under conditions you specify. The target must understand your words.
The influence remains subtle until activated. The target does not remember being swayed.
Timely Tyrant
Bind Time.
This effect is permanent, overt, and works only on a Time creature under your control. It alters the target’s priorities and loyalties at a fundamental level.
This power has limits. You cannot compel a Time creature to dawdle or abandon its essential nature. Exceptional creatures or circumstances may eventually break this change.
Tinker
Manipulate, shape, and create objects imbued with Time to suit your needs. This includes items with Time abilities, as well as devices connected to time, such as clocks, computers, punch-card-controlled machine, or anything else with an internal schedule. You can also undo the effects of Time, repairing wear and restoring ruined things. Finally, you can slow or speed up an item’s operation.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.
Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.
Calibrated Clockwork
Time tools.
This ability substitutes for the tools and protective devices typical of a small workshop.
Calibrated Cycle
Accelerate machine.
You can change how fast an item operates. This can speed up clockwork and computers, or slow down a trap enough to let you escape. This does not increase power; even if the machine operates faster or slower, it doesn't generate more or less output in the form of velocity, capacity, or force.
Calibrated Catalyst
Conjure objects.
You pull items from other timelines into your own, effectively creating it out of thin air. Such an item must exist in a timeline similar to yours, meaning it must be possible to create in your timeline.
A possible Consequence is that a Time user in another timeline exploits the connection you created, using it to steal something from you or your timeline.
Calibrated Cascade
Ahistorical items.
You break down causality, allowing the creation of items that could not normally exist in your timeline. This can produce anachronistic objects, such as a high-tech weapon in a medieval setting or a magical item in a mundane world, but these always have a limited duration.
You create also create large structures possible in your timeline, such as an automated palace, castle, or ship.
You can also re-create a ruined Area (p. 221), restoring it to a past state. This includes items, Undead creatures, and non-living guardians such as constructs and elementals. This allows you to explore sites from the past in their former glory and often makes it much easier to locate items and information.
When the duration of Calibrated Cascade ends, the Area and anything taken from it revert to their former condition, but not to their former location. Anything that was whole before you used Calibrated Cascade remains whole when the effect ends.
Finally, you can make the result of Calibrated Cycle permanent. This is rare and may attract the attention of a chronovore.
Wreck
Destroy, dismantle, and obliterate objects using Time.
Most Wreck Time effects act through accelerated ageing rather than instantaneous force. Damage unfolds over time unless otherwise stated.
The Outcome required depends on the size and structural strength of your target.
- Limited Outcome: An item up to the size of a car or small hut that is built to be temporary or requires constant maintenance, such as shantytown buildings and complex machinery. You can also wreck things created by Tinker, Timeline Tinkering, or Wish.
- Standard Outcome: Standard consumer items up to the size of a car, including cheap structures and vehicles.
- Great Outcome: Crafted or durable objects up to the size of a car.
Larger or more durable items require higher Outcome; smaller items do not make things easier. You can never affect objects made to endure eons, such as cultural artifacts, pyramids, or stone foundations. Diamonds really are forever.
Position depends on circumstance. A quiet workspace is Controlled. The chaos of adventure is Risky. Active combat, massive crowds, or dangerous construction sites are Desperate.
Creatures take Harm as normal, but unless otherwise stated this Harm manifests over minutes or hours rather than instantly, giving targets a chance to flee, negotiate, or retaliate.
Terminal Tarnish
Accelerate wear.
You expose a target to roughly a decade of heavy use over a short period. This rarely destroys an object outright, but weakens it, reduces quality, and makes it unreliable or inoperable. Living creatures visibly age and lose vitality, but usually have time to escape or respond before suffering full Harm.
In personal combat, this functions as a slow-acting but powerful weapon.
Terminal Twist
Cause future events.
Your target suffers a specific event drawn from a future timeline. Unlike other Wreck Time effects, this resolves almost immediately.
Common events include accidents, mechanical failures, human error, power outages, vehicle crashes, animal attacks, fires, flooding, or localized weather phenomena such as lightning strikes. Observers experience a temporal echo of the event, but only the target suffers real Harm.
In personal combat, this functions as a Fine and Potent Wreck weapon.
Terminal Touch
Erase by ageing.
You apply accelerated ageing without a visible process or aftermath. The target silently fails as if it aged and broke when no one was watching. No obvious debris, marks, or evidence remain beyond the final absence.
Terminal Touch cannot undo known history, but it can destroy objects or evidence, subject to normal Outcome limits.
Terminal Torrent
Age everything.
You unleash the time stream across an Area (p. 221), exposing everything within it to Terminal Twist. Structures, objects, and creatures rapidly age as time surges forward.
With Great Outcome, buildings collapse and materials crumble into dust over hours. This is not instant, but retreat is difficult; warped time distorts coordination and escape. Those caught within cannot retreat normally — escape becomes a rout.