Difference between revisions of "Time Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
Time is a mysterious and dangerous power. It allows looking into the past and possible futures, but can create deadly paradoxes.  
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Time is a mysterious and dangerous power. It allows looking into the past and possible futures. Time effects assume that there are different timelines that can interfere with each other. Paradox creates a new timeline, this can be utterly confusing to you.
  
 
Time is the governing principle of all things, the regulator or the stream from Order to Flux.  
 
Time is the governing principle of all things, the regulator or the stream from Order to Flux.  
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Time travel is possible, but temporal inertia tend to restore events to what they were and minimize the effect of any changes to the past.
 
Time travel is possible, but temporal inertia tend to restore events to what they were and minimize the effect of any changes to the past.
  
Time attacks stops time for an instant, then you set up weapons and events to cause harm when time resumes. They are hard to defend against, but likely to cause severe backlash if time is released too soon.
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Time attacks stops time for an instant, you then set up weapons and events to cause harm when time resumes. They are hard to defend against, but likely to cause severe backlash if time is released too soon.
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Example consequences:
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* You suffer from deja-vu..
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* You become slowed or uncomfortably speeded as the time stream warps around you.
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* You get horrifying glimpses of an alternate time or timeline
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* Your timing become off, causing you to miss by less than a second so many times.
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* A time stop attack ends prematurely, catching you in the blast.
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* You lose your sense of time.
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* You apparent age changes dramatically.
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* Attract a chronovore.
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* You permanently age.
  
 
=== Time Power Effects ===
 
=== Time Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Chrono Sense'''      <br> You can detect time creatures and powers.  
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|valign="top"| '''Chrono Sense'''      <br> Detect time creatures and powers.  
|valign="top"| '''Causality Collapse''' <br> You can force a time creature that is native to another plane of existence to return to that plane. You can end power effects by forcing their duration to run out.  
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|valign="top"| '''Causality Collapse''' <br> Dismiss a Time creature or power effects.  
|valign="top"| '''Chrono Conjuration''' <br> Summon time creatures or versions of yourself from alternate timelines. A common trick is the three ages of fate, that is yourself at two additional different ages.
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|valign="top"| '''Chrono Conjuration''' <br> Summon a Time a creature.
|valign="top"| '''Wish'''               <br> You can break down causality, causing events to happen without cause. This is beyond dangerous but can allow wish fulfilment.  
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|valign="top"| '''Time Travel'''       <br> Extremely dangerous.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Time Whisper''' <br> You can use the command action against creatures that normally wouldn't understand you.  
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|valign="top"| '''Time Whisper'''   <br> Command Time creatures that don't understand you.  
|valign="top"| '''Temporal Tip''' <br> You can warn allies in the past of events in their future. This reduces the consequences of recent actions, as if the position had been one step better.
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|valign="top"| '''Chrono Command''' <br> Help an ally resist.
|valign="top"| '''Time Tongues''' <br> You and allies can communicate with time creatures.
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|valign="top"| '''Temporal Tip'''   <br> Help yourself resist.
|valign="top"| '''Time Tyrant''' <br> You can give commands to time creatures as if you were their superior. This does not remove existing motivations, which can lead to conflicts.
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|valign="top"| '''Time Tyrant'''   <br> Command Time creatures as a superior.  
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
 
|valign="top"| '''Alter Age'''          <br> You can change your age.  
 
|valign="top"| '''Alter Age'''          <br> You can change your age.  
|valign="top"| '''Temporal Transition''' <br> You become yourself from various alternate timelines. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Temporal Transition''' <br> Become an alternate self.
|valign="top"| '''Chrono Change'''      <br> Temporal Transition a willing or helpless creatures into themselves at another age or from alternate timelines. This is permanent, but you can easily break the effect.
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|valign="top"| '''Chrono Change'''      <br> Temporal Transition others.
|valign="top"| '''Wild Hunt'''           <br> Transform a large number of willing or non-sentient creatures into future versions of themselves with +1d to all combat actions and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Temporal Thralls'''   <br> Temporal Transition crowds.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Temporal Turbo''' <br> You can increase the speed of a mount or vehicle giving it fine quality.
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|valign="top"| '''Temporal Turbo''' <br> Increase the speed of a mount or vehicle.
|valign="top"| '''Time Technique''' <br> You set up a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability.
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|valign="top"| '''Time Technique''' <br> Set up a fine and potent close-range attack.
|valign="top"| '''Time Trim'''      <br> You can manipulate time precisely in small spots. This can slow down or hasten alarms, timers, and other mechanisms.
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|valign="top"| '''Time Trim'''      <br> Manipulate time precisely in small spots.
|valign="top"| '''Chrono Charge'''  <br> Your set up and then release a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Chrono Charge'''  <br> Freeze time in a chase.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Time Trace'''      <br> You can track time-travellers and time warps.
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|valign="top"| '''Time Trace'''      <br> Track time-travellers and time warps.
|valign="top"| '''Temporal Target'''  <br> You can set up a ranged attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Temporal Target'''  <br> Reverse time to make a creature attack itself.
|valign="top"| '''Temporal Torrent''' <br> You can set up an area attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Timelapse '''       <br> Change how much time an event takes.
|valign="top"| '''Chrono Cannon'''   <br> You set up the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Temporal Turmoil''' <br> Reverse time to make several attacks go wild.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Time Tactician'''     <br> This gives you slight warning of future events, making you less likely to be spotted or surprised, improving your position.
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|valign="top"| '''Time Tactician'''   <br> A warning of future events.
|valign="top"| '''Double Time'''       <br> You can halve or double speed, increasing the effect of movement maneuvers.  
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|valign="top"| '''Double Time'''       <br> Double your movement.  
|valign="top"| '''Temporal Transport''' <br> You can bring allies along when you use Time Tactician and Double Time.
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|valign="top"| '''Temporal Teamwork''' <br> Crew Time Tactician and Double Time.
|valign="top"| '''Time Travel'''       <br> You can time travel, which is extremely dangerous even when you know what you are doing.
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|valign="top"| '''Time Stop'''         <br> Only you can move.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Stopwatch Strike''' <br> Set up a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Stop Watch'''     <br> Resist Time damage.  
|valign="top"| '''Time Touch'''       <br> Same as Stopwatch Strike, except the weapon is fine and potent.
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|valign="top"| '''Time Touch'''     <br> Set up a melee attack.
|valign="top"| '''Temporeal Tango''' <br> Create areas of slowed time, useful for distracting some enemies while you fight others.
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|valign="top"| '''Temporal Tango''' <br> Distract using time.
|valign="top"| '''Time Torrent'''     <br> Set up attacks in all directions, attacking all enemies in the area.  
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|valign="top"| '''Time Torrent'''   <br> Set up a storm of attacks.  
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze'''     <br> You can identify objects and creatures linked to time, including clocks. You can see the use of time abilities.  
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|valign="top"| '''Chrono Classifier'''   <br> Identify objects and creatures of Time.
|valign="top"| '''Research'''    <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Chrono Clarifier'''    <br> Learn the powers and abilities of Time.
|valign="top"| '''Hindsight'''   <br> You can read the past events of any object or person. This includes how the target has been moving around as well as significant scenes.
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|valign="top"| '''Chrono Chronicle'''   <br> Observe the past and possible futures of an item.
|valign="top"| '''Hyped Havoc''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Chrono Cartographer''' <br> Chrono Chronicle on everything in a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Time Tingle'''        <br> You instinctively feel time effects in a wide area. This is always active and requires no rolls.
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|valign="top"| '''Time Tingle'''        <br> Notice Time effects in a wide area.
|valign="top"| '''Time Twinkle'''        <br> You can can observe the past and possible futures at your location.
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|valign="top"| '''Time Twinkle'''        <br> View a place in a potential past or future
|valign="top"| '''Temporal Temptation''' <br> You view a known creature, but this vision can be from the near past or a potential future.
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|valign="top"| '''Temporal Temptation''' <br> View a creature in a potential past or future.
|valign="top"| '''Transcend Time'''      <br> You perceive a large area in the past or a potential future, giving you an idea of strategic events.  
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|valign="top"| '''Transcend Time'''      <br> Perceive area in a potential past or future.  
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Tempo'''              <br> You can understand time creatures and gain a sense of their motivations.  
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|valign="top"| '''Tempo'''              <br> Understand time creatures and their motivations.  
|valign="top"| '''Translate Time'''      <br> You and allies can communicate with time creatures.
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|valign="top"| '''Translate Time'''      <br> Crew can communicate with time creatures.
|valign="top"| '''Temporal Temptation''' <br> You can plant suggestions in the mind of any creature, to be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Temporal Temptation''' <br> Plant suggestions for future action in any mind.
|valign="top"| '''Temporal Tyrant'''    <br> You change the personality and motivations of time creatures. This power is permanent, whatever that means for time creatures.  
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|valign="top"| '''Temporal Tyrant'''    <br> Permanently change the mind of a Time creature.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Temporal Tools'''     <br> You can work with time measuring devices and timers as if you had the appropriate tools and protective devices.
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|valign="top"| '''Clockmaker'''         <br> Work with clock tools and protective devices.
|valign="top"| '''Tailor Tempo'''       <br> You can delay or accelerate timed mechanisms such as traps and computers.  
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|valign="top"| '''Overclock'''         <br> Make a machine operate faster or slower.  
|valign="top"| '''Time Transformation''' <br> You can conjure objects from alternate timelines. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Timeline Tinkering''' <br> Conjure objects from alternate timelines.
|valign="top"| '''Conjurer's Clock'''       <br> This is similar to Time Transformation, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Break Causality'''   <br> Create out-of-context items.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Future Fault'''           <br> You can expose objects to potential future events, much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Age Erodes'''         <br> Noisily compress the wear of time.  
|valign="top"| '''Age Erodes'''             <br> You can age objects. You can smash even hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Future Fault'''       <br> Expose objects to potential future events.  
|valign="top"| '''Date of Disintegration''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Date of Destruction''' <br> Future Fault, but silent.
|valign="top"| '''Tide of Time'''           <br> Similar to Age Erodes, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
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|valign="top"| '''Tide of Time'''       <br> Future Fault a large area.
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Time Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with supernatural beings and phenomena.
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Time does not grant access to another plane.
  
'''Perceive:'''
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'''Chrono Sense'''
''You can detect creatures and power use tied to your power.  
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Detect time creatures and powers.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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Time creatures rarely bother to disguise themselves, but time manipulations can be very subtle and hard to detect, making this useful.  
Naturally, effect is reduced as the creature is more heavily obscured.  
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You can also use this to see Time spirits.
The position usually starts controlled, with the usual consequence that you cannot try again.
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Limited outcome suffices against something you can clearly see. You need greater outcome against against something  that is hidden (standard outcome) or behind a wall (great outcome).
  
'''Dismiss:'''
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'''Causality Collapse'''
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
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Dismiss a Time creature or power effects.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
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This is different from other dismiss and dispel powers in that what you do is speed up the effect so that the duration runs out.
The consequences of this depends entirely on what happens around you when you do it.  
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You can end the operation of any power that has a duration, be it a summon or something else.
If a powerful creature resists being dispelled, its obviously dangerous.  
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The effect needed depends on the duration.
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
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* Limited Outcome: End an effect with a duration less than a full score.
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* Standard Outcome: End any effect that lasts a full score. This is the most common situation.
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* Great Outcome: End an effect that lasts more than a score but less than a year. Such effects are created by long-term projects.
  
Dispelling is usually easier, but not always.
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Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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It can also be used to break the continuing results of powers and to force a spirit of any kind to materialize. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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'''Chrono Conjuration'''
Against an opponent that uses power to fly or even breathe you can have a better effect.
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Summon a Time creature.
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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Summon Time creatures or time twins from alternate timelines.
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A weakness of Time summoning is that it does not offer the control other powers do over their summons. You must bargain for their services.
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This means you usually try to summon creatures you expect to be friendly.
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A common trick is to summon alternate versions of yourself.
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One way to do this is to call three ages of fate, that is yourself at two additional different ages, with either the energy of youth, the maturity of adulthood, or the wisdom of age.  
  
'''Summon:'''
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Another way Time summons is different is that it is basically impossible to research what creatures to summon. With infinite timelines and no real source of information, the best you can do is to picture what you want in your mind and call out to a creature based on this.
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
 
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
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Time creatures generally come in three types, spirits, time twins, and chronovores.
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
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Time spirits are immaterial and ephemeral.  
They can also give advice and information related to their power.
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They have various Time powers and can help direct and control Time effects you use.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
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They can use sophisticated powers and their agenda is to maintain the time stream.
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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Time Twins summons variants of known creatures from other timestreams or from a possible past or future. This is essentially an identical twin of the creature you based the power on, with some significant differences. Based on their experiences and choices in this alternate time stream they may have different abilities from their twin from your timeline. These alternate timelines are usually worse than the world you live in, leaving creatures from there traumatized in different ways.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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Chronovores resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have Time abilities.
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Chronovores are predators that haunt the timelines, attracted to extensive use of Time powers.
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They can be summoned but are very hard to deal with.
 +
A summoning usually lasts for the current score.  
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
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Outcome determines the amount of control you have over what kind of creature you summon.
 +
* Limited Outcome summons only chronovores. You disturb the time continuum and a predator pounces on you out of time. Usually not helpful, but might attack other time-users warping time even more than you are.
 +
* Standard Outcome summons a random Time Spirit or Time Twin of you. If you have previously summoned such a creature, you can choose to summon that individual again.
 +
* Great Outcome allows you to summon a Time Twin of another creature you have a close connection to, such as close friendship.  
 +
Typical consequences include:
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
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* The creature is hostile or incapacitated by trauma.
An elemental is a simple creature totally dominated by its power.  
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* You replace your Time Twin, ending up in their reality for a time.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
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* They observe you for their own future Time summoning.
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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'''Time Travel'''
They can use sophisticated power effects and usually have an agenda of their own.
+
Extremely dangerous.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
+
You and your crew can travel to the past, future, or to alternate timelines.  
A fire dragon is impossibly large, flies, and breathes fire.  
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This is extremely dangerous, not only because of paradox, you might also lose your way and be unable to return.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
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Because there are infinite alternate timelines, it is rare that journeying into the past changes the present, and a future you travel to is only one of many possible futures.  
An undead creature is a corpse animated by the powers of Death.
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A more common use of Time Travel is to find some valuable object or information.
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
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=== Command ===
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
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Command and intimidate Time creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
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'''Time Whisper'''
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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Command Time creatures that don't understand you.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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This is useful for intimidating Time creatures and commanding foreign or alien subordinates. Combined with Sway: Tempo, it allows two-way communication.
  
The position is usually risky. The creature is being forced to serve and might lash out.
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'''Chrono Command'''
Typical consequences are:
+
Help an ally resist.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
You can warn someone of a danger they are about to face.
 +
You must have some way of communicating this information to them.
 +
You roll for this power as the situation comes up, but in the fiction you may have warned them in a flashback.
 +
This improves their position, entirely resisting consequences from a controlled  position and improving a risky or desperate situation.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Temporal Tip'''
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Help yourself resist.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
You sent a message from your future back to the present.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
A warning from the future allows you to use Command instead of the appropriate attribute (Insight, Prowess, or Resolve) to resist a consequence. The cost is that the stress cost increases, instead of six minus your die result, the cost is seven minus the die result, the cost of Temporal Tip as a Master power.
  
This is rarely useful, but can be under exceptional circumstances.
+
'''Time Tyrant'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Command Time creatures as a superior.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering Time Spirit to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their task is to protect the timeline.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.  
+
Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a Time Spirit escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like chronovores fighting for you.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions
Command creatures based on your power with communication and authority.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
=== Consort ===
''You can make creatures understand you, but you do not understand them.
+
Consort Time changes your age and at higher levels that of others.
 +
These powers might be used as a set-up action. This may give a bonus to effect or improved position, make success automatic, or even allow an action that someone of your age could not do.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously cute, trigger prejudices, or have unexpected handicaps.
Combined with the basic power of Sway allows two-way communication.
+
Outcome determines how exact your control of the change is.  
  
'''Translate:'''
+
'''Alter Age'''
You and allies can communicate with creatures based on your power.
+
You can change your age.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
This is not merely a physical change, your mind also changes, becoming more playful and physical when younger and more calm and wise as you age.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
You can also change your attire to remove wear and make it appropriate to your new age.
 +
Alter Age can be used as a set-up action for a number of other actions but may penalize other things, as appropriate to your new age.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
'''Temporal Transition'''
Creatures of the relevant type will understand your orders.
+
Become an alternate self.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
You become a Time Twin, yourself as you would be in an alternate timeline.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
This can change your abilities for new ones or temporarily overcome some trauma.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
'''Chrono Change'''
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Temporal Transition others.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
This is Alter Age or Temporal Transition applied to a willing or helpless creature.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
You never know others as well as yourself, so if you mimic Temporal Transition you need one step greater outcome than you would need for yourself.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
'''Temporal Thralls'''
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
+
Temporal Transition crowds.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
This is where Consort becomes a combination of the Chrono Change and Time Tyrant power abilities. You Chrono Change 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.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
 
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, creatures out of time acting as servants and workers.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
+
=== Finesse ===
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Exercise finesse with your power, manipulating and attacking with precision.
  
'''Shapechange:'''
+
'''Temporal Turbo'''
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Increase the speed of a mount or vehicle.
  
This is a true physical transmutation.
+
Increase the speed of a mount or vehicle giving it fine quality.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
As an advanced power you can affect any vehicle you touch.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
'''Time Technique'''
You rating in the improved action increases by one.
+
Set up a fine and potent close-range attack.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
 
  
'''Transform:'''
+
'''Time Trim'''
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
Manipulate time precisely in small spots.
  
This is the shapechange power applied to another creature.
+
Manipulate time precisely in small spots.
The duration depends of the effect, limited effect is very temporary, more of a warning.  
+
This can slow down or hasten the triggering of alarms, timers, and other mechanisms.
Standard effect lasts for the duration of a score.
+
In split-second actions such as bypassing fans or automated defenses this can be crucial.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
+
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
'''Chrono Charge'''
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Freeze time in a chase.
  
'''Wild Hunt:'''
+
Freeze time except for your crew and their rides, allowing you to position anywhere you can get to in a few seconds.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
You cannot affect anything except yourself and your rides.
 +
Negates most negative positions in a chase and gives you a good position, but not an automatic win.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
=== Hunt ===
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
'''Time Trace'''
Exercise finesse with your power, manipulating and attacking with precision.
+
Track time-travellers and time warps.
  
'''Ride:'''
+
This does not help mundane tracking, instead it tracks time travel and travel facilitated by Time manipulation.  
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
 
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
'''Temporal Target'''
 +
Reverse time to make a creature attack itself.
  
'''Duel:'''
+
This is a ranged attack that only works against people in dangerous situations, in particular if they are using weapons.
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
When applicable this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
  
What this actually does depends on the power used.
+
'''Timelapse'''
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Change how much time an event takes.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
 
  
This allows you to manipulate small amounts of matter governed by your power.
+
'''Temporal Turmoil'''
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
Reverse time to make several attacks go wild.
  
'''Surge:'''
+
An escalation of Temporal Target, this requires something explosive or people armed with area weapons, such as automatic weapons, grenades, or flamethrowers.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Less precise then Temporal Target, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
  
You create ans use weapon like Duel above, and also create distractions.
+
=== Prowl ===
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
Sneak and move with stealth and agility.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
=== Hunt ===
+
'''Time Tactician'''
Track, attack, and unleash devastating barrages with the power of Hunt.
+
A warning of future events.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
This gives you a warning of when you will be spotted.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
When using Stealth and suffer a consequence, you can use this retroactively to abort that attempt, which gives you no success but only the consequences of a controlled position, with the likely consequence that you have to wait or try another path.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
'''Double Time'''
 +
Double your movement.
  
'''Potent Snipe:'''
+
This does not add any new types of movement, but you can do normal movement twice as fast.
''You can use your power to attack, similar in effect to a fine and potent rifle.
 
  
The effect of this action varies depending on the nature of your power.
+
'''Temporal Teamwork'''
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Crew Time Tactician and Double Time.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
Now you and your allies can use Time Tactician and Double Time.  
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
They still use their own Prowl action.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
'''Time Stop'''
Environmental Control does not inflict any direct damage.
+
Only you can move.
  
'''Area Attack:'''
+
Step out of time and move in a still landscape.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
You can use this to attack much like Time Touch, but that is overkill and ends the power.
 +
What is more interesting is that you can move freely and manipulate unattended objects for about thirty seconds. To observers it appears you are teleporting.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
=== Skirmish ===
The effect is more powerful but less precise.
+
Prosper in the chaos of battle.
This means it does more collateral damage, but no more effect on enemies.
+
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
+
'''Stop Watch'''
 +
Resist Time damage.
  
=== Prowl ===
+
You can resist damage from Time attacks and from random accidents like weapon fumbles, stumbles, and misfires.
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
This allows you to ignore most harm from a dangerous environment matching your .
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
+
{{ : Damage Resistance Template (FiD)}}
 +
'''Time Touch'''
 +
Set up a melee attack.
  
'''Reconnaissance:'''
+
This substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
 
  
This provides you cover to hide in places you ordinarily could not.
+
'''Temporal Tango'''
Where you can use this is explained in each specific power.
+
Distract using time.
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
Time Touch, and you manipulate time around you, making it impossible for enemies you scale.  
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
 
  
Again, each power will explain how it can use this mobility.
+
'''Time Torrent'''
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Set up a storm of attacks.
  
'''Travel:'''
+
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.
''You can bring allies along when you use Reconnaissance and Maneuver.
 
  
Now you and your allies can Prowl in places where your power is at home.  
+
=== Study ===
They still use their own Prowl action.
+
Study and analyze objects and creatures imbued with Time to gain insight and knowledge. The outcome required depends on range.
 +
* Limited outcome for touch.
 +
* Standard outcome for line-of-sight.
 +
* Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
  
'''Transport:'''
+
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
 
  
How and where you use this is explained in each power.
+
'''Chrono Classifier'''
This takes you to places you are familiar with.
+
Identify objects and creatures of Time.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
=== Skirmish ===
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
Engage in close combat and create chaos with the power to Skirmish.
 
  
'''Skirmish Attack:'''
+
'''Chrono Clarifier'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Learn the powers and abilities of Time.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
You learn of any powers or special abilities the target has. This includes actual rules and game result.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
'''Chrono Chronicle'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Observe the past and possible futures of an item.
  
'''Obstruction:'''
+
This is not limited to analyzing Time effects, it works on any kind of item.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You can see  as significant scenes from its history and likely futures, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
'''Chrono Cartographer'''
The effect is to deny your enemies the advantage of numbers.
+
Chrono Chronicle on everything in a wide area.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
This gives you a vision of the past and possible futures of a large area, such as an entire city region. You can then zoom in on three locations.
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
=== Survey ===
 +
Perceive and locate manifestations of Time power. The outcome you need depends on the target's concealment.
 +
* Limited Outcome finds targets in concealment.
 +
* Standard Outcome finds those hiding behind cover and in far places you can only barely see.
 +
* Great outcome can look behind walls and into hard cover.
  
=== Study ===
+
'''Time Tingle'''
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Notice Time effects in a wide area.
  
'''Analyze:'''
+
This is a basic spotting power, selectively sensing things related to your power.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
  
'''Research:'''
+
'''Time Twinkle'''
''You know the powers and abilities of something you analyze.
+
View a place in a potential past or future.
  
'''Hindsight:'''
+
You can see  significant scenes from the history and likely futures where you are, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
 
  
'''Omniscience:'''
+
'''Temporal Temptation'''
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
View a creature in a potential past or future.
  
=== Survey ===
+
Select a creature.
Survey and perceive manifestations of your power to gain valuable information and insight.
+
You can see  significant scenes from its history and likely futures, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.
  
'''Detect:'''
+
'''Transcend Time'''
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Perceive area in a potential past or future.
  
'''Sensor:'''
+
Perceive a large area in the past or a potential future, giving you an idea of strategic events.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
  
'''Scry:'''
+
=== Sway ===
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Communicate, mesmerize, and manipulate Time creatures. Position is determined normally, depending on the situation and your relation to listeners.
  
'''Omnipresence:'''
+
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
* Standard Outcome can convince a target with no particular stake in the matter.  
 +
* Great Outcome will convince a reluctant target, but not a passionate one.
  
=== Sway ===
+
'''Tempo'''
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Understand time creatures and their motivations.
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
You can gauge the mood and motivations of Time creatures and understand what they are saying. This does not allow you to be understood. Used together Command: Time Whisper this allows full communication.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
'''Translate Time'''
 +
Crew can communicate with time creatures.
  
'''Translate:'''
+
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
''You and allies can communicate with creatures based on your power.
 
  
This allows you to use the Sway power to its full effect.
+
In addition you can influence any creature to be curious, precise, and decisive, which is commonly used as a setup for a Sway going along with these moods
You are still wheedling unless you also use Command the advanced Command effect.
 
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Temporal Temptation'''
 +
Plant suggestions for future action in any mind.
  
'''Mesmerize:'''
+
This is essentially a Sway attempt that results in action in the future.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
Temporal Temptation allows you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
  
Essentially this is an attempt to Sway with two advantages.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Temporal Tyrant'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Permanently change the mind of a Time creature.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. There are limits to this power—you cannot make a Time creature dawdle. Exceptional creatures and circumstances can break this change.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create objects imbued with Time to suit your needs.  
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
This includes items imbued with Time powers, but also devices connected to time such as clocks and anything running a schedule.
  
'''Handle:'''
+
The powerfulness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
  
This mainly substitutes for tools, up to a small workshop.  
+
Tinker Time can't be made permanent and is rarely useful for long-time projects.
You are also protected from any dangerous effects of working with the elements of your power.
+
Time Elementals can help you to maintain these items.
  
'''Shape:'''
+
'''Clockmaker'''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Work with clock tools and protective devices.
  
You can now do more than normal craft could do.
+
This ability substitutes for tools and protection devices typical of a small workshop.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
'''Overclock'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Make a machine operate faster or slower.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
You can change how fast an item operates. This can speed up clockwork and computers, or slow down a trap enough that you can escape it.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
'''Timeline Tinkering'''
 +
Conjure objects from alternate timelines.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
You can pull items out of timelines into yours, effectively creating them out of thin air.
The result will maintain its form as if affected by the Shape ability.
+
Such an item must exist in a timeline similar to your own, which means it must be possible to create in your timeline.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
+
Conjure objects from alternate timelines.
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
'''Break Causality'''
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Create out-of-context items.
  
Pretty self-explanatory, this is Create on a larger scale.
+
You break down causality, allowing events that happens without any cause.  
This is useful for equipping a large band or building something large out of nothing.
+
This can create items that are not possible of your timeline, such as a high-tech weapon in a medieval setting or a magical item in a mundane world.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
You can also create large things, like a palace, castle, or pleasure ship.
 +
Such things are extraordinary, either fantastically decorated or seemingly ready to fall apart.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Destroy, dismantle, and obliterate objects using Time.
 +
 
 +
The outcome required depends on the size and structural strength of your target.
 +
* Limited Outcome: An item up to the size of a human that is built to be temporal or which requires large amounts of maintenance, such as shantytown buildings and complex machinery. You can also wreck things created by Tinker: Timeline Tinkering or Wish.
 +
* Standard Outcome allows you to affect standard consumer items up to the size of a car. Includes cheap structures and buildings.
 +
* Great Outcome can affect crafted objects and things produced to be durable up to the size of a house or large vehicle. You still cannot affect things made to survive eons like cultural artifacts, pyramids, and stone temples. Diamonds really are forever.
 +
 
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Jimmy:'''
+
'''Age Erodes'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Noisily compress the wear of time.
  
Just as crude as it sounds.
+
You expose something to the wear of a decade of frequent use.  
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
This will not destroy something unless it is particularly frail, but will weaken it and make it unreliable.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Future Fault'''
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Expose objects to potential future events.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
Your target suffers an event of your choice from a plausible future. Common events include accidents, car crashes, human errors, mechanical failures, power outages, animal attacks, transportation delays, fires, flooding, and weather phenomena such as lightning strikes. More situational events that can only occur if they are reasonable in this location include terrorist bombs, artillery strikes, arson, volcanic eruptions, earthquakes, frost wedging, industrial accidents, chemical spills, tsunamis, avalanches, landslides,  gas leaks and explosions, and sinkholes.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
An phantom of the event is experienced by people nearby, but only your target suffers.
  
'''Disintegrate:'''
+
'''Date of Destruction'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Future Fault, but silent.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
Use Age Erodes or Future Fault, but the event is silent and leaves no trace; the results of the wreck silently disappears. Can remove evidence as long as you are familiar with the event you want to destroy the evidence of.
You also leave less traces, as what you wreck disappears.  
 
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Tide of Time'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Future Fault a large area.
  
Rather straightforward, this just scales things up.
+
Use Age Erodes or Future Fault over a large area, such as a section of a city.
 +
Ignore the size restrictions of outcome.

Latest revision as of 09:20, 18 January 2025

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

Time is a mysterious and dangerous power. It allows looking into the past and possible futures. Time effects assume that there are different timelines that can interfere with each other. Paradox creates a new timeline, this can be utterly confusing to you.

Time is the governing principle of all things, the regulator or the stream from Order to Flux. Together with Space, Time governs position and movement. The universe would be incomprehensible without orderly time. Time is a favorite of disaster theorists. Many claim that time manipulation is foolhardy and dangerous. Some claim time is an artifact of our perception; that it is the ultimate prison. Time travel is possible, but temporal inertia tend to restore events to what they were and minimize the effect of any changes to the past.

Time attacks stops time for an instant, you then set up weapons and events to cause harm when time resumes. They are hard to defend against, but likely to cause severe backlash if time is released too soon.

Example consequences:

  • You suffer from deja-vu..
  • You become slowed or uncomfortably speeded as the time stream warps around you.
  • You get horrifying glimpses of an alternate time or timeline
  • Your timing become off, causing you to miss by less than a second so many times.
  • A time stop attack ends prematurely, catching you in the blast.
  • You lose your sense of time.
  • You apparent age changes dramatically.
  • Attract a chronovore.
  • You permanently age.

Time Power Effects

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Chrono Sense
Detect time creatures and powers.
Causality Collapse
Dismiss a Time creature or power effects.
Chrono Conjuration
Summon a Time a creature.
Time Travel
Extremely dangerous.
Command Time Whisper
Command Time creatures that don't understand you.
Chrono Command
Help an ally resist.
Temporal Tip
Help yourself resist.
Time Tyrant
Command Time creatures as a superior.
Consort Alter Age
You can change your age.
Temporal Transition
Become an alternate self.
Chrono Change
Temporal Transition others.
Temporal Thralls
Temporal Transition crowds.
Finesse Temporal Turbo
Increase the speed of a mount or vehicle.
Time Technique
Set up a fine and potent close-range attack.
Time Trim
Manipulate time precisely in small spots.
Chrono Charge
Freeze time in a chase.
Hunt Time Trace
Track time-travellers and time warps.
Temporal Target
Reverse time to make a creature attack itself.
Timelapse
Change how much time an event takes.
Temporal Turmoil
Reverse time to make several attacks go wild.
Prowl Time Tactician
A warning of future events.
Double Time
Double your movement.
Temporal Teamwork
Crew Time Tactician and Double Time.
Time Stop
Only you can move.
Skirmish Stop Watch
Resist Time damage.
Time Touch
Set up a melee attack.
Temporal Tango
Distract using time.
Time Torrent
Set up a storm of attacks.
Study Chrono Classifier
Identify objects and creatures of Time.
Chrono Clarifier
Learn the powers and abilities of Time.
Chrono Chronicle
Observe the past and possible futures of an item.
Chrono Cartographer
Chrono Chronicle on everything in a wide area.
Survey Time Tingle
Notice Time effects in a wide area.
Time Twinkle
View a place in a potential past or future
Temporal Temptation
View a creature in a potential past or future.
Transcend Time
Perceive area in a potential past or future.
Sway Tempo
Understand time creatures and their motivations.
Translate Time
Crew can communicate with time creatures.
Temporal Temptation
Plant suggestions for future action in any mind.
Temporal Tyrant
Permanently change the mind of a Time creature.
Tinker Clockmaker
Work with clock tools and protective devices.
Overclock
Make a machine operate faster or slower.
Timeline Tinkering
Conjure objects from alternate timelines.
Break Causality
Create out-of-context items.
Wreck Age Erodes
Noisily compress the wear of time.
Future Fault
Expose objects to potential future events.
Date of Destruction
Future Fault, but silent.
Tide of Time
Future Fault a large area.

Expanded Time Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with supernatural beings and phenomena. Time does not grant access to another plane.

Chrono Sense Detect time creatures and powers.

Time creatures rarely bother to disguise themselves, but time manipulations can be very subtle and hard to detect, making this useful. You can also use this to see Time spirits. Limited outcome suffices against something you can clearly see. You need greater outcome against against something that is hidden (standard outcome) or behind a wall (great outcome).

Causality Collapse Dismiss a Time creature or power effects.

This is different from other dismiss and dispel powers in that what you do is speed up the effect so that the duration runs out. You can end the operation of any power that has a duration, be it a summon or something else. The effect needed depends on the duration.

  • Limited Outcome: End an effect with a duration less than a full score.
  • Standard Outcome: End any 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 year. Such effects are created by long-term projects.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can also be used to break the continuing results of powers and to force a spirit of any kind to materialize. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.

Chrono Conjuration Summon a Time creature.

Summon Time creatures or time twins from alternate timelines. A weakness of Time summoning is that it does not offer the control other powers do over their summons. You must bargain for their services. This means you usually try to summon creatures you expect to be friendly. A common trick is to summon alternate versions of yourself. One way to do this is to call three ages of fate, that is yourself at two additional different ages, with either the energy of youth, the maturity of adulthood, or the wisdom of age.

Another way Time summons is different is that it is basically impossible to research what creatures to summon. With infinite timelines and no real source of information, the best you can do is to picture what you want in your mind and call out to a creature based on this.

Time creatures generally come in three types, spirits, time twins, and chronovores.

Time spirits are immaterial and ephemeral. They have various Time powers and can help direct and control Time effects you use. They can use sophisticated powers and their agenda is to maintain the time stream.

Time Twins summons variants of known creatures from other timestreams or from a possible past or future. This is essentially an identical twin of the creature you based the power on, with some significant differences. Based on their experiences and choices in this alternate time stream they may have different abilities from their twin from your timeline. These alternate timelines are usually worse than the world you live in, leaving creatures from there traumatized in different ways.

Chronovores resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have Time abilities. Chronovores are predators that haunt the timelines, attracted to extensive use of Time powers. They can be summoned but are very hard to deal with. A summoning usually lasts for the current score.

Outcome determines the amount of control you have over what kind of creature you summon.

  • Limited Outcome summons only chronovores. You disturb the time continuum and a predator pounces on you out of time. Usually not helpful, but might attack other time-users warping time even more than you are.
  • Standard Outcome summons a random Time Spirit or Time Twin of you. If you have previously summoned such a creature, you can choose to summon that individual again.
  • Great Outcome allows you to summon a Time Twin of another creature you have a close connection to, such as close friendship.

Typical consequences include:

  • The creature is hostile or incapacitated by trauma.
  • You replace your Time Twin, ending up in their reality for a time.
  • They observe you for their own future Time summoning.

Time Travel Extremely dangerous.

You and your crew can travel to the past, future, or to alternate timelines. This is extremely dangerous, not only because of paradox, you might also lose your way and be unable to return. Because there are infinite alternate timelines, it is rare that journeying into the past changes the present, and a future you travel to is only one of many possible futures. A more common use of Time Travel is to find some valuable object or information.

Command

Command and intimidate Time creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Time Whisper Command Time creatures that don't understand you.

This is useful for intimidating Time creatures and commanding foreign or alien subordinates. Combined with Sway: Tempo, it allows two-way communication.

Chrono Command Help an ally resist.

You can warn someone of a danger they are about to face. You must have some way of communicating this information to them. You roll for this power as the situation comes up, but in the fiction you may have warned them in a flashback. This improves their position, entirely resisting consequences from a controlled position and improving a risky or desperate situation.

Temporal Tip Help yourself resist.

You sent a message from your future back to the present. A warning from the future allows you to use Command instead of the appropriate attribute (Insight, Prowess, or Resolve) to resist a consequence. The cost is that the stress cost increases, instead of six minus your die result, the cost is seven minus the die result, the cost of Temporal Tip as a Master power.

Time Tyrant Command Time creatures as a superior.

Targets will see you as an officer, professional superior, alpha, or other leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering Time Spirit to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their task is to protect the timeline.

Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a Time Spirit escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like chronovores fighting for you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions

Consort

Consort Time changes your age and at higher levels that of others. These powers might be used as a set-up action. This may give a bonus to effect or improved position, make success automatic, or even allow an action that someone of your age could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously cute, trigger prejudices, or have unexpected handicaps. Outcome determines how exact your control of the change is.

Alter Age You can change your age.

This is not merely a physical change, your mind also changes, becoming more playful and physical when younger and more calm and wise as you age. You can also change your attire to remove wear and make it appropriate to your new age. Alter Age can be used as a set-up action for a number of other actions but may penalize other things, as appropriate to your new age.

Temporal Transition Become an alternate self.

You become a Time Twin, yourself as you would be in an alternate timeline. This can change your abilities for new ones or temporarily overcome some trauma.

Chrono Change Temporal Transition others.

This is Alter Age or Temporal Transition applied to a willing or helpless creature. You never know others as well as yourself, so if you mimic Temporal Transition you need one step greater outcome than you would need for yourself.

Temporal Thralls Temporal Transition crowds.

This is where Consort becomes a combination of the Chrono Change and Time Tyrant power abilities. You Chrono Change 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 is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, creatures out of time acting as servants and workers.

Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Temporal Turbo Increase the speed of a mount or vehicle.

Increase the speed of a mount or vehicle giving it fine quality. As an advanced power you can affect any vehicle you touch.

Time Technique Set up a fine and potent close-range attack.

Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Time Trim Manipulate time precisely in small spots.

Manipulate time precisely in small spots. This can slow down or hasten the triggering of alarms, timers, and other mechanisms. In split-second actions such as bypassing fans or automated defenses this can be crucial. This takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Chrono Charge Freeze time in a chase.

Freeze time except for your crew and their rides, allowing you to position anywhere you can get to in a few seconds. You cannot affect anything except yourself and your rides. Negates most negative positions in a chase and gives you a good position, but not an automatic win.

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.

Time Trace Track time-travellers and time warps.

This does not help mundane tracking, instead it tracks time travel and travel facilitated by Time manipulation.

Temporal Target Reverse time to make a creature attack itself.

This is a ranged attack that only works against people in dangerous situations, in particular if they are using weapons. When applicable this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Timelapse Change how much time an event takes.

This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Temporal Turmoil Reverse time to make several attacks go wild.

An escalation of Temporal Target, this requires something explosive or people armed with area weapons, such as automatic weapons, grenades, or flamethrowers. Less precise then Temporal Target, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak and move with stealth and agility.

Time Tactician A warning of future events.

This gives you a warning of when you will be spotted. When using Stealth and suffer a consequence, you can use this retroactively to abort that attempt, which gives you no success but only the consequences of a controlled position, with the likely consequence that you have to wait or try another path.

Double Time Double your movement.

This does not add any new types of movement, but you can do normal movement twice as fast.

Temporal Teamwork Crew Time Tactician and Double Time.

Now you and your allies can use Time Tactician and Double Time. They still use their own Prowl action.

Time Stop Only you can move.

Step out of time and move in a still landscape. You can use this to attack much like Time Touch, but that is overkill and ends the power. What is more interesting is that you can move freely and manipulate unattended objects for about thirty seconds. To observers it appears you are teleporting.

Skirmish

Prosper in the chaos of battle.

Stop Watch Resist Time damage.

You can resist damage from Time attacks and from random accidents like weapon fumbles, stumbles, and misfires. This allows you to ignore most harm from a dangerous environment matching your . Roll Skirmish to resist such Harm. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. As an Advanced power, you can protect an ally for a score; as a Master Power, you can protect your crew. They roll their own Skirmish to resist. Time Touch Set up a melee attack.

This substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Temporal Tango Distract using time.

Time Touch, and you manipulate time around you, making it impossible for enemies you scale.

Time Torrent Set up a storm of attacks.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with Time to gain insight and knowledge. The outcome required depends on range.

  • Limited outcome for touch.
  • Standard outcome for line-of-sight.
  • Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Chrono Classifier Identify objects and creatures of Time.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Chrono Clarifier Learn the powers and abilities of Time.

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Chrono Chronicle Observe the past and possible futures of an item.

This is not limited to analyzing Time effects, it works on any kind of item. You can see as significant scenes from its history and likely futures, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.

Chrono Cartographer Chrono Chronicle on everything in a wide area.

This gives you a vision of the past and possible futures of a large area, such as an entire city region. You can then zoom in on three locations.

Survey

Perceive and locate manifestations of Time power. The outcome you need depends on the target's concealment.

  • Limited Outcome finds targets in concealment.
  • Standard Outcome finds those hiding behind cover and in far places you can only barely see.
  • Great outcome can look behind walls and into hard cover.

Time Tingle Notice Time effects in a wide area.

This is a basic spotting power, selectively sensing things related to your power.

Time Twinkle View a place in a potential past or future.

You can see significant scenes from the history and likely futures where you are, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.

Temporal Temptation View a creature in a potential past or future.

Select a creature. You can see significant scenes from its history and likely futures, but actions by anyone informed by this power can easily change such a future. The power zooms in on events of interest to you.

Transcend Time Perceive area in a potential past or future.

Perceive a large area in the past or a potential future, giving you an idea of strategic events.

Sway

Communicate, mesmerize, and manipulate Time creatures. Position is determined normally, depending on the situation and your relation to listeners.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

Tempo Understand time creatures and their motivations.

You can gauge the mood and motivations of Time creatures and understand what they are saying. This does not allow you to be understood. Used together Command: Time Whisper this allows full communication.

Translate Time Crew can communicate with time creatures.

This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition you can influence any creature to be curious, precise, and decisive, which is commonly used as a setup for a Sway going along with these moods

Temporal Temptation Plant suggestions for future action in any mind.

This is essentially a Sway attempt that results in action in the future. Temporal Temptation allows you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Temporal Tyrant Permanently change the mind of a Time creature.

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. There are limits to this power—you cannot make a Time creature dawdle. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create objects imbued with Time to suit your needs. This includes items imbued with Time powers, but also devices connected to time such as clocks and anything running a schedule.

The powerfulness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score. Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

Tinker Time can't be made permanent and is rarely useful for long-time projects. Time Elementals can help you to maintain these items.

Clockmaker Work with clock tools and protective devices.

This ability substitutes for tools and protection devices typical of a small workshop.

Overclock Make a machine operate faster or slower.

You can change how fast an item operates. This can speed up clockwork and computers, or slow down a trap enough that you can escape it.

Timeline Tinkering Conjure objects from alternate timelines.

You can pull items out of timelines into yours, effectively creating them out of thin air. Such an item must exist in a timeline similar to your own, which means it must be possible to create in your timeline. Conjure objects from alternate timelines.

Break Causality Create out-of-context items.

You break down causality, allowing events that happens without any cause. This can create items that are not possible of your timeline, such as a high-tech weapon in a medieval setting or a magical item in a mundane world. You can also create large things, like a palace, castle, or pleasure ship. Such things are extraordinary, either fantastically decorated or seemingly ready to fall apart.

Wreck

Destroy, dismantle, and obliterate objects using Time.

The outcome required depends on the size and structural strength of your target.

  • Limited Outcome: An item up to the size of a human that is built to be temporal or which requires large amounts of maintenance, such as shantytown buildings and complex machinery. You can also wreck things created by Tinker: Timeline Tinkering or Wish.
  • Standard Outcome allows you to affect standard consumer items up to the size of a car. Includes cheap structures and buildings.
  • Great Outcome can affect crafted objects and things produced to be durable up to the size of a house or large vehicle. You still cannot affect things made to survive eons like cultural artifacts, pyramids, and stone temples. Diamonds really are forever.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Age Erodes Noisily compress the wear of time.

You expose something to the wear of a decade of frequent use. This will not destroy something unless it is particularly frail, but will weaken it and make it unreliable.

Future Fault Expose objects to potential future events.

Your target suffers an event of your choice from a plausible future. Common events include accidents, car crashes, human errors, mechanical failures, power outages, animal attacks, transportation delays, fires, flooding, and weather phenomena such as lightning strikes. More situational events that can only occur if they are reasonable in this location include terrorist bombs, artillery strikes, arson, volcanic eruptions, earthquakes, frost wedging, industrial accidents, chemical spills, tsunamis, avalanches, landslides, gas leaks and explosions, and sinkholes. An phantom of the event is experienced by people nearby, but only your target suffers.

Date of Destruction Future Fault, but silent.

Use Age Erodes or Future Fault, but the event is silent and leaves no trace; the results of the wreck silently disappears. Can remove evidence as long as you are familiar with the event you want to destroy the evidence of.

Tide of Time Future Fault a large area.

Use Age Erodes or Future Fault over a large area, such as a section of a city. Ignore the size restrictions of outcome.