Time Powers (FiD)

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Starfox's Blades in the Dark Powers

Time is a dangerous and unstable Form. It allows perception of the past and possible futures, and limited interference with them.

Time is the governing principle of change. Together with Space, it defines position, motion, causality, and sequence. Without orderly time, the universe becomes incoherent.

Time manipulation is widely feared. Disaster theorists, priests, and philosophers warn that meddling with time invites catastrophe. Some argue time is merely a construct of perception, making it the ultimate prison rather than a force.

Time-based attacks do not strike immediately. Instead, time is halted for a fraction of an instant. During this pause, you position forces, weapons, or effects that resolve only when time resumes. These attacks are difficult to anticipate or defend against, but dangerously unstable. Releasing time too early or too late can cause severe backlash.

Common Time Consequences

  • Déjà vu and looping thoughts.
  • Being slowed or unnaturally accelerated as time slips around you.
  • Horrifying glimpses of alternate timelines.
  • Chronically mistimed actions — always missing by fractions of a second.
  • A time stop collapsing early, catching you in your own effect.
  • Loss of temporal awareness.
  • Sudden, visible aging or de-aging.
  • Attracting a chronovore.
  • Permanent aging.

Time Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Chrono 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 Torrent of Time
Intimidate with Time power..
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 history and any Time powers of an item.
Chrono Chronicle
Observe the past and possible futures.
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 speed up 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

Time does not grant access to any other plane but can access the past, future, and alternate timelines. There are two common interpretations of how time works.

In the first, infinite alternate timelines exist. Journeying into the past never changes the present; it creates a new timeline. Any future you visit is only one of many possible futures. This allows the existence of time twins.

In the second interpretation, history has inertia and tends to reassert itself with only minor differences. Time travel may affect events, but temporal inertia minimizes alterations and redirects outcomes toward familiar patterns. If you go back in time and kill your father, you return to find another, very similar father in his place.

The truth is likely somewhere between these extremes.

Chrono Clarity

Detect Time creatures and powers.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Time creatures rarely bother to disguise themselves, but Time manipulations can be very subtle and hard to detect without methods like this.

Chrono Corruption

End a Power’s duration.

This differs from other dispel powers in that you accelerate time around an effect so its duration rapidly runs out. You can end the operation of any ability that has a duration, whether a summon or any other sustained effect. The Outcome needed depends on the remaining duration of the effect.

  • Limited Outcome: End an effect with a duration of less than a full score.
  • Standard Outcome: End an effect that lasts a full score. This is the most common situation.
  • Great Outcome: End an effect that lasts more than a score but less than a month.

Ending effects of even longer duration requires a Long-Term Project. This makes Time good at ending Powers used in a Score, poor at ending traps and other effects inherent to a location.

Chrono Corruption is often used as a Set Up action to help another character when the opposition is using Powers, improving the Position of the supported Action. It can also be used to break the continuing results of powers. When used directly, the initial Effect is usually Limited unless the opponent relies on Powers for survival. Against an opponent that uses a Power to fly or even breathe, you may have greater initial Effect.

Chrono Conjuration

Summon a Time creature.

You summon creatures associated with Time or drawn from other times or timelines.

Time creatures generally fall into three categories: people from other times, spirits, and chronovores.

The most distinctive summons are people from other times — the past, future, or alternate timelines. Summoning creatures from other times or timelines grants no control over the summoned being. You must bargain for their services. It is worth researching creatures that are likely to be cooperative.

A common trick is to summon time twins: versions of yourself or someone you know from another timeline. One approach is calling the three ages of fate — a person at two different ages in addition to the original — with either the energy of youth, the maturity of adulthood, or the wisdom of age.

Another variant summons versions of known creatures from alternate time streams. These are effectively identical twins with significant differences. Based on their experiences and choices, they may possess different abilities and attitudes. Such timelines are often harsher than your own, leaving the inhabitants traumatized in distinct ways.

You may summon named individuals from the past or a potential future to question them about their era, gaining unusually detailed historical knowledge. It is possible to summon someone linked through a grave, physical remnant, or artwork.

Time spirits are immaterial and ephemeral. They possess various Time powers and can help direct and control Time effects you use. Their agenda usually involves maintaining the time stream, avoiding paradox, and enforcing fate. Some originate from alternate timelines and seek to reshape yours to match their own.

Chronovores are predators that haunt the timelines, drawn to extensive use of Time powers. They resemble living creatures with biological bodies and metabolisms, but also possess Time abilities. They often appear like gleaming animals or monsters, reminiscent of old car hood ornaments. They can be summoned, but are extremely hostile to all Time users.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Chrono Connection

Time travel.

You and your crew can travel to the past, future, or alternate timelines. Check the introduction to Attune Time to see how timelines work. A useful and relatively safe application of Chrono Connection that works under either model is retrieving objects or information to bring back to the present.

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Command

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

Schedule Sanction

Intimidate with Time.

You create Time effects such as apparent shifts in age and the slowing or quickening of time to heighten your authority, similar to displaying a weapon. This provides the leverage needed to use Command to intimidate without an actual threat of violence. Time creatures may recognize you as a legitimate figure of authority.

Schedule Support

Assist in a flashback.

You advise someone about a situation they are about to face. This is Assist teamwork based on your prediction of the future, performed in a flashback. You roll for this ability when the situation arises, but in the fiction you provided the guidance beforehand. The advantage is that you can Assist yourself or someone who you met earlier but out of communication right now. The Stress cost for using this ability does not stack with the Stress of Assisting; only the higher cost applies.

Schedule Safeguard

Help yourself resist.

Your future self sends a warning back to you in the present. You may roll Command instead of Insight, Prowess, or Resolve to resist a Consequence. As a resistance roll, this is not subject to any modifiers; you always roll your raw Command rating. Because this is a Master ability, you must have at least 4d in Command to use it. The Stress cost for using this ability does not stack with the Stress of Resisting; only the higher cost applies.

Schedule Sovereignty

Command Time creatures.

Targets perceive you as an officer, professional superior, alpha, or other leader type who outranks them. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies. Ordering a Time spirit to ignore a disturbance requires greater Outcome than ordering it to address the issue and move on, as its role is to protect the timeline.

Position depends on the creature’s actual relationship to you. Ordering a creature that sees itself as your superior is Desperate. A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance. A Risky Position is typical against a creature that sees itself as your equal and not an enemy, potentially leading to heat, misunderstood orders, or minor rebellions.

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Consort

Consort Time alters your age or reshapes you to match a version of yourself from another timeline. At higher levels, you can apply these changes to others.

Common Consequences include being mistaken for a relative or finding that your assumed form is a hindrance. You might be obnoxiously cute, trigger prejudice, or carry unexpected mental or physical scars. Outcome determines how precisely you control the change.

Duration depends on Outcome. Limited Outcome lasts for a scene. Standard Outcome lasts for a score. Great Outcome lasts longer, usually through the next downtime period, though it may persist further depending on the needs of the story.

Age Affectation

Change apparent age.

This is primarily a change in appearance, but it may influence your demeanor. You may become more playful and physical when younger, or calmer and more reserved as you age. You can significantly alter your appearance, but people who know you may still recognize you. You may also alter your attire, adding or removing wear and changing style to suit your assumed age.

You may affect your Crew as an Advanced ability.

Age Appropriation

Become an alternate self.

You become a time twin — a version of yourself from an alternate timeline. This changes your appearance and you may exchange special abilities from your playbook, rearrange action dots, or mitigate trauma.

The number of changes depends on Outcome:

  • Limited Outcome: 0 changes.
  • Standard Outcome: 1 change.
  • Great Outcome: 3 changes.

Age Assimilation

Apply Age Attachment to others.

This is Age Attachment applied to a willing or helpless creature. They transform into an alternate-timeline version of themselves, but you choose the changes. If it fits the narrative this can be permanent and may be used as punishment, rehabilitation, or a permanent rearrangement of a character’s abilities.

Age Alignment

Apply Age Acquaintance to crowds.

You alter a crowd of creatures into alternate versions of themselves that are more amenable to you. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

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

Second Sprint

Increase speed.

Increase your running speed or the speed of a mount or vehicle you are riding, giving it Fine quality. As an Advanced ability you can affect your Crew's speed.

Second Split

Fine and Potent melee attack.

To attack, you step out of time, set up a dangerous situation, time then resumes and the event you set up becomes real. This requires very precise control and also access to weapons or devices to use for such an attack, either carried by you or from the environment. Mistime the event, and you will be caught in a vulnerable position. Second Split tends to be a high Effect, dangerous Position attack.

Besides variety, this only substitutes for equipment, a Fine and Potent finesse weapon is just as powerful.

Second Sync

Manipulate Time precisely in small spots.

This can slow down or hasten the triggering of traps, timers, and other precise mechanisms. In split-second actions such as bypassing fans or automated defenses this can be crucial. This takes almost no time to use and is often a Set Up action, or to improve the Position of time-critical tasks.

Second Stop

Freeze time in a chase.

Freeze for all 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 Crew and your rides. Negates most negative positions in a chase and gives you a good position. This almost always guarantees an escape, but not an automatic win in a chase. It can also save you from a crash that is about to happen.

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Finesse

Exercise finesse with Time, manipulating and attacking with extreme precision.

Second Sprint

Increase speed.

You increase your running speed, or the speed of a mount or vehicle you are riding, granting it Fine quality. As an Advanced ability, you may also affect your Crew’s speed.

Second Split

Fine and Potent melee attack.

To attack, you step out of time and set up a hazardous situation. When time resumes, the event you prepared becomes real. This requires extreme precision and access to weapons or devices, either carried by you or drawn from the environment. If you mistime the event, you may be caught in a vulnerable position.

Second Split typically grants high Effect but places you in a dangerous Position.

Aside from flexibility, this ability primarily substitutes for equipment. A Fine and Potent finesse weapon remains just as effective.

Second Sync

Manipulate Time precisely in small intervals.

You precisely hasten or delay the triggering of traps, timers, and other fine mechanisms. In split-second situations, such as bypassing fans or automated defenses, this can be decisive. This takes almost no time to use and is often employed as a Set Up action or to improve the Position of time-critical tasks.

Second Stop

Freeze time during a chase.

Time freezes for everyone except you, your Crew, and your rides, allowing you to reposition anywhere you could reach within a few seconds. Everything other than your Crew and their rides is frozen in time, unchangeable and invulnerable.

Second Stop almost always guarantees an escape, though not an automatic victory in a chase. It can also prevent an imminent crash.

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. Gives you the information to follow a time-traveller, but this power does not allow time-travel.

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. You play around with timing to set up accidents and friendly fire to hit your enemies. If there is no dangerous events to manipulate, all you can do is create minor accidents.

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 — missed appointments, delayed relief, 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.


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. You can use a short time window and exploit a momentary weakness.

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. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Time Touch

Set up a melee attack.

Stop time to set up a dangerous situation. This substitutes for equipment, mundane weapons are just as powerful. Enemies carrying lethal devices like explosives or poison are more vulnerable. If the enemy carry no dangerous devices, you have to use your own.

Temporal Tango

Distract using Time.

Time Touch, and you manipulate time around you, making it impossible for enemies to use 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 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 history and any Time powers of an item.

You learn an item's general history and any Time powers or special Time abilities. This includes actual rules and game result.

Chrono Chronicle

Observe the past and possible futures.

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

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 or creatures.


Survey

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

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look behind walls and into hard cover.
  • Great outcome can look into far-away places and spots you had no idea existed.

Time Tingle

Notice Time effects in a wide area.

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

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, like an entire nation, giving you an idea of strategic events.


Sway

Communicate, mesmerize, and manipulate Time creatures and instill Time virtues in anyone. 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. You can also sense if any kind of creature is in a mood to be curious, precise, or decisive.

Translate Time

Crew can communicate with Time creatures.

This allows you and your crew to use the Sway action at full power against Time creatures, 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.

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. You can also undo the effects of Time, repairing wear and restoring ruins. Finally, you can slow or speed up an item's operation.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

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.

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 in 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 ship, as long as it is possible in your timeline.


Wreck

Destroy, dismantle, and obliterate objects using Time.

Most Wreck Time effects act through accelerated ageing rather than instantaneous force. Damage unfolds over time unless otherwise stated.

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

  • Limited Outcome: An item up to the size of a human that is built to be temporary or requires constant maintenance, such as shantytown buildings and complex machinery. You can also wreck things created by Tinker: Timeline Tinkering or Wish.
  • Standard Outcome: Standard consumer items up to the size of a car, including cheap structures and vehicles.
  • Great Outcome: Crafted or durable objects up to the size of a house or large vehicle.

You can never affect things made to endure eons, such as cultural artifacts, pyramids, or stone temples. Diamonds really are forever.

Position depends on circumstance. A quiet workspace is Controlled; the chaos of adventure is Risky; active combat, massive crowds, or dangerous construction sites are Desperate.

Creatures take Harm as normal, but unless otherwise stated this Harm manifests over minutes or hours rather than instantly, giving targets a chance to flee, negotiate, or retaliate.

Abrasive Age

Accelerate wear.

You expose a target to roughly a decade of heavy use over a short period. This rarely destroys an object outright, but weakens it, reduces quality, and makes it unreliable or inoperable. Living creatures visibly age and lose vitality, but usually have time to escape or respond before suffering full Harm.

In personal combat this acts as a slow-acting wreck weapon.

Anomalous Age

Cause future events.

Your target suffers a specific event drawn from a future timeline. Unlike other Wreck Time effects, this resolves almost immediately.

Common events include accidents, mechanical failures, human error, power outages, vehicle crashes, animal attacks, fires, flooding, or localized weather phenomena such as lightning strikes. Observers experience a temporal echo of the event, but only the target suffers real Harm.

In personal combat this acts as a Fine and Potent Wreck weapon.

Ashen Age

Erase by ageing.

You apply Abrasive Age without a visible process or aftermath. The target silently fails as if it aged and broke when no one was watching. No obvious debris, marks, or evidence remain beyond the final absence.

Ashen Age cannot undo known history, but it can destroy evidence or objects, subject to normal Outcome limits.

Tide of Time

Age everything in an area.

You unleash Abrasive Age across an Area (p. 221). Structures, objects, and creatures rapidly age together as time surges forward.

With Great Outcome, buildings collapse and materials crumble into dust over hours. This is not instant, but retreat is difficult; warped time distorts coordination and escape. Tide of Time is not instant, and it is possible to escape by fleeing, but the warped time does not allow a retreat; this has to be a rout.