Chronomancy Skills Table
Chronomancy has to do with the manipulation of the future, as the past and present already happened but the future is variable. This is done through the manipulation of chronons, or 'time particles'.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Retroaction | Magical, Chronomancy | 2 (up to 2 Ranks) | 8 | N/A | Any, Reaction | After you fail a d20 roll (such as by missing with an attack), increase that d20's result by +2 per Rank. |
Time To Act | Magical, Chronomancy | 2 | 8 | N/A | Primary | It is now the start of your turn. You may activate this Skill while it is not your turn by spending your Primary from the turn this Skill begins. You can only activate this Skill while it is not your turn, and while no other actions have been taken by anyone else with a turn. |
Sixth Sense | Magical, Chronomancy, Devotion | 0 | N/A | Time To Act | Passive | When turns occur, your turn always comes first before all others. If someone who would not share your turn also has this Skill, you all roll contested Arcana rolls, the winner deciding the order in which turns play out. |
Just A Sec | Magical, Chronomancy | 1 | 2 | N/A | Free | Gain +1 Extra Action until the end of your next turn. Lose 1 Extra Action at the start or your next turn. |
Just A Moment | Magical, Chronomancy | 2 | 2 | N/A | Extra, Any | Gain +1 Bonus Action until the end of your next turn. This Skill can only be activated once per turn. Lose 1 Bonus Action at the start or your next turn. |
Borrowed Instant | Magical, Chronomancy | 2 | 6 | N/A | Bonus | Gain +1 Move Action until the start of your next turn. Lose 1 Move Action at the start or your next turn. |
Stolen Time | Magical, Chronomancy | 2 | 6 | 1 Chronomancy Skill | Primary, Move | Gain +1 Defensive Action until the start of your next turn. (This Defensive Action behaves in the same way as a normal Defensive Action in that if it is unused, it becomes a Reaction.) Lose 1 Defensive Action at the start or your next turn. |
Future Action | Magical, Chronomancy | 2 | 14 | 1 Chronomancy Skill | Multi-Action (D+B) | Gain +1 Primary Action until the start of your next turn. Lose 1 Primary Action at the start or your next turn. |
Showtime | Magical, Chronomancy, Devotion | 2 | N/A | 2 Chronomancy Skills | Multi-Action (P+D+M+B) | Spend 1 Exertion die then gain +3 Primary actions which must be spent immediately. You become Stunned until the end of your turn after your next turn, then you become Jarred until you sleep for 8 hours, occasionally stuttering and lagging behind the time of the rest of the world. After you have spent all 3 Primary Actions, you Mana is reduced to 0. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. Stunned: You can only use a single action, which you choose. If you would become Stunned, but you are already Stunned, you instead become Paralyzed (you can only be Paralyzed by this effect for a maximum of 1 Round). |
Imperfect Temporal Displacement | Magical, Chronomancy | 2 | 10 | 1 Chronomancy Skill | Free | Spend 1 Exertion Die then remove the text "Lose 1 (Action Type) Action at the start or your next turn." (In which the text "(Action Type)" may be any single Action Type) from the next Chronomancy Skill you activate this turn. |
Parallel Action | Magical, Chronomancy | 2 | 3* | N/A | Any or as a Reaction once per Round | Postpone time's acknowledgement of your actions, remaining in temporal flux and gaining +1 Hypothetical Action. This Hypothetical Action must be of the same Action Type that you spent to activate this Skill (such as a Primary Action) and must be spent to perform an action which explicitly targets a target (such as the Parry Reaction). Select 1 Space per 3 Mana you spend to activate this Skill. Each of these Spaces must be within a Move Speed which you can presently use (when you activated this Skill). You may activate this Hypothetical Action as though you were within one of the selected spaces at any time before 3 rounds have ended (including this one). If this Hypothetical Action goes unspent, regain half of the Mana Spent to activate this Skill. |
Parallel Action (Simple) | Magical, Chronomancy | 1 | 3 | N/A | 1 Attack | Roll an attack and damage as though you've hit with an attack (the one spent to activate this Skill). Select a space within a number of spaces equal to the highest Move Speed you can use. At any point within 3 rounds, you may select a target for this attack as though you were in that space. Reduce Parallel Action's Skill Point Cost to 1. |
Assured Uncertainty | Magical, Chronomancy | 1 | N/A | Parallel Action, or Parallel Action (Simple) | Passive | Replace Parallel Action's (or Parallel Action (Simple)'s) text "3 rounds" with the text "5 rounds". If you are unobserved by any creature during a round, that round does not count towards the total number of rounds before you lose your Hypothetical Action(s). Your existence is hypothetical while your actions are not acknowledged by time, and so you cannot count as having observed creatures (including yourself) for the purpose of skills. |
Impossible Certanty | Magical, Chronomancy, Devotion | 1 | 4 | Parallel Action | Free | Gain a total number of Hypothetical Actions from Parallel Action equal to the number of spaces you hypothetically occupy with Parallel Action (up to a maximum of 3) instead of the usual +1. Each of these Hypothetical Actions can only be activated from specified Spaces (specified when they are chosen in Parallel Action). These Hypothetical Actions may only be actions which affect targets which are adjacent to the hypothetically occupied spaces as you are spreading yourself thin by being in up to 4 places at once instead of being in one of two places in the near future. |
Chronon Blitz | Magical, Chronomancy | 4 | 20 | Parallel Action | Multi-Action (P+D+M+B) | Act from multiple present moments at once, activating one of the following effects: -Gain 20 additional Extra Actions. You may reduce this activation of this Skill's Mana Cost by 20 by spending an Exertion Die. -Make a single attack against any number of creatures within a Move Speed you can use. This Attack is a critical hit. Take an amount of True Damage equal to the amount of damage this attack deals. You cannot activate Skills or spend Reactions until the end of your next turn. |
Invasive Actor | Magical, Chronomancy, Devotion | 4 | 20 | Parallel Action | Multi-Action (P+D+M+B) | You cannot activate Reactions until the end of your next turn. At the start of your next turn you appear from the future in an adjacent space. Your HP is equal to your Maximum HP, your Mana is equal to your Maximum Mana, and you are in all other ways in peak condition. You control both of you. The you from the future is hypothetical, dealing Arcane Damage instead of any other damage types, being incapable of activating Reactions, or rolling spending Exertion Die. The you from the future has no memories from beyond the time they are presently in (now). To stay hypothetical, the you from the future must maintain Concentration with Any Action (this Concentration costs 15 Mana), otherwise they fade from this time. They lose Concentration if their HP or Mana are reduced to 0. |
Desynch | Chronomancy | 2 | N/A | Invasive Actor | Any, Reaction | While you are maintaining the Concentration imposed by Invasive Actor, the you from this time fades from this time. You lose Concentration, and stop being hypothetical, but do not fade from this time. |
Chronologian's Exchange | Magical, Chronomancy, Devotion | 4 | 20 | 1 Chronomancy Skill | Multi-Action (P+D+M+B) | Offer an exchange to the Chronologian. Time stops. Choose any number of creatures. The Chonologian imposes a number of chronons into each of your chosen creatures. Each of your chosen creatures chooses one of the following effects: -Gain +1 turn's worth of actions which can only be spent while time is stopped by this activation of this Skill (and only within a perceived 30 seconds). -Remain in the frozen time for a perceived 9 hours, free to move, though incapable of being harmed, or affecting the world. At the end of these 9 hours, you are returned to where you began the 9 hours. Once a creature has spent their chronons, they behave as normal, becoming incapable of moving or perceiving anything while time is stopped. Once all of your chosen creatures run out of chronons, time resumes as normal. You cannot recieve chronons for the next 24 hours, entering Stasis. Stasis: You cannot act, you cannot take damage, or be affected by effects; things cannot happen to you. Creatures cannot enter your space(s). Creatures are capable of perceiving that you exist, but cannot tell what you are, and cannot remember what you are unless you have explained Stasis to them (but not simply if Stasis has been explained to them by someone besides you). Creatures with at least 1 Chronomancy Skill are able to tell that you are a creature in stasis, and when your Stasis will end. |