Aeonic
Feb 16, 2019 6:43:17 GMT -6
Post by GuardianTempest on Feb 16, 2019 6:43:17 GMT -6
There are beings that have existed long before time was measurable. They are also going to exist after time becomes immeasurable, and are existing now when time can still be measured. Regardless of when you find them, these extradimensional beings are known as Aeonics. Living outside the rigid boundaries of fate, Aeonics may move across the stream of history as they wish, but stay in the present in order to experience the world of today for themselves.
Aeonics are perpetual meddlers. Every one has a personal vision of what they think history would look like, and they often contradict each other. Even the ones who think history should be unmolested count, viewing themselves as the self-appointed guardians of time and space. They have multiple conspiracies revolving around their origins, at least half of which were started by other Aeonics. The only real answers to their origin are locked within the vaults of Ordos Chronos, a fabled organization devoted to the study of time travel. Unfortunately, some cheeky berk went and prevented the Ordos Chronos from ever being founded in the first place.
Static Powers
Outatime: You begin play with a free rank in the Divination Magic School and the Just As Planned feat. You may purchase ranks in Divination as if it appeared on your class track. Unless the caster spends a Hero Point, Divination spells that target you without your consent fail outright. As a side note, you always know the current time and date.
Time Flow: Time is like a river, and Aeonics can make it flow at whatever pace they wish. You can spend one Tick per round to trigger a change in the flow of time. The effect ends at the start of your next turn unless you spend more Ticks to maintain it.
- Mach Speed: You crank up the flow of time around you. Increase your Speed by your Continuum, and add a +2k0 bonus to your attack rolls.
- Slow: You crank down the flow of time around you. Increase your Static Defense by your Continuum, and add a +0k1 bonus to your damage rolls.
Retroactive Continuity: Fate has to make some readjustments every time you die. Whenever you would burn a Hero Point to survive death, you may shift around a number of Characteristic dots equal to your Continuum.
Be Kind, Rewind: Time isn't cheap. Whenever the Aeonic spends a Tick, it turns into a Tock. On it's own, a Tock rewinds back into a Tick every minute. Tocks can also be rewound by spending them contrary to Ticks, in which case the Aeonic may spend a Tock to:
- Lose 1 Hit Point
- Take a -1k0 penalty to a skill test
- Lose a reaction
- Become Dazed for one Round
Like Ticks, the amount of Tocks you can spend per round is capped at your Continuum. At no point can you spend both Ticks and Tocks in the same round.
Power Stat: Continuum
Continuum is a measure of how divorced the Aeonic is from the monotonous flow of time and space, and how seamlessly they can move through it.
Resource Stat: Ticks
The spaces between seconds are an Aeonic's currency. You have a maximum number of Ticks equal to twice your Continuum.
Tell
When the Aeonic spends Ticks, a faint and steady beating resounds in the minds of everyone around, as if they were hearing the mechanism of Fate itself. As their Tell rises, the air around the Aeonic begins to smell of ozone and crackle with electricity.
Continuum | Power Gained |
✱ | 4-D Mind: Treat all lore skills as Basic. You gain a +1k1 bonus to rolling lore skills, and three free specialties (Past, Present, and Future) in each. |
✱✱ | Quantum Leap: You can can spend a Tick to move up to twice your ground speed in any direction as a free action. |
✱✱✱ | Time Skip: You can spend 2 Ticks to have your future self appear and perform an action for you. This action is rolled at the time, but treated as a new round. Within (Continuum) rounds, you must spend 2 Tocks and go back and perform that action yourself, subtracting that action from the present round. If anything would prevent you from completing the time loop, roll for Perils of the Warp. One instance of Time Skip must be resolved before you can activate it again. |
✱✱✱✱ | Paradox: You can spend 2 Ticks per round to have both options of Time Flow occur at once. |
✱✱✱✱✱ | Toki wo Tomare!: Once per scene, you can spend five Ticks to stop time. While time is stopped, you gain an an extra turn (treated as a new round) to be taken after your current one. During this additional turn, nobody can take actions of any kind except for you. |
Aeonic Role Assets
Guide
Guides seek to make changes in the past, for some self-righteous reason or another. You can activate the Just as Planned feat with a Tick instead of a Hero Point. You can only activate the feat this way once per scene, and the feat's effect costs an additional Tick every time it is activated this way during a session.
Historian
Historians know the ins and outs of the past, which helps when you're living in it. You gain the Research feat. Spending a Tick on a Academic Lore, Common Lore, or Forbidden Lore test grants a +2k0 bonus instead of +1k0.
Seer
Seers pose as sooth-sayers and wise men, using their knowledge of the future for personal gain and/or to act like cryptic assholes. You may spend a Tick when casting a Divination spell to add your Continuum to your effective Magic School rank.
Traveler
Travelers come to yesteryear in search of adventure and glory that can't be found tomorrow. You gain an additional Hero Point and a racial feat with your race as a prerequisite.
Mago Del Tiempo
Nobody knows what you're doing in the present—yourself included. You can turn any number of your Tocks into Ticks as a free action. If you do, roll for Psychic Phenomena at +5 for every Tock converted into a Tick this way.