Chronophagy
aka
Clock-Stoppers,
Day Trippers, Time-Burglars
Out
of all the fundamental forces that govern the world that humans live
in, the least harnessed by far is Time; we've tamed strong and weak
nuclear forces to produce our power and electro-magnetism to store
and transfer it. Yet time remains utterly elusive, even with it being
the way that we measure other forces in physics such as velocity,
there's also a subjective component to the passage of one moment to
the next, everyone has felt time quicken or slow, or for a moment to
seem like it has come before. Time has always been the topic of
scientific, spiritual, philosophical and artistic endeavors, trying
to explain or understand the force that pulls, pushes and eventually
dooms all of our lives and life's works to dust, memory and oblivion.
All is lost under Time's cruel embrace, except to the Chronophage,
the time they make others waste they get back from themselves in
little starts and snippets. Why, with enough theft, one could achieve
immortality. You just have to find a big enough sucker.
Chronophages,
Clock-Stoppers, Day-Trippers (or behind their backs, Time-Burglars)
have always been very rare. It's not that the school is difficult to
master due to some potency or particular arcane bent, but rather that
most people really can't muster the commitment necessary to really
become a master (or was it slave?) to time. People don't really
respect the time that they're given to begin with, we while away
hours watching television that serves no purpose, we read books and
play games, none of which really advance
us in any way. Not you though, you truly live each and every moment
because you know it is precious, you stole it. The typical chronophage is a deeply unhappy person, generally one who has reasons
to believe that their lives have been wasted in some way. They
justify their actions by claiming that they will value the stolen time more than
their victims.
Many
Chronophages live strange, fractured lives due to their powers,
warping your past and future while in the present isn't particularly
conducive to developing a coherent time line, and as a result they
are often forced to use their magic to give themselves perspective on
the oddly de-coupled events that often befall them. No matter how
curated their lives become, there's always the temptation to meddle
just a little bit more, to craft a more perfect you out of the
largely meaningless dross that makes up most people's lives.
The central paradox to Chronophagy is that by wasting the time that others have, they make an active sham of the time that they purport to value. They spend so much time planning how to efficiently waste the time of others that they forget that life is largely what happens in-between the so called 'important' things.
The central paradox to Chronophagy is that by wasting the time that others have, they make an active sham of the time that they purport to value. They spend so much time planning how to efficiently waste the time of others that they forget that life is largely what happens in-between the so called 'important' things.
Stats
Generate a Minor Charge: Waste
someones time in a marked way. Tying someone up on the phone when
they obviously want to leave, make someone late for the bus by
distracting them, slit someones tires and make sure they're not on
time for work. As long as at least an hour of their time has been
rendered null-effort, you get a minor charge. The charge is given
upon the target's realization that they're not going to make their
appointment, or that they've spent more time than intended or needed
doing a task. Only purposeful wasting of someone else's time is
enough, if the Chronophage reads the directions wrong and gets
everyone lost on accident, they don't get a charge.
Generate a Significant Charge:
Absolutely wreck someones day,
and we're not just talking in a metaphorical sense. Ruin a long-term
project in a work-place through misleading memos, crack the
foundation of a building under construction, 'accidentally' tip the
cargo of a ship over, drive your car into a store-front window. The
more time and effort that is wasted in cleaning up your efforts, the
better, especially if it involves multiple people rather than an
individual. As with Minor charges, the clock-stopper gains it upon
the target's realization of the amount of work and effort that has
either been wasted or will be required to repair the situation. As
before, only deliberate actions count towards charge-generation
Generate a Major Charge: Ruin
a once in a lifetime event for someone else. Chain call your prey
dozens of times before their Ivy-league interview, detain someone on
their way to the birth of their child, cut the fuel line of a space
shuttle hours before launch. Major charges are hard to predict
because you never know when you're going to catch a person on the
most important day of their life.
Taboo: Like
time-based Sharks, stagnation and inaction is death to a
day-tripper's magick, making them as much of slaves to the passage of
time as non-chronophages. A time-burglar must always be engaged in
some sort of purposeful, meaningful action at all times. Stuff like
doing your taxes, washing your house's windows, organizing your books
by their ISBN, all would be fine; playing video games without
training for a tournament of some sort, reading for pleasure or
simply just sitting around and spending an afternoon drinking would
be right out. Sleep is a tricky prospect because it can be considered
both a necessity and an extravagance, Chronophages are allowed to
rest, but only once they drop from exhaustion. If they do not have at
least some sort of exhaustion penalty when they head to bed, they're
in danger of breaking taboo. Chronophages must also respect the time
that they have stolen, they cannot apologize, nor make amends for
taking it from their inferiors.
Random Magick Domain: Simply
put, their personal time line, with a minor in time as a whole.
Anything that deals with the exclusive passage of one event to
another, or one's perception of those events can be affected by
Chronophagy. A Day-Tripper couldn't turn back the clock and make you
do something different, since they have no ability to directly
control you, but they could make you repeat the same action over and
over again. Chronophagy is extremely powerful, but it is narrow in
it's use and it's poor at effects that directly affect another living
being beyond those that can be explained purely in a temporal manner.
In addition to that, clock-stoppers have issues with trying to affect
something (beyond themselves, of course) they have already used their
powers on, once they've made a change, it's harder to make another
change. In game terms this is represented by each repetition of a
Chronophagy power on the same target after the first is successful
taking a cumulative -10% shift.
Minor Formula Spells
Backwards Glance
Cost:
2 Minor Charges
Effect:
Similar to the Cliomancer spell 'Past Sight', 'Backwards Glance'
allows you to examine events which transpired in the past at your
current location. Unlike 'Past Sight' you must stipulate a general
time frame, so "Show me what has happened here since I was last
at this location" works, but, "How did Vinnie the Snitch
die here?" wouldn't. The caster can witness up to three hours of
time in this way, though to an outside observer it would only seem to
take a few moments and longer spans of time can be achieved by
casting the spell multiple times in the same place, subject to the
normal penalties for that, of course. The vision you receive with
this spell is not like reading reports or watching a film, it's more
like you suddenly remember having been witness to the events first
hand, except your recall is near perfect.
This Magic Moment
Cost: 2
Minor Charges
Effect:
You can charm a single moment of time to break in your favor, not
exactly ensuring success, but certainly stacking the deck. The next
roll you make can be flip-flopped. If this spell is used in combat,
it does not take an action. You can only use this spell on yourself.
Paradoxical Familiarity
Cost: 3
Minor Charges
Effect:
With this spell you can push
your senses outwards and synchronize them with the environment around
you for the next three hours. This has several benefits:
- You are always aware of exactly what time it is.
- You can, with a fair degree of accuracy, estimate how long any given action would take, barring exceptional success, failure or luck. Smaller actions are easier to read, and it helps to have enough information to at least make an educated guess. You could guess how long it would take the guard to get from the security station to the office you're looting (93 seconds) or how long it would take to run from your apartment to Francois the fear-mage's house (8 minutes, 24 seconds), but estimating how long it would take for say, an objective to be completed would be impossible without at least some information.
- You can cast this spell as a reflexive action when presented with evidence that your timeline is not the same as that of the objective one around you. If successful you can save yourself from having to make tests on your shock gauges, though not from any other unfortunate consequences that may arise.
How About We Try That
Again?
Cost: 3
Minor Charges
Effect: The
Chronophage may make a target repeat the same exact action that they
did the previous round. So, for example if Terry the time eater were
to slap 'How About We Try That Again?' on Gladys the sweet old lady
in the supermarket while she is testing the weight of two melons and
he rolls under his 'Chronphage' identity, she would be stuck there
weighing fruit twice as long than she would have otherwise. If cast
in combat, this spell doesn't ensure that an attack that was
previously successful would be again, as the circumstances around the
target will have certainly changed, but it does force the target to
waste an action. You can also cast this spell on yourself, which can
aid you in completing a task that you've already succeeded once at.
Just A Second Of Your
Time
Cost:
3 Minor Charges
Effect: The
Day Tripper can yank a bit of time from their target and as a result
they can take an additional action for one round, and their target
takes none. This extra action can be 'banked' for use at the adept's
discretion, but only one moment at a time may be held in such a way.
Using the spell more than one round in a row on the same target
imposes a -10% shift on all actions per each round above the first,
this is in addition to the normal penalty that Chronophages suffer
for iterative uses.
Remember What It Used
To Be Like?
Cost: 3
or 4 Minor Charges
Effect: You
can turn back the clock on an object by touching it and infusing it
with a bit of time mojo. This has two effects, depending on the age
and condition of the object in question. If the object is broken down
from age and use, then it can be restored to working condition in the
adept's hands, a rusted and busted gun could would work like it's
new, a car on cinder blocks in your yard could be drivable within
moments. If the object in question is currently in good working
order, and you're willing to spend an additional charge, it can be
reduced down to it's component parts. The well-cared for glock can be
turned into an un-assembled pile of gun parts, the brand new Jaguar
can be turned into a mass of metal ingots, lengths of rubber, plastic
beads and glass panes.
I Already Slept
Tomorrow
Cost: 3
Minor Charges
Effect: Drawing
upon the timeline of a version of yourself that has eaten & slept
recently (Sunday mornings are especially popular) you obviate any
requirement for a night's rest, a single meal and whatever hydration
that you'd normally consume to feel at your best. This spell only can
be used once every 48 hours, your body can only exist on stolen sleep
for so long.
Ironing The Wrinkle In
Time
Cost: 4
Minor Charges
Effect: There's
so much to do in a day, and so little time in which to accomplish
everything. When you're honest with yourself however, most of what we
do in a day amounts to little more than maintenance or busywork;
mowing the lawn, washing the dishes, taking out the garbage, all to
get back to where we were before we started in the first place. This
spell cuts down the time of any mundane, repetitive tasks by half for
a full day. Only prosaic, simple and well-known tasks can be affected
by this spell; counting grains of rice that you have spilled,
arranging your dishes by size, cooking dinner, etc.
Significant Formula
Spells
I've Seen This Before
Cost: 1
Significant Charge
Effect: By
spending a turn in rapt concentration the clock-stopper can gain
insight what will happen in the next turn of combat. The combat round
unfolds as normal, but the time eater is allowed to simply change
their action after being informed of what every one else intends to
do. This can cause bizarre situations in which someone who was once
shooting a gun is now pulling a trigger and cradling a firearm that
is no longer in their hands, or someone feeling like they're
perfectly fine only to look down and realize that they have a knife
sticking out of their chest. This of course can cause Unnatural and
Violence checks depending on what is happening. The clock-stopper
remembers both sets of events.
Where I've Been
Tomorrow
Cost: 2
Significant Charges
Effect: If
you've been to a place in the future, that means that the you the
exists in the present will be there eventually, which means that
you've already been there – from a certain point of view. After
using this spell you can gain a decent idea of what awaits you in the
structure that you're intending to enter, you get a rough idea of the
lay out and which doors are locked, as well as how many people are
currently inside. The knowledge isn't like a magic schematic or
tracking device, it's more akin to the sensation of having been to a
place several times.
So It Goes
Cost: 3
Significant Charges
Effect: This
spell is cast in two parts, (the charges are spent when you first
cast it) in the first part you take a magickal snapshot of your form
at that moment, your bodily condition, your clothes, even how hungry
or thirsty you are. From that point onwards, this snapshot acts as a
template that can be accessed and then assumed at your discretion, as
long as you succeed at another Chronophagy roll. So if you're
bleeding out on the floor from a gunshot wound to the chest you can
use the second half of the spell and return yourself to the temporal
snapshot you took when you in your pajamas, right after breakfast
last Wednesday. This magickal restore point stays around for a week
before it has to be renewed. Please note than this can only affect
your body and the clothes that you have on, so no stacking yourself
up with twin assault rifles and body armor, the most you can get are
the standard things that you have on you, in your pockets. Watching
this unfold from the outside would certainly warrant an Unnatural
check, with the severity depending on how big the shift is in your
clothing and condition.
That's Not What
Happened
Cost: 3
Significant Charges
Effect:
Looking at the universe with a sneer - the time mage engages in the
one of the oldest and most venerable arguments from the world of
childhood make believe, "Nyu-uh, that's not what happened!"
Using this spell the time-burglar simply reverses one distinct action
of their choosing that happened within their proximity. This is a
terribly powerful effect, but it comes with several limiting factors,
the most important is that they have to be a personal flesh-and-blood
witness to the event in question that they wish to reverse, the
second is that it has to be a particular action, rather than a set of
actions. So if Francois the phobomancer kicks your door down in a Halloween mask, knocks out Rocko the Muscle in the process and then
bashes your cellphone into pieces with his baseball bat, you would
have to choose between changing either Rocko being knocked out, or
your cellphone being smashed, but not both. You could also choose to
keep the door from swinging open that
turn, but Francois could simply try again next turn. Being a witness to this spell is a Rank-5 Unnatural check.
Passed Discrepancies
Cost: 4
Significant Charges
Effect: When
you think about it, most of what defines us as people are the various
anxieties, traumas and negative experiences that have been inflicted
upon us throughout our lives. These scars shape the types of
reactions that we have to further stresses, and those reactions
strongly govern how we choose to spend our time. This spell allows
you to tug upon the underpinnings of your traumas and shift them
around. You can reassign your hardened and failed notches across your
shock gauges, two per usage of this spell. These changes can affect
the various types of normally permanent madness if you knock yourself
below 5 in it, but those points have to go somewhere. The changes to
your personal time line necessary to underpin these shifts are made
instantaneously upon the casting of the spell, you are the only one
who remembers the new version of events however, which almost
certainly sets you up for a bevy of Unnatural, Isolation and Self
checks when you are inevitably faced with evidence of your original
timeline.
That's Not Who I Was
Cost: 4
Significant Charges
Effect:
Almost all of our identity is bound up in how we spend out time
throughout our lives, it's not as if you're going to become a master
of target shooting if all you do all day is fix cars, and being a
world-class athlete is right out if you're not willing to run 10Ks
while also holding down a 9-5 office job. This spell lets you change
the time you spent int the past, so all that time making pointless
money as a stockbroker? You spent it training Judo. All that wasted
effort chasing after a man who would just leave you five years later?
You were in the army instead, learning how to field strip a rifle.
Upon the casting of this spell, the adept can shift a number of
identity points around equal to the dice rolled, with a maximum being
their Chronophage identity. The player is allowed to supplant old
identities, come up with new ones and reinforce ones they already
have, with the exception of their Chronophage identity, which cannot
be changed with this spell. The time-burglar is the only one who
remembers the changes, so any one in your life who knows you still
thinks you're a stockbroker who's husband left her, but the actual
skills underpinning that identity would be gone and replaced with
those of a bad-ass who spent years training her body and learning how
to kill. Living a stolen life makes it difficult to maintain relationships, and every casting of this spell reduces all of them by
5%, in addition to that, any direct evidence that the life that the
adept remembers is not their own causes Shock Gauge checks, with the
severity dependent on how overwhelming the proof in question is.
Chronophagy Major Effects: Trap
someone in a 'Groundhog Day' scenario, render a person or object
immune to the ravages of time, bring someone else (or yourself!) back
from the dead, permanently shift to any particular day in the history
of the world - it takes another Major Charge to get back.
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