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Shattered Time Field

Everything seems off. People move and talk too fast or too slow, or judder from place to place. Your inner ear swims and leaves you dizzy. You’re sure you were here yesterday.   Effect
At the beginning of each turn, roll a die and add it to one of the following traits for the remainder of the turn: your Defense, your Initiative, your Speed, or your Perception dice pool. Roll a second die and subtract that from one of the above traits. Whenever you roll a 10 on either of these dice, you suffer an additional minor effect — a key memory changes slightly, an old acquaintance changes his attitude towards you (and has now always had this new attitude), you never picked up a minor object, or you suffer 1 point of bashing damage from an injury that you didn’t have until now. If you roll five or more 10s while in an area of Shattered Time, a greater effect occurs: Your history suffers a major rewrite, you gain a destiny, you leave before you arrived, or your timeline splits.  
1d10
+2e / +2c
1d10
+4e / +4c
Effect Time
Affect
01 Reroll as major event
02 03 Defense Key memory changes slightly
04 05 Initiative Acquaintance changes attitude
06 07 Perception Never picked up a minor item
08 09 Speed Injury Condition +1c
10 Minor Time Affect Reroll + one extra reroll
      Casting magic from the Time Arcanum in an area of Shattered Time is empowering but hugely dangerous. A character performing such a risky act adds a +1 bonus to her pool for the spell at the time she casts it, and treats it as a rote action. However, she also adds a +1 bonus to her Paradox pool and treats that as a rote action as well.


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