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| 1 point of Aion = Up to 30 years of travel.
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| Once away from your native time, spend 1 Aion per week per every fifty years you're removed from your anchored time, plus one (For example: Lacey Jumps from 2000 to 1944. Since it's more than fifty years back, but less than one hundred, she spends 2 Aion per week to maintain her presence. Brian Jumps from 2000 to 1980. Since it's less than fifty years back, he spends 1 Aion per week.)
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| If Aion runs out, you may roll your Inertia + Resolve to attempt to remain Jumped; you may do this every day up to your Resolve + Composure in days.
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| Dramatic Failure: Your resistance is futile, and the snapback is particularly harsh. Take 1 lethal damage, and your Crux takes damage and causes a Disjunction check.
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| Failure: The snapback occurs despite your efforts. Take one bashing damage.
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| Success: You resist the snapback, and remain in the given time. Take one bashing damage.
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| Exceptional Success: You're completely inured to the forces of the Stream. Take no damage and remain in the given time.
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| You may also Jump into the Stream- or out- for 1 Aion. In the Stream, you require 1 Aion every day to remain protected from the Stream's temporal energies. If the time comes and you have no Aion remaining, your Crux suffers 1 Structure damage for every day spent inside.
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| It is possible to re-anchor yourself- to change your new-found home permanently, as it were. Once in the time you wish to make your own, spend a dot of Willpower and a dot of Inertia and make an Inertia + Resolve check.
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| Dramatic Failure: Your attempt to re-anchor yourself fails completely, and you're catastrophically snapped back to your current anchored time, and suffer three points of Aggravated damage as well as Structure damage to your Crux and a Disjunction check.
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| Failure: Your attempt fails, and you must make a Strength + Inertia check to resist being snapped back. If you fail, suffer a point of lethal damage.
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| Success: You re-anchor yourself, fastening to your new-found time period.
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| Exceptional Success: Your anchorage is so successful and so firm that you regain a point of Willpower.
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| You can also attempt to make Seven-League Jumps- Jumps over massive distances of time- by using Willpower. If the Jump exceeds your maximum Aion, roll your Wits + Inertia and spend a dot of Willpower.
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| Dramatic Failure or Failure: Absolutely nothing happens, and the unreleased strain forces you to make a Disjunction check.
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| Success: Spend your entire pool of Aion and Jump to your chosen destination. For every 150 years that the destination exceeds your Jumping limit, plus one, roll your Inertia. On a failure, take a point of lethal damage.
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| Exceptional Success: As above, but take bashing damage instead.
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| Once you've arrived, you have a "grace period" of three days, in which the temporal energies struggle to catch up with you. After this, however, each day you must pay a point of Willpower and a point of Aion to avoid snapping back, and the number of days you can remain without this is halved.
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| Aion is the breath of the Universe, that which keeps the gears of Time turning. Everything which exist in the Linear Plane* just exudes the stuff, burning through their reserves in a self-perpetuating cycle that keeps them anchored to their time. Aion is the fuel of cause and effect, and they in turn produce more of it.
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| A Traveller has many ways to harvest this precious energy. He may find some each new day when Anchored, a meager payback for the life which was eaten when he came to be a Nomad. Or he may leech some off strangers with subtle acts of manipulation- gratuitous acts of pettiness or kindness may leave some Aion to be syphoned, as Time rearranges itself. Rumor has it that there is a lot to be gained from great acts of pettiness, the greatest of which is also one of the Traveller's heaviest taboo: forcibly sending one of the Settled, the non-Travellers, into the Stream. It is not discussed much, as it puts much strain on the fabric of Time, and It does not like to be toyed with...
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| When Anchored, as the energy that fuels the change of time flows through the universe and today becomes tomorrow, the Crux accrues said energy as Aion.
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| Aion can also be collected by altering events that have happened in the past; the reorganization of cause and effect unbinds Aion as the timeline prepares to change; a canny Traveler can latch on to the loose forces. When you know how a past event goes and you alter it, roll your Wits + Inertia; on every success, regain a point of Aion that the event would use to change, and the event "reasserts" and goes back to normal. You can only do this once per scene. (Note: It is possible to change the past, but it requires a fairly high Inertia, and in any case tends to cause paradoxes.)
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| You can also sacrifice a target to the Stream in order to completely unbind their future- all the Aion devoted to propelling them through time, devoted to their possible futures and fate, is broken open, free for the taking. Choose your target and roll your Intelligence + Inertia contested against their Resolve + Composure in an extended action. Whoever wins, add the number of successes of the winner over the loser's to a pool. When either pool equals the Resolve + Composure of the other, the one who filled it wins- if it's the one who's sending into the Stream, they are successful, and if it's the one who was resisting, the Traveler loses a point of Willpower and cannot try again for the scene. If the one Streaming is successful, roll your Wits + Dexterity + Inertia. The result becomes Aion, which you should note on a piece of paper; this Aion can exceed your total limit.
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