TimeTravel

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1 point of Aion = Up to 30 years of travel. 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.)

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. 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. Failure: The snapback occurs despite your efforts. Take one bashing damage. Success: You resist the snapback, and remain in the given time. Take one bashing damage. Exceptional Success: You're completely inured to the forces of the Stream. Take no damage and remain in the given time.

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.

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.

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. 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. Success: You re-anchor yourself, fastening to your new-found time period. Exceptional Success: Your anchorage is so successful and so firm that you regain a point of Willpower.

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. Dramatic Failure or Failure: Absolutely nothing happens, and the unreleased strain forces you to make a Disjunction check. 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. Exceptional Success: As above, but take bashing damage instead.

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.

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.

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...

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.

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.)

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.