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​CHRONOS

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Once the purview solely of noble houses and the sidhe, the commoner Kithain now consider time magic fair game. Many sidhe remain jealous of this Art and may react with hostility when they see a commoner wielding it. At first, changelings studying Chronos deal entirely in the perception of time, but with sufficient practice (and courage) the Kithain can learn to relive a moment or stretch something temporary across eternity.

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  • CHRONOS ART ATTRIBUTE : PERCEPTION

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  • UNLEASHING CHRONOS

The changeling distorts time around her, slows down her foes, grants sight into the past or future, and confuses the normal order of chronological events. A changeling wielding Unleashed time magic can seek vengeance by making a wound refuse to heal (“suffer eternally”), cause those around her to lose days, and possibly even travel into the recent past.

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  • CHRONOS  BUNKS

Bunks for Chronos cantrips most often depend on a using a confluence or repetition of some sort, but also tend to use timepieces or clocks, or objects that are either ancient or brand new. Example bunks: Smash a clock just as it strikes midnight, repeat a poem three times, cast the cantrip as the sun eclipses the moon, walk backward in slow motion, or sing a song in reverse.

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SPEND: APPROPIRATE GLAMOUR COST (See Casting page) 

ROLL:    GLAMOUR RANK + RELEVANT REALM +  CHRONOS RANK + PERCEPTION

DIFFICULTY: AREA BANALITY +5 

OR

VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)  

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CASTING PAGE (Opens in a new window

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â—‰ BACKWARDS GLANCE
To start, the student of time magic learns to look backward in time. Although considered a rudimentary use of Chronos, the cantrip’s utility makes even novices sought after in freeholds and motleys. A sidhe investigating the disappearance of her vassal looks through the past of where she was last seen. Suspicious of his lover, a troll peers into her day and sees a rendezvous with her paramour.

SYSTEM:
The Realm determines the focus of the postcognition.

(Must be able to target the Realm in the here and now, if target isn't within range of targeting then you can't use the realm on it!) 

SUCCESSES:

The number of successes determines how far back in time the changeling can look. The player can specify a time or event on which to focus, but if the event she looks for is outside of the timeframe allowed by the number of successes rolled, the cantrip fails.
1 success Up to one hour
2 successes Up to one day
3 successes Up to one week
4 successes Up to one month
5 successes Up to one year

TYPE: CHIMERICIAL 

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◉◉ EFFECT AND CAUSE 
The first cantrip dealing with time distortion, Effect and Cause scatters the normal progression of time for the target of the cantrip. The sound of shattering glass might precede the tumbler falling to the ground, or a body would hit the floor prior to the gunshot ringing out.

SYSTEM:
The cantrip’s Realm determines the focus of the magic, and anyone or anything perceiving that target experiences the distortion. Only a sentient creature can suffer the effect imposed by the cantrip, because this level of Chronos does not alter the flow of time, just the perception of those around the target.

Effect and Cause creates serious confusion in anyone trying to view or interact with the target, causing a minus 3 penalty to all actions for anyone experiencing the cantrip’s effects.

Characters with Chronos, Time Sphere, Time Realm , Lore Of Patterns or similar magical mastery over time may ignore the negative effect if their mastery of time is higher than the casters Chronos rank (Caster may use their Time Realm rank if it is higher) In case of draw, roll Occult + Wits :Difficulty same as the cantrip.

SUCCESSES:
The number of successes determines how long the cantrip lasts:
1 success One turn
2 successes One minute
3 successes One hour
4 successes One scene
5 successes One day

TYPE: WYRD

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◉◉◉ SET IN STONE
Minor manipulations to the flow of time precede the Kithain learning to dam the river and temporarily stop time itself. Casting Set in Stone on a target prevents the normal effects of aging and exposure to the outside world, but does not prevent the target from normal interactions or intentional destruction. Time no longer has the same effect for the target, preventing growth, aging, deterioration, and sometimes progress. Weather patterns could remain constant for weeks, while food would stay ripe and edible indefinitely. The cantrip does not prevent intentional harm or damage, meaning the Kithain’s car may never need maintenance, but would still sustain damage in a crash. A boggan determined not to lose her aging dog keeps it from growing any older. Determined to extract valuable information, a sidhe torturer keeps any of his victim’s wounds from healing. A troll stops progress on the construction of a new bridge, despite a construction crew continuing work every day.

SYSTEM:
The Realm determines the target and the number of successes indicates how long the cantrip removes the focus from the normal flow of time.

1 success One day
2 successes One week
3 successes One month
4 successes One year
5 successes One decade

NOTE:

CHARACTERS: Characters frozen in time can't regain lost health, lost essence. They can gain balance, they can't remove it. They can lose health if attacked, they can lose more essence if it is spent. Characters do not lose blood through wounds, their hearts don't beat and so don't pump blood around their body, however they can still acquire enough damage to destroy them. Characters don't digest food or drink, they can't get drunk or drugged. To some extent the character is a pseudo -risen- without the benefits.

This status on a character should last the maximum of a day without explicit consent from the character. 
TYPE: WYRD

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◉◉◉◉ DEJA VU
Beyond the manipulation of temporal perception, past halting the flow of time around the target, the changeling next learns to relive a recent moment and re-experience the present armed with future knowledge. As time moves forward, the branching possibilities make any long-term application of the cantrip useless, but for up to a few minutes, the adept of Chronos becomes a time traveler. With such undeniable power, the changeling also accepts the risk of becoming overwhelmed with possible futures. Repeated use of Déjà Vu during the same scene becomes increasingly more difficult as the threads of fate become tangled.
A piskey courier relives the moments before she is cornered by her rivals and avoids the danger altogether; the troll bodyguard sees his client gunned down, but then experiences the moment again to push her out of the way and take the bullet; a dying selkie relives her final breath to kiss her true love one last time.

SYSTEM:
The Realm determines who or what is sent back in time, although anyone subjected to Déjà Vu without warning will be disoriented and justifiably confused. Even the caster and other masters of time magic must overcome the strain of traveling through time in order to change the future.

SUCCESSES:

The current events of the scene for targets of Deja Vu have already played out before, while no time travel has occurred for non targets the targets roleplay as if they have just arrived from a possible future.

All targets of Deja Vu lose their next turn.

But on subsequent turns they may add + 3 to all rolls. This bonus lasts for 1 turn per success rolled on the cantrip.

TYPE: WYRD

NOTE: Each use of Déjà Vu increases the difficulty of the next casting of Déjà Vu during the current scene by +1
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◉◉◉◉ TIME DILATION
The source of the Rip Van Winkle legends, dilating time pushes the target forward through time and sends her out of sync with the rest of the world. The target will age and suffer the normal effects of time passing, but the world around her barely changes. Helpful and generous, a troll quickly ripens fruit to help feed some lost children. Furious about the motley aiding his enemy, a powerful sluagh ages their house a century, causing it to rot and decay before their eyes. Under the care of the boggan gardener, newly-planted saplings grow into towering trees in a matter of moments.

SYSTEM:
As with the previous Chronos cantrips, Realm determines the target(s)

SUCCESSES:

Successes dictates the amount of time the subject experiences.

The entire cantrip lasts mere moments even when decades pass for the target.
1 success    Up to one week
2 successes Up to one month
3 successes Up to one year
4 successes Up to one decade
5 successes Up to one century

TYPE: WYRD

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NOTES:

  • When it comes to sim structure and buildings, this effect is limited to purely cosmetic effects.

PROP: Use the object damage table for determining material strength and health of object. The amount of successes rolled MINUS material strength is the total amount of damage caused to the object. Multiple uses of time dilation maybe required to damage the target seriously. 1 century isn't really that damaging to non organic matter, especially the more sturdy materials.

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ACTOR:

  • When used on sentient characters any successes of 1 -3 really don't have that much of an effect.

  • 4 successes lowers all of the characters physical attributes by one.

  • 5 successes will kill most mortals outright. Garou, Changelings, Mages can all be murdered by time. However there are exemptions (See below)

  • 5 successes require consent of characters it would kill.

  • Multiple uses of Time Dilation on vulnerable characters stack.

  • Characters who are aged must be given the opportunity to seek a way to undo the damage. Some Mages may be able to help, and the cult of Coteb can heal any condition, for a price.. Garou should have their own means. A changeling may use -naming- to undo damage. This cantrip cannot undo its own effect.

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NATURE: Used on weather fronts, the weather can be dispersed, used on trees or plants they will age by the relevant amount, use the rules established in Prop to see how this deals damage to organics. animals will suffer health damage in the same way established in Actor.

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FAE: Used on changelings, chimera, kinain, enchanted the effects are the same as for Actor. Used on hostile  Cantrips in play, this cantrip will  prematurely end them. (Or any magical effect with a duration, changeling must roll FAE against the caster of hostile magic) 

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EXEMPTIONS:

  • VAMPIRES, RISEN, WRAITH, WAN KUEI are stasis locked and so immune from aging effects. Some "Immortal" Characters are also stasis locked and immune to ageing if they have a relevant gift (Infernal gifts of thralls can grant this) Characters under the effect of "Set In Stone" are likewise Stasis locked, as are those frozen with the winter power "Stasis"

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