Chronomancers are the masters of time. They are often shadowy figures by choice, believing the world would be at risk should chronomancy become widespread knowledge, such that all of their time and effort would be wasted fixing temporal problems created by others. Many Chronomancers take the role of historians being deeply infatuated with the past and its accurate recollection; if found out to be wizards they will generally pass themselves off as 'diviners' of past events. Others may use their abilities to make a way for themselves as seers or prophets, "predicting" future events (often by simply relating their own experiences in the future) and sometimes manipulating events in the present to cause certain events to come to pass. Still others simply enjoy skipping about through the time stream to observe events and persons of importance. As a rule Chronomancers are careful when time travelling though whether they are careful not to disturb events in another time or careful to manipulate them according to their desires can vary a great deal.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Astral Knowledge Chronal Knowledge Geomancy Knowledge Magic Science Chronal |
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| Step 3: Abilities | ||
| Chronomancers gain all
the following free; Spellcast - The first sphere the mancer learns from is free and must be Chronomancic, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Chronomancic, Psionic and Common. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 14, 17 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Chronomancers start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Anchor | 5 | The character cannot be forcibly removed via banishment, dimensional transport, gateway, portal, or any form of time displacement. |
| Astralwalk | 5 | The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells. |
| Chronal Navigation | 5 | The ability to instantly know what year the character is in and how to get home. He can also perceive any chronal wormholes, gates, planar portals, etc and where they go. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +6 HP instead of 4, +6 per level. |
| Psychometry | 5 | The power to touch an object and read images and the history about any who have previously held it. The character can also deliberately imprint images and other sensations into any objects he touches. The implanted images and sensations only last for one day per WIS + the level of the character. It will be impossible for any mage or psychic reading these impressions to know what is a true impression or an implanted impression. This can be used to implant a message onto a object that can be only picked up by reading the object or to provide a false trail. The final ability of this power allows the character to psychically wipe or clean any object of any impressions. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Stitch in Time | 5 | The character can hyper accelerate his healing by a factor of x10 per melee or minute spend concentrating on his injuries. This includes regenerating lost organs and limbs. |
| True Sight | 10 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc). | ||