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Time

Purview: Prophecy, change, postcognition, time travel, time outcome. Advanced Time spells rewrite the future like any other
contraction and dilation, Pattern, dictating how immediate events will go or constructing
Time and Fate rule Arcadia; Time is the gross Arcanum of the theoretical futures mages then examine and let dissipate into
pair, governing the progression of events through the ever-ad- the shifting flow of probability.
vancing present in a way perpendicular to Fate’s subtlety. Some
Acanthus liken Time to a loosed arrow, and Fate to the archer’s The Past can be Rewritten
aim. Time governs the history and diverse potential futures of In contrast, the past is like the spun thread — set and decided,
the Fallen World. All things must pass. Legends rise and fall. unless magic alters it. Sleepers theorize about temporal paradox-
Even gods die and fade into obscurity. Nothing is eternal, save es; if someone goes back in time to avert a disaster and succeeds,
perhaps for time itself. surely they would never then have to travel back, so would never
have changed events? Magic defies causality; a mage who travels
Spinning the Thread of Time back in time can alter the cause of his own trip and more, the
magic accounting for any contradiction caused. When an object
Sleeper philosophers and scientists debate and make infer-
or person is in the past, the distortion is visible to onlookers
ences about the nature of Time, discussing theoretical problems
using Active Mage Sight with Time, and as she changes history
and paradoxes, measuring the distortion in the light of distant
everything she alters also picks up a telltale temporal aura.
stars, but always knowing that they are locked into Time’s end-
less march. Mages who study the Time Arcanum have practical
experience to marry to Sleeping theory, and quickly discover
that while some thinkers have approached something like the
truth, thought experiments don’t fully prepare them for the
Histories Unwritten
reality of temporal magic. The principle drawback of time travel in a
Sleepers often describe time as a river, but traditional Acan-
Storytelling game is that the time traveler doesn’t
undo just her actions, but those of the other player
thus instead describe it as a spinning wheel, gathering strands characters as well. This problem is exacerbated
of unspun material and binding them into a tight thread. when only one character has access to time trav-
el. If a player has gained a Beat through circum-
The Future is Unwritten stances that are then erased, the Beat doesn’t
The unspun material in the metaphor, the future is protean
vanish. If that player’s character earns more
Beats by different means in the second version of
and ever-changing. Using Time spells to access the future only events, those Beats stay as well.
reveals the most likely future at the time the spell is cast, and
foreknowledge can and often does then immediately change the
Temporal Sympathy
Temporal Withstand Withstand (Temporal
Sympathy Description (Connection) Sympathy)
Unchanged The subject has not changed with intervening time. A sealed room 5* 0
left untouched, a diamond in the same setting, a person who has
not spoken to anyone or been anywhere since the target time. The
connection is unassailable without Unmaking magic and casting
using the sympathy is not Withstood.
Strong The subject has not significantly changed; a person days later who 3 1
has not changed physically, or hours after an injury, a street after
hours of foot traffic or a building after days of habitation, a gun
that has been fired.
Medium The subject has significantly changed; a mage before joining a 2 2
Legacy, a person before a prolonged illness, an item that has been
broken or built, a street after several businesses have changed, a
building under new ownership.
Weak The subject is vastly different; a mage before her Awakening, an 1 3
item before being imbued, a different building on the same lot, a
ruin when it was new.

* “Unchanged” sympathy may only be removed with Unmaking spells.

When a time traveler returns to the present, any changes he that sympathy itself. Just as Space magic that alters sympathetic
made to the timeline “set,” becoming Lasting, and the distor- links has consequences for the people or objects concerned,
tions vanish. Dying while in the past “sets” any changes made manipulating temporal sympathy can provoke subtle effects;
up to that point. Travelers are insulated against the alterations increase a woman’s temporal sympathy with her youth and
of history; a mage who prevents her own birth returns to a world she’ll become highly nostalgic, perhaps trying to recapture it.
that does not know her, but does not vanish from existence. Destroy a building’s temporal sympathy with its past and people
While still in the past, if the spell that projected the traveler will forget its history.
backwards is dispelled, he returns to the present but any changes Magic that affects the “unspun” time of the future is unaffect-
he made to history are reversed. ed by temporal sympathy; the shifting potential timelines have
no “substance” for magic to contend with.
The Present Moves On
The Fallen World has a present, the point at which the future
becomes the past, which constantly advances. Mages who travel • Initiate of Time
back in time and look forward find that the intervening span is
still set, spun from probability to realized future history. While Divination (Time •)
it may be their subjective future, it’s in the Fallen World’s past.
From their perspective, the present is frozen at the moment they Practice: Knowing
left — if they “catch up” to it, anything they changed becomes Primary Factor: Potency
real, and the normal flow of time resumes. Spells to travel into Suggested Rote Skills: Academics, Empathy, Investigation
the future jump the subject out of time until the destination The mage can look into her subject’s most likely future.
becomes the present. Without Reach, the mage can only see generalities: “Will I
meet Anna again soon?” is a valid question, while “What time
Temporal Sympathy will the police arrive?” is too specific to return an answer. This
spell can see far into the future, such as telling the mage that
The “spun” time of the past is both more certain and useful
a young cashier might eventually become a state Governor,
to examine with magic but harder to affect, as a mage must
or that a child prodigy might become a superstar, but look-
contend with the weight of all the intervening history. Much as
ing too far from the present increases the likelihood of the
two subjects may have sympathetic links crossing Space marking
answer being superseded by the point the future becomes the
how magically related they are, a subject has temporal sympa-
present. The Storyteller must decide what the future holds,
thy with its own past selves, which influences magic used with
taking into account the nature of the story as well as cues
a past version of an object, place, or thing as its subject. The
from the mage’s questions. The caster can ask one general
more a subject has changed in the intervening time, the harder
question per level of Potency, receiving answers of “Yes,”
it is for a mage to look back at it but the easier it is to affect
“No,” or “Irrelevant.”
+1 Reach: The mage can ask more specific questions and bonus to the next action equal to Potency. This bonus can only
receive mostly accurate answers. The answers need not come in be applied to mundane instant actions; extended actions and
the form of “Yes,” “No,” or “Irrelevant.” Instead the mage can spellcasting rolls do not benefit from it.
ask questions like “Will Anna marry?” or “Will I ever bear a
child?” and receive more information, such as “Anna will meet Postcognition (Time •)
an old flame, Jason, and the two will reunite and one day marry.” Practice: Unveiling
Green Light / Red Light (Time •) Primary Factor: Potency
Suggested Rote Skills: Academics, Empathy, Investigation
Practice: Compelling
The mage can see into the past of a subject, witnessing events
Primary Factor: Duration as though she were physically present to view them. By default,
Suggested Rote Skills: Computer, Larceny, Subterfuge the caster may only view Unchanged subjects, but with Time
The mage may manipulate the subtle timings of events, •• she may view the more distant past, in which case the spell
smoothing or obstructing her subject’s progress. Cast positively, is Withstood by temporal sympathy.
the subject finds elevators and taxis arrive just as he needs them, The mage views the subject in “real time” from a moment
stop lights turn green, and he arrives on time for meetings. Cast declared when casting until the Duration of Postcognition
negatively, anything that can delay the subject will delay him. expires. While viewing the past, the mage loses all Defense and

Momentary Flux (Time •) may not take any actions or cast further spells.
+1 Reach: The mage can “scrub” the vision like a video,
Practice: Knowing speeding it up, slowing it down, rewinding it, pausing it, etc.
Primary Factor: Potency +1 Reach: The mage remains aware of her surroundings, and
Suggested Rote Skills: Investigation, Streetwise, Survival does not lose Defense.
The mage can sense whether a subject will prove beneficial
or baneful in the most likely future. The mage can see whether •• Apprentice of Time
the stranger crossing the street to approach her at night is as
threatening as he seems, or whether he has come to offer advice, Choose the Thread (Time ••)
for example. The spell itself does not tell the mage exactly what
Practice: Ruling
will happen, only whether it will prove good or bad for her. The
stranger may augur as a bad omen for her; this could be due to Primary Factor: Potency
his malicious intent — or maybe he’s running from some danger, Withstood: Resolve
or even carrying a cold. Suggested Rote Skills: Occult, Science, Subterfuge
Although often used to assess potential dangers, mages can Glimpsing the many potential futures of her subject, the mage
cast this spell with themselves as the only subject, assessing selects the optimal course. The subject’s player rolls twice for
whether their own actions will help or harm them. her next mundane dice roll, and the mage’s player selects which
Mages with Time •• may use the Temporal Sympathy Attain- dice roll takes effect.
ment to cast this spell on a subject in the past, but the spell still +2 Reach: The spell affects spellcasting rolls and super-
reveals positive or negative outcomes for the future. The spell is natural powers.
Withstood by temporal sympathy.
+1 Reach: When reacting to the information gained from Constant Presence (Time ••)
this spell, the mage gains a bonus to Initiative equal to Potency. Practice: Shielding
Perfect Timing (Time •) Primary Factor: Duration
Suggested Rote Skills: Occult, Persuasion, Survival
Practice: Unveiling
Mages versed in Time know the tell-tale signs of disruption
Primary Factor: Duration to the Patterns of time travelers, and not many Awakened are
Suggested Rote Skills: Empathy, Socialize, Streetwise willing to trust that a traveler has honorable intentions. This
The mage knows just the perfect time to act, whether it’s spell preserves its subject against alterations to the timeline. Any
with a kind (or condemning) word, a punch, or even simply alteration to history through the action of time travel provokes a
slipping out a door at the right time. This spell does not di- Clash of Wills. If the mage wins, the subject is treated as though
rectly alter time or affect others, but rather grants the subject she were returning from a trip to the past herself when history
a perfect temporal assessment of the situation. Others might settles, safeguarding her against being rewritten.
describe her as “in the zone,” mistaking her preternatural sense
of timing for incredible focus. Hung Spell (Time ••)
The subject can spend a turn during the spell’s Duration Practice: Ruling
planning an action. The subject loses any Defense and must Primary Factor: Duration
remain still while planning. A turn spent planning grants a
Suggested Rote Skills: Crafts, Occult, Expression While this spell is active, the subject becomes immune to
With this spell, the mage captures pure expressions of magic — things that worsen with time. She will not bleed out from her
spells — at the moment they enter the Fallen World, suspending wounds, and poison and toxins effectively halt their duration,
them before they take effect but preserving their Duration from as does the progression of disease. New Conditions and Tilts
decay. The subject must be a mage, who must deliberately build cannot be imposed on the subject while the spell remains in
his Imago to take advantage of this spell’s effect and pay one effect. Supernatural powers that impose effects provoke a Clash
Mana when casting. Hung Spell may entrap up to its Potency of Wills.
in spells, which remain in their caster’s spell control but do not The downside of the spell’s protection is that the subject no
take effect until Hung Spell is canceled or runs out of Duration. longer heals naturally during the spell’s Duration. More dramat-
When Hung Spell ceases, the trapped spells immediately take ic effects such as Pattern Restoration or Life magic can still heal
effect and begin their own Durations. her. More importantly, the subject cannot regain Willpower or
Many mages use the Fate 2 Attainment to set a Conditional Mana, or spend Experiences while under the spell’s effect. The
Duration on Hung Spell, so that it releases the trapped spells subject ceases aging during the use of this spell.
in response to set conditions. +1 Reach: The subject may ignore Persistent Conditions
during the spell’s Duration. Time spent under this spell’s ef-
Shield of Chronos (Time ••) fects does not count toward any time necessary for Conditions
Practice: Veiling to lapse.
Primary Factor: Duration +1 Reach: The subject may heal naturally while under the
spell’s effect.
Suggested Rote Skills: Academics, Stealth, Subterfuge
+1 Reach: The subject may regain Willpower while under
The mage shields a subject against temporal senses. While
the spell’s effect.
under the protection of this spell, any magic viewing the subject
through time (whether looking at the shielded Duration from +1 Reach: The subject may regain Mana while under the
the future, or predicting the subject’s future while in the present) spell’s effect.
provokes a Clash of Wills.
+1 Reach: Instead of simply preventing magic from uncovering ••• Disciple of Time
the subject during the Duration of the shield, the mage may
design a false series of events that inquisitive powers “uncover” Acceleration (Time •••)
instead of the truth. Attempts to magically discern the illusion Practice: Perfecting
provoke a Clash of Wills.
Primary Factor: Potency
Tipping the Hourglass (Time ••) Cost: One Mana
Practice: Ruling Suggested Rote Skills: Athletics, Drive, Stealth
Primary Factor: Potency The mage can greatly accelerate her subject’s temporal mo-
tion. From the perspective of onlookers she becomes a blur as
Withstood: Resolve if moving in fast motion, acting with impossible speed. At high
Suggested Rote Skills: Athletics, Crafts, Investigation enough levels, mundane creatures simply cannot perceive her
The mage can momentarily alter the flow of Time, causing at all, save perhaps for hair raising on the neck or a gut feeling
it to speed up or slow down for a subject, but not drastically. that something is not quite right.
While the spell might allow the subject extra time to dodge an Multiply the subject’s Speed by Potency. While under the
oncoming car or slow an enemy’s movements as though he were spell’s effect, the subject always goes first in a turn unless he
drunk, it won’t let her go back in time to avoid the car or the chooses to delay his action, in which case he may interrupt any
angry assailant entirely. The caster may add or subtract Potency other character’s turn with his own as a reflexive action, then
from the subject’s Initiative. Subjects who have already acted in return to the front of the Initiative queue the next turn. Other
a turn before having this spell cast upon them do not act again characters using pre-empting powers provoke a Clash of Wills.
on their new Initiative rating. Acting in such accelerated time makes the subject very hard to
Veil of Moments (Time ••) hit, but only as long as he is able to concentrate; his Defense
does not change, but add Potency to Defense before doubling
Practice: Shielding it for Dodge actions (p. 217). He may employ Defense (and
Primary Factor: Duration Dodges) against firearms.
Suggested Rote Skills: Medicine, Investigation, Subterfuge +1 Reach: Divide the time per roll of extended actions taken
by the subject by Potency. The spell has no effect on the ritual
The mage can ward off the deleterious effects of advancing
casting interval of mages.
time on her subject. This spell cannot undo effects, but can
create enough of a buffer between the subject and Time’s endless +1 Reach: For a point of Mana, Dodge actions taken while
march to buy what a mage needs most — time to think. under this spell’s effect have the rote quality.
Chronos’ Curse (Time •••) Shifting Sands (Time •••)
Practice: Fraying Practice: Fraying
Primary Factor: Potency Primary Factor: Potency
Cost: One Mana Suggested Rote Skills: Academics, Occult, Survival
Withstood: Stamina The mage may step back through time a short distance, un-
Suggested Rote Skills: Academics, Occult, Intimidation doing a few precious seconds. This spell sends the subject back
The mage slows his subject’s experience of time to a crawl. To through time a number of turns equal to Potency. The subject
the subject, everything seems to move at dazzling speeds, while retains any injuries and Conditions gained in the undone
she feels like she’s caught in a dream, unable to run or punch turns, and spent Mana and Willpower do not return. Spells
or move properly. She can’t even speak normally to others while cast on her person in the undone time remain as long as she
affected — while from her perspective her words are clear enough, cast them. All other spells she may have cast or had cast on her
to everyone else they’re a long, impossibly drawn-out sound. in the intervening time are canceled. Until the subject catches
up to the present, the distortion caused by this spell is visible
Divide the subject’s Speed by Potency, rounding down. If
under Active Time Mage Sight. Once she does so, any changes
Speed reaches 0, the subject is effectively moving so slowly she
she made to history become Lasting.
appears rooted to the spot. While under the spell’s effect, the
subject always goes last in a turn. The subject’s Defense is also +1 Reach: The subject travels back a full scene. This Reach
reduced by Potency. effect may be applied multiple times.
+1 Reach: For a point of Mana, the subject loses Defense
against attacks.
Temporal Summoning (Time •••)
+1 Reach: Multiply the time per roll of extended actions taken Practice: Weaving
by the subject by Potency. The spell has no effect on the ritual Primary Factor: Potency
casting interval of mages. Suggested Rote Skills: Athletics, Investigation, Persuasion

time 189
We are all the sum of our previous selves, and with this spell
a mage can call those afterimages forth. Cast upon an object,
area, or living being, this spell replaces its subject with an earlier
version of itself, chosen by the caster. Without the Temporal
Sympathy Attainment, only Unchanged pasts may be brought to
the present, but this is still sufficient to remove most Conditions
and heal injuries. By employing Temporal Sympathy, the mage
can restore ancient ruins to their inhabited state, return her en-
emies to childhood, or even bring the dead back to life. When
the spell’s Duration ends, the subject immediately returns to its
present self. Injuries, Conditions, and other effects imposed on
the subject while Temporal Summoning is in effect transfer to
the present version of the subject when it returns.

Weight of Years (Time •••)


Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Crafts, Intimidation, Medicine
Structures decay, bodies age. Toxins build up in muscles, and
materials become brittle. The mage can inflict these processes by
Perfecting the passage of time on her subject. This is an attack
spell, inflicting its Potency in damage to objects and structures.
This damage directly affects the object’s Structure, and reduces
its Durability by 1 for every 2 points of Structure lost. When
used against living things, the spell deals bashing damage equal
to Potency. At the Storyteller’s discretion, immortal creatures
like vampires might be immune to the damaging properties of
this spell.
+1 Reach: The spell reduces living subject’s Athletics by
Potency through sheer exhaustion.

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