Getting About
As covered in the previous sectäon, subjective distance seems to function normally. When a cliaracter paces off 10 yards from another character, they are 10 yards apart when considering combat, spell range, and so on. But there was also mention of a lack of solid ground and the problem with gravity being an independent sensation. How, then, does a character walk at all? And what happens to a dropped item?
Movement
How characters move is affected by their perception. The character knows that 10 paces should carry a person so far, and that running covers that distance so much faster. The character's mind is providing the force needed to move forward, Does it kiok like walking? Yes. Does it feel like walking? Yes. Do the muscies get tired? Yes.
So can characters mentally propel themselves forward and not pretend to walk at all, like on the astral plane? No. Their minds are still linked with reality and must behave under the proper laws. Consequcntly, swimming behaves the same way, since thc force of buoyancy surrounds a waterborne creature, but flying does not. Flight depends on the force of aerodynamics in defiance of gravity, not propulsion againsl a solid. Winged creätures must walk.
Inertia
On Temporal Prime, Inertia is a stored force, not an active one. This means is that, once a tluown or mechanically launched object leaves contact with its hurler, it is frozen In place. Drop a stone from arm's length, and it hangs there, seemingly weightless, until another creature takes hold of it, and weight and inertia return. Shoot an arrow or throw a dagger, and it freezes as soon as it loses contact with the bow or hond.
Now remember, the force is stored, not lost. If another creature were to touch one of these fired arrows or thrown knives, the stored inertia kicks in once again, and the arrow pulls out of his grasp. As soon as the item loses contact, it freezes again. If the creature was stupid enough to toueh the projectile while standing in front of it, it would penetrate, doing normal damage. Tliis effect pretty much nullifies ranged combat on Temporal Prime, but a few of these inertia-charged weapons make passable booby traps. Also, any such frozen iteni that is brought back into reality immedialely expends its inertia and continues on its way unhindered.
Note: It must be a creature, not plant life, that contacts the object. Also, creatures native to Tcmporal Prime do not trigger the latent inertia, since their own physical laws work differentiy.
Mapping the Realm
The driving interest behind the study of chronomancy is time travel, the ability to visit the past or future, the wielding of power over the natural coirrse of events. What else holds as much potentiai for personal gain and expands the horizons of every world in existence?
Temporal Shortcuts
Turbulence is the result of an unnaturai disturbance in the timestream. Tlie physical indications vary, but there is always a heavy disruption in the mist-smoke of Temporal Prime. Possihle effects are alternating dense and thin pockets, whirlpooling, color changes, and, in the most severe cases, a temporary reversal of flow. All of these directlv represent a disruption to the momenhim of time. If properly read, turbulence can indicate the location, severity, and type of disturbance. Roll ld20 and consult Table 11 to determine the types of turbulence encountered.
Table 11: Turbulence Sources | |
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Roll | Source |
1-10 | Vortex |
11 | Maelstrom |
12-14 | Timestorm |
15-18 | Spell effect |
19-20 | Change in history |
Vortex
Follow anv turbulence to its source, and the chances are good that its cnuse is a vortex. These phenomena look like whirlpools of energv and the mist-smoke of Temporal Prime. The energy flashes in a spiraling descent from top to tip, several bolts always present within the vortex, and bolts entering and leaving every few seconds. Mist-smoke trails down the tunnel much slower, and most of it escapes before reaching the bottom. The mist- smoke usuallv keeps the whirlpool moving and veers off in the small spinning tendrils characteristic of vortices.
A vortex connects to one or more other points in the timestream, altowing days, weeks, or even years to be covered in just a few hours. All a traveler has to do to utilize this convenient bypass is foJlow the spiral along the wall (travel within a vortcx is iimited to the sides) from top to spout. This helps the creature synchronize with the change in time's momentum so it can pass through the spout. If the vortex eonnects to more than one point, the flashes of energy and trails ol mist-smoke overlap in 1d4 confusing spirais. Each spiral corresponds to another point the vortex connects to. A Wisdom check must be made to be able to follow a particular path, and a -1 penalty is applied for each additional spiral in the vortex.
After passing through, the creature is in the bottom of another vortex, which could be located anywhere within the timestream. The creature may leave by traveling straight up the side (no spiraling is necessary). Moving downward sends the creature back to the vortex it just left, or in the case of a vortex with multiple spirals, throws the creature to a random point of contact.
To determine randomly how far the vortices span, ro!l 1d100. The result is the number of davs between any two points. If the result is 95-00, roll again and consider the span to be in months. If the first result was 99-00, or the second resull a 95-00, rotl again and consider the span to be in years. Vortices can also be within a few days of each other and span large distances cross-stream.
Vortices range in size from 10-60 yards across and deep according to how long thev've been around. This also affects the distance they span and how many connections they have. A four-point vortex, or a vortex which spans years, is extremely large and very old. Vortices are numerous and can be found nestled within the lifelmes at irregular intervals. The minimum distance hetween them is about three days' travel; the maximum is about two weeks apart. Vortices are relatively stable, which means they can be mapped out, giving the chronomancer a rough map through time and reality, but thev can also be created and elosed, so the map is not always accurate.
Maelstrom
A maelstrom is a large network of vortices that connect on a specific timestream to ench olher as vvcll as to those of different planes of existence and other worlds. A maeistrom tooks like a giant storm brewed from the mist-smoke, with large vortices (the 60-yard type) fighting for dominance, and smaller vortices branching off from thesc. The turbulence can range for several days' worth of subjective distance, and Lifelines bend sharply to avoid this obstacle.
Anvwhere from lour to seven (l d4+l) large vortices are present in a maelstrom. Called anchor vortices, these all have four spirai patterns, and a few have smaller vortices spiraling out inside waüs. Consult Tahle 12 to determine these vortices' connections. For all large vortices, apply the -3 penaity to Wisdom for midtiple spiral patterns, regardiess of the number of connections. The smailer vortices are standard types, the onlv difference being an extra -1 penalty to Wisdom checks due to their positioning inside another vortex.
Table 12: Anchor Vortlces | |
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Roll | The Vortex's Connections |
1-5 | Four-point vortex, all same üme- stream. |
6-10 | One-point vortex with a span of 5dl0 yeaxs. |
11-12 | Two-point vortex to another plane, same world. |
13-14 | One-point vortex to another plane, different world (nearby) |
16-18 | One-point vortex to another world, different crystal sphere.* |
19-20 | Two-point vortex to another world, different crvstal sphere* |
While maeistroms have never been ciosed (whether by design or on their own), the vortices within thcm sometimes change destinations (25% likely witli each visit). Often (75% likeiy with each visit), the number of vortices shrinks until a maelstrom has only the minimum of four. The changes are thought to come from direct manipulation of the maelstrom by time dimensionals or Cuardians (see page 59).
Timestorms, Spell Effects, and Changes in History
These types of disruptions are dealt with in the appropriate sections (timestorms: pages 36-37; spell effects: Chapter 6). Historicai changes are discussed as follows.
Changing History
Some of fhe biggest DM headaches from time travelling are the problems a change in history brings. What happens to the memories? How quieklv do the changes proceed forward? What is the effeet on Temporal Prime? Most of these questions are left to the judgment of the Dungeon Master, since it is hard to place set rules on all possible tamperings with time. Bv following the basic guidelines of the momentum of time, however, much of this chore is covered.
Mechanics of a Paradox
Any ehange to the naharal order of events produces turbulence on Temporal Prime. This turbulence usualy begins at tbe point of the event and spreads downstream in a cone-shaped field of mist-smoke disruption as the change's area of effect spreads to include more creafures. Limited patches ot upstream turbulence are common, since changing the natural order of events is one ot the most severe disruptions to the momentum of time. The subjective dimensions of the affected area and the length of subjeetive time for which the turbulence exists depend on the magnitude of tlie change. A sleeper change, in which a piece of information or an action is inserted into the natural order with no effect until a later date is slightly different. The turbulence pattern here is a long, thin ribbon that blossoms into a major disruption at the activation point.
The momentum of time resists any radical change and attempts to smooth out the trouble as soon as possible. 1t rearranges the lives of certain individuals to account for the change without major restructuring. Lifeiines, wiiich are usually set in place, write and shift slowly as the creatures they represent are molded inlo the new history. The overall effect is usually a drastic change to short-term history but little change, if any to iong-term history. It's a gradual process, but eventually everything works out.
By appearing in the past or future, a character automaticaUy causes a slight turbulence that lasts for as long as he remains. The traveler's pofcential to change events puts this time period into a state of flux, and the longer thetraveller remains, the more likely he is to cause a dramatic change. The turbulence pattern is widespread until the chronomancer applies his influence.
If the chronomancer performs a minor change in this time period (say, preventing the robbery of the town treasury), the turbulence might extend for a few months' worth of distance on Temporal Prime, The area surrounding the lifelines of all affected people would be in a state of readjustment. Slowly, starting at the event point and moving downstream, the turbuience would clear, and the timestream would appear normal.
For a minor change, the time it takes for turbulence to clear is roughly one fourth the objective distance affected. If two months of actual time (the downstream objective distance) were affected, two weeks would pass on Temporal Prime before the turbulence clears. If the event was much more prominent (sav, preventing the assassmation of a great ruler), it would set up a chain of events that would rearrange lifelines and create turbulence for years. ThLs is more than an extended version of the above scenario, since such activity is not always advantageous for the chronomancer.
Dealing with the Paradox
A chronomancer can change history with ease, but the effect of the change is doubtfuL The chronomancer cannot always predict the exact nature of the changes, since the Wizard and the momentum of time are probably working toward two separate ends.
Buying up the land where Imperial City shouid someday stand could create turbulence, especially where the chronomancer's personal fortune is concemed. However, the momentum couid easily rearrange lifelines so that the Empire chose the Iands next to those belonging to the chronomancer or, worse, merely confiscated the lands instead of paying for them. The problem is solved, and the chronomancer is also out a fair bit of pocket money.
Here's a mttre difficult problem. A chronomancer appears at a battle 200 years in the past and assassinates a great general. The event causes such a large upheavai that turbuience upstream of the event rearranges the chronomancer's iifeiine artd causes the arrow of slaying to miss. Any determined character should be able to accomplish this task, though, so eventualiv the general dies. Thc turbulence is incredible, so much so that lifelines are affected far upstream of the incident. After rearrangement, it is discovered that the general wasn't so great after all. It was his lieutenant that made up most of the battle plans, and this lieutenant was able to take over the job easily. The history books are written differently, but the overall effects are the same (the battles were still won, and the country had its hero).
All chronomancers who have an interest in the event are likely present at the same time. The decisive battle of a war might be lousy with Historians, Gtiides, and Travelers. Chances are there are some who would oppose any changes. Sideline fights often develop, taking precious time away, so few if any changes are actually made. So why doesn't the chronomancer go back and do it again? Remember the rule about doubling your üfeline? It is not possible. Tlie chronomancer could go back further and try to set up more favorable conditions, but it's a DM's judgment call as to whether the changes progress in the chronomancer's favor.
What if a chronomancer travels back to a time he didn't exist in and remains there long enough to overlap with a point where he did? In a timeline from A to Z, tets say the wizard is born at D and becomes a chronomancer at G, The wizard then skips ahead to P, hangs around until R, and then goes back to H. There is no problem yet, but let's say the wizard forgets where he carne in before and tries to stay until Q. From time P to Q, the chronomancer has aiready existed on this plane. Attempting to double lifelines is the main ingredient for a timestorm, as detailed on pages 36-37.
A sleeper change requires some extra care. Sleepers are things like the chronomancer traveling to the past and leaving a message that will later be given to him. This message could warn of an event or give investment advice. The turbulence is slight, since there is no interaction until a certain point. The problem is that the sleeper directly confronts the momentum of time and is generally shifted severely before it reaches its goai. Perhaps the message is lost, or an enemy of the character gets it first. Perhaps it is received, but the momentum of time has already shifted so tliat the new knowlcdge is useless. How much the chronomancer can get away with is up to the DM, but a sleeper should never end up working smoothly.
A Lasting Impression
While the momentum of time is working to smooth the temporal flow, affected portions of the timestream are kept in a state of flux, making them more susceptible than normal to manipulation. As a result, any change made by outside influence has a greater chance of remaining as an important event in the time-space continuum, but it's most likelv mutated from its original intent. This involves some thnught on the Dungeon Master's part, but nothing too difficult.
Take ihe ea rlier example of the chronomancer slayihg an important general. There is intense turbulence on Temporal Prime over a period of several years while the momentum of tirne works to smooth matters out. During this time, anotherchronomancer (or the same one—perhaps the initial act was to set up these chaotic circumstances) slips into reality two days after the general's death, posing as the replacement. The momentum of time latches onto this action as a solid core on which to rebuild a workäble short-term history. The chronomancer is accepted as the replacement and might even go on to win a major battle or two (or he may wish to sabotage the war effort, in which case tlne battles are lost). Now the momenturn of time reworks short-term history in a way fhe chronomancer did not foresee.
Assume tliat the chronomancer was a saboteur and a few major battles were lost. The momentum of time has built for this army to win the war, so pressure is put on a minor commander. He wins bâttles he would have lost, and he cventually wrenches the reins of control from the chronomancer and wins the war, Victoiy is still gained, and the commander fills the vacancy left by the general.
But, whatif the chronomancer was trying to help? He wanted to gain the glory or to do the job with less bloodshed—whatever the momentum of time still latches onto ihe wizard as a focal pomt for the short-term history, but as a sacrificial being. Once the chronomancer assumes command, reality is warped sucli that he is the target of multiple assassination attempts until one succeeds. A second martyr (the wizard) inspires three military commanders to their peak ability, They mop up the opposition and form a police state that lasts the duratton of the turbulence. This police state keeps everytliing under tight control while the natural order is in in flux, and the last event before tlie turbulence dies away is the shlfting back tö the way things were supposed to be after the war. Second-guessing temporal momentum is a risky thing. A chronomancer should remain on the sidelines or get in and out fast.
Travelling an Objective Mile
Travel thrcmgh Temporal Prime is accomplished through the power of the mind, and subjective distances are unchanged. Objective distance, however, is related directly to the Wisdom of the creature. When a crealure moves downstream, it travels into the future. But do a dozen paces equal tme minute or one day of time passed in reality? If the creature travels cross-stream, does each pace equai one yard or one miie?
The answer to both questions depends on the state of temporal activity the creature has reached—how less linear it has become. A creature with a high Wisdom reaches a higher state and can encompass more of Temporal Prime. In effect, it ts increasing the objective distance covered per day of travel.
To figure out objective distance for one day's travel upstream or downstream, square the Wisdom of the creature. This is how many days pass in reality. For exampie, if the creafure possesses a Wisdom of 10, one day of downstream travel places the creafure 100 days into the future. This is ail in addition to the normal four-to-one time differential, so it could be said that, for the downstream traveling creature in the example, 100 days plus six hours passed in reality.
By comparison, cross-stream travel is not quite so generous. Wisdom is still the deciding ability score, but the number of true miles covered is Umited by the laws of Temporal Prime. The main limit is that the timestream has a set diameter, while the plane it represents is infinite. Also, as objective distance shrinks in the cross-stream direction, the physical obstacles of the lifeiines begin to interfere witli travel. Consult Table 10 for the cross-stream objective distance modifier. Tiike the modifier and muitiply it by the creature's normal movement rate. A creature with a Wisdom of 10 and a movement rate of 12 would have a modified movement rate of 18. This does not take the four-to-one time differential into account, so after a normal day's travel (in this case, around 36 miles), only six hours have passed in reality.
Table 10 Travel Modlflers | |
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Wisdom | Distance Modifier |
1-4 | 1.00 |
5-9 | 1.25 |
10-15 | 1.50 |
16-23 | 1.75 |
24+ | 2.00 |
Spells or magicai items that increase movement only work if they affect the need for rest. (This rule does not nullify a spell like Articus's melee manager. since it affects ihe mind, not the body.) A typical day of travel calls for 10 hours of movement, allowing for rest stops and meals. Tiiis allows double the creature's movement rate in miles per day. A forced march can increase thls to 2.5 times the movement rate, but then physical exhaustion can become a problem. A potion of vitality would cure this difficuity. After all modifiers have been applied, the creature with a movement rate of 12 and a Wisdom of 10 would be able to make 45 forced-march miles per day (again, not counting for the time differential).
Note that groups move at the rate of the slowest memher of the group.
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