Temporal & Dimensional Edges
Temporal Warrior [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Warrior and an interdimensional thief. You favor disorientation and tricks in order to even the odds. You gain access to basic Temporal and Dimensional Trappings. You also gain +2 to stealth and lockpicking rolls. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. Your tricks can cause a wound. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time. Temporal warriors can get the following Ley Line Walker and Shifter abilities as advances:
- (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Ley Line Walker) Ley Line Regeneration, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Temporal Wizard [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Wizard and master interdimensional thief. Concealment, deception, and confusion are your tools of choice. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. You may reduce the power point cost of temporal and dimensional trapped spells you cast by one if you get a raise on the Spellcasting roll. This stacks with the Wizard Edge and the Hero’s Journey result. This cannot reduce a spell’s cost below one. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time, and you may spend 2 P.P.E. when rolling your Spellcasting skill when using a spell with a temporal trapping to gain a +1 to the roll, or 4 P.P.E. for +2. Temporal wizards can get the following Ley Line Walker and Shifter abilities as advances:
- (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Attune Object [Weird]
Requirements: Access to Temporal Edges, Novice
The master of temporal magic can biologically lock an object so that only he may use it. The chosen object only works for owner, but must be attuned by sacrificing 1 P.P.E. until the object is no longer attuned. This process takes one minute. The hero can end this effect with a free action. It also drops attunement when the character falls unconscious, including sleep. There is no known counter to this ability aside from unconsciousness.
Dimensional Magic [Professional]
Requirements: ARES, Ley Line Walker, MARS or Shifter Iconic Framework, Master of Magic, Spirit d8+, Veteran
You have access to the Dimensional Iconic Trappings. You can carry up to Spirit pounds of gear in a pocket dimension, which you can access as an action.
Dimensional Pockets [Background]
Requirements: Temporal Warrior, Temporal Wizard, or Dimensional Magic, Spirit d8+, Novice
The hero increases his capacity in his pocket dimension to Spirit times three in pounds.
Dimensional Envelope [Background]
Requirements: Dimensional Pockets, Spirit d10+, Heroic
The hero increases his capacity in his pocket dimension to Spirit times five in pounds. Further, he can now remove items stored there as a free action.
Temporal Magic [Professional]
Requirements: ARES, Ley Line Walker, MARS or Shifter Iconic Framework, Master of Magic, , Spirit d8+, Veteran
You have access to Temporal Iconic Trappings. You also have a flawless sense of time. Additionally, you may spend 2 P.P.E. to gain +1 your Spellcasting roll when using a power with a temporal trapping or 4 P.P.E. for +2.
Time Stands Still [Wild Card]
Requirements: Wild Card, Access to Temporal Edges, Spellcasting d10+, Seasoned
Temporal Wizards and Warriors often find themselves living between the ticks of the clock. This Edge grants an extra action to the character. There is no multi-action penalty for this action, and it can be a repeat action, such as casting a spell, firing a gun, or swinging a sword again. You also double your existing pace.
Time Warp Send [Power]
Requirements: Access to Temporal Edges, Spellcasting d8+, Novice
Your future or past self sends an object just when you need it most. With this edge may act as if you have the Scavenger Edge by expending 2 P.P.E. and making a successful Spellcasting test. On a raise, you may pull an extra item, or the item pulled provides a one time +1 bonus to a single trait test (based on the item pulled, GM’s choice). Failure means one must wait five minutes before trying again. A critical failure locks access to this ability for 24 hours or until the end of the Session, whichever comes first.
Time & Space Warp [Iconic]
Requirements: Temporal Wizard or Temporal Warrior, Legendary
You can glimpse just ahead in the future and have an idea of how to stop it. Once per Session, you may spend 3 P.P.E. to interrupt another’s turn, as if you were on hold. During this state of awareness you double your base Pace for one round and gain +1 for any opposed actions that round. Otherwise it acts as if you were on Hold. You may not have taken your turn already the turn you use this ability.
Temporary Time Hole [Iconic]
Requirements: Wild Card, Temporal Wizard or Temporal Warrior, Seasoned
With an action, a successful Spellcasting roll, and 5 P.P.E., you may move the current encounter and all its participants from it’s current location to a featureless plain somewhere in the Megaverse. The terrain inside the Time Hole looks like a barren landscape of dry earth and the occasional boulder. They sky seems to be an endless ocean of flowing white clouds that move across the sky without the presence of wind. There are no additional people, buildings, vegetation, animals, food, or water. This does not change your opponents, or cause them any further distress, though it will change the nature of the battle in terms of terrain, cover, and proximity to a ley line. The Caster must make a Vigor check or suffer a Fatigue level.
Time Warp Fast Forward [Iconic]
Requirements: Veteran, Temporal Wizard
Some Temporal Wizards become so in tune with time that they are capable of skipping forward through time in the blink of an eye. Temporal Wizards with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can fast forward by a few second, minutes, or even hours and reappear in the exact same spot. Note, this is the ability to move through time not space, the hero can only reappear in the same location. Although hours may have passed for everyone else it is only a moment for the Wizard meaning no existing conditions will have had time to recover (fatigue, power points, etc.). Though it costs no PPE, the Wizard must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Wizard has a full night’s rest. Time Warp Fast Forward cannot be used to transport others, but see Improved Time Warp Fast Forward below.
Improved Time Warp Fast Forward [Iconic]
Requirements: Heroic, Improved Time Warp Fast Forward
A truly powerful temporal ability. The hero can carry up to his Smarts die in passengers when he jumps forward in time. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.