Difference between revisions of "Test Page 7"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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This page explains the timekeeping model and action economy that Trinity uses.  
! colspan="14;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Epochent</font></div>
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|-
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| colspan="2"|&nbsp;
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| colspan="5" style="background:#F8E799;"|'''Jikuu'''
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|-
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|width="10%"|'''Level'''
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|width="30%" align="left"|'''Special'''
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|width="12%"|''Quanta Acquisition''
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|width="12%"|''Max Quanta Pool''
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|width="12%"|''Max Jikuu Grade''
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|width="12%"|''Spheres''
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|width="12%"|''Jikuu Known''
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|-
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|1 || align="left"|Tracer || Minor || 3 || Hadronic || 1 || 4
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|-style="background:#FAF0C0;"
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|2 || align="left"|Chronos Lore || Lesser || 6 || Hadronic || 1 || 6
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|-
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|3 || align="left"|&nbsp; || Lesser || 9 || Hadronic || 2 || 7
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|-style="background:#FAF0C0;"
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|4 || align="left"|Chronos Lore || Lesser || 12 || Baryonic || 2 || 8
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|-
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|5 || align="left"|&nbsp; || Lesser || 15 || Baryonic || 2 || 10
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|-style="background:#FAF0C0;"
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|6 || align="left"|Chronos Lore || Moderate || 18 || Baryonic || 2 || 11
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|-
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|7 || align="left"|&nbsp; || Moderate || 21 || Mesonic || 3 || 12
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|-style="background:#FAF0C0;"
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|8 || align="left"|Chronos Lore || Moderate || 24 || Mesonic || 3 || 14
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|-
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|9 || align="left"|&nbsp; || Moderate || 27 || Mesonic || 3 || 15
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|-style="background:#FAF0C0;"
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|10 || align="left"|Epochent Talent || Greater || 30 || Bosonic || 3 || 16
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|-
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|11 || align="left"|&nbsp; || Greater || 33 || Bosonic || 4 || 18
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|-style="background:#FAF0C0;"
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|12 || align="left"|Epochent Talent || Greater || 36 || Bosonic || 4 || 19
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|-
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|13 || align="left"|&nbsp; || Greater || 39 || Fermionic || 4 || 20
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|-style="background:#FAF0C0;"
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|14 || align="left"|Epochent Talent || Major || 42 || Fermionic || 4 || 22
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|-
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|15 || align="left"|&nbsp; || Major || 45 || Fermionic || 5 || 23
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|-style="background:#FAF0C0;"
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|16 || align="left"|Epochent Talent || Major || 48 || Leptonic || 5 || 24
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|-
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|17 || align="left"|&nbsp; || Major || 51 || Leptonic || 5 || 26
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|-style="background:#FAF0C0;"
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|18 || align="left"|Epochent Talent || Grand || 54 || Leptonic || 5 || 27
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|-
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|19 || align="left"|&nbsp; || Grand || 57 || Leptonic || 6 || 28
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|-style="background:#FAF0C0;"
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|20 || align="left"|Epochent Talent || Grand || 60 || Leptonic || 6 || 30
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|}
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&nbsp;
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If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.
  
=Epochent=
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=Timekeeping and Action Economy=
[[Image:Timebot2.png|thumb|450px|right|Nox, iconic epochent]]
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The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.
: ''"Time is not a linear thing, but a nebular web of existential freedom..."''
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Time is a powerful thing. Those who study the nature of Time gain insights into its passage of which laymen can only dream; not content to be carried along by the river of moments, epochents seek to take control of their own fate, twisting time and space to their whims to accomplish that end. Through long years of study, epochents learn how to attune themselves to the timestream itself: rather than letting seconds pass by, epochents transform their bodies and minds into a quantum net, allowing them to capture the tiniest motes of temporal energy. This temporal energy - this ''quanta'' - is the epochent's source of power: with it, the learned chronist can alter gravity, space, even time itself, allowing her to unshackle herself from the relentless march of moments.
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==Combat Time==
 +
The smallest units of time we track is ''combat time'', which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.
  
Epochents often have a distorted - from the perspective of others - view of reality. Their ability to break the linkage between cause and event, even the power to change the course of history, gives them a distinctly alien outlook on events around them; for an epochent, this reality is merely one of an infinite number of possibilities, one that they only happen to inhabit by chance, and - if something occurs that is not to their liking - they may very well be able to make it such that that thing never came to pass to begin with. That such a task would result in a paradox is of no concern to the epochent; to her, "paradox" is simply a term that the unlearned use to describe something they think is impossible. For the epochent, the impossible is merely the improbable, and so long as that sliver of probability exists, time can be bent and hammered to her whim to make what was once only a mathematical possibility the reality that everyone remembers.
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''Combat time'' is tracked in ''rounds'', units of time that cover 6 seconds. Each participant in the encounter (generally) has a ''turn'' in each ''round'', in which they can take a number of ''actions''. Some effects allow characters to have more than one ''turn'', while other effects can cause a character to lose their ''turn''.
  
However, not all epochents deal solely with time. Time and space are intricately interwoven, and as such, epochents are able to command several other aspects of reality, even the concept of enumeration itself: the passage of time is a numerical march upwards from zero, and thus more esoteric epochents are able to interact with reality through manipulation of its numbers. Less esoteric are the studies of celestial objects and gravity; while both seem tangential to time, they are an integral part of space, and as such epochents who choose to do so can learn how to manipulate these facets of existence, as well. Some judge these epochents as lesser than those who interact with time directly, but the power they wield over objects that exist in space or the fields of gravity that bind them together can become just as overwhelming as the power to change history, albeit in a different fashion.
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===Initiating Combat Time===
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When an encounter occurs, all participants roll ''initiative''. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.
  
Ironically, while an epochent can modify the world around her, while those in the changed world remember events as she shaped them, she does not: the epochent, through being the agent of change in the timeline, recalls her own twisted path through time, and events that she may remember clearly become fiction to those closest to her. As an epochent progresses in her career, this possibility almost universally becomes certainty: most powerful epochents have very clear, very real memories of events that have since been removed from time entirely. It should be no surprise that no small number of epochents gradually lose their minds and become lost in the tides of time, being utterly unable to relate to anyone due to just how much they changed reality from the one they remember.
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Once all participants have rolled ''initiative'', play proceeds in order from highest to lowest ''initiative''. Once the participant with the lowest ''initiative'' has taken their ''turn'', the ''round'' ends and a new one begins, starting with the participant with the highest ''initiative''.
  
==Game Rule Information==
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===Combat Action Economy===
Epochents have the following game statistics.
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During your ''turn'', there are four primary types of actions you can take: ''full'', ''standard'', ''move'', and ''free''.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Time.
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On a normal turn, you gain one ''standard'' and one ''move'' action. You can combine one ''standard'' and one ''move'' into a ''full'' action. You can convert a ''standard'' into a ''move''. You can take as many ''free'' actions as you like, within reason (typically three or four at most).
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
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===Basic Actions in Combat Time===
  
'''Abilities:''' Intelligence, Wisdom, and Bravery are important to the epochent. Intelligence determines her ability to wield jikuu effectively; Wisdom improves her capacity for ''quanta'', and thus improves her staying power; and Bravery helps her fend off ''paradox'', which can cripple her ability to manipulate the timeline.
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===Combat Time at the Table===
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In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.
  
'''Hit Points at 1st Level:''' 5 + Con score.
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Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
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==Exploration Time==
 +
One step above ''combat time'' is ''exploration time''. This is an entirely novel concept to Trinity (and is partially imported from ''Journey'', a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.
  
'''Healing Surges:''' 6 + Con modifier.
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''Exploration time'' is tracked in ''hands'' and ''watches''. A ''hand'' is a unit of time that covers roughly 12 minutes, while a ''watch'' covers 20 ''hands'', or 4 hours. So five ''hands'' equal an hour, and six ''watches'' equal a day.
  
'''Defenses:''' Fort +0; Ref +2; Will +4; Det +2.
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The real-world duration of a ''hand'' comes from an interest in codifying the amount of time a ''short rest'' takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.
  
'''Starting Age:''' Complex.
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During a ''hand'', characters are assumed to be taking their actions more or less simultaneously. Thus, while we use ''initiative'' in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the ''hand''. Once all characters have declared their actions, those actions are all resolved simultaneously.  
  
==Class Features==
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===Exploration Action Economy===
All of the following are class features of the epochent.
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During each ''hand'', there are four primary types of actions you can take: ''broad'', ''narrow'', ''traversal'', and ''quick''.
  
<div id="Proficiencies">
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On a normal turn, you gain one ''narrow'' and one ''traversal'' action. You can combine one ''narrow'' and one ''traversal'' into a ''broad'' action. You can convert a ''narrow'' into a ''traversal''. You can take as many ''quick'' actions as you like, within reason (typically three or four at most).
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
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|}
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'''Weapons:''' Any three.
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'''Armor:''' Cloth.
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===Basic Actions in Exploration Time===
  
'''Implements:''' [[D20_Mechanic:_Implements#Measures|Measures]], [[D20_Mechanic:_Implements#Pendulums|pendulums]].
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===Exploration Time at the Table===
 +
Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given ''hand'', you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.
  
<div id="Jikuu">
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Remember that a ''hand'' represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu</font></div>
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|}
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The epochent's ability to manipulate time are collectively known as ''jikuu'', and are grouped in ''spheres'', which are particular specializations within the study of time and temporal phenomenon.
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&nbsp;
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==Adventuring Time==
 +
Above exploration time is ''adventuring time'', which is used to track overland travel.
  
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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''Adventuring time'' is tracked in ''compasses'' and ''cycles''. A ''compass'' covers about 60 minutes, while a ''cycle'' covers roughly a day, so there are 24 ''compasses'' in a ''cycle''. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.
! colspan="57;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Temporal Spheres</font></div>
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|-
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|width="10%"|'''Sphere'''
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|width="80%" align="left"|'''Description'''
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|width="10%"|'''Base Jikuu'''
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|-
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|Celestial || align="left"|Deep within the void of space are celestial objects, and chronists are able to manipulate these objects to their own ends. || something
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|-style="background:#FAF0C0;"
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|Gravity || align="left"|Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. || ''[[Time:_Gravity_Jikuu_List#Drop|drop]]''
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|-
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|Null || align="left"|Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. || ''[[Time:_Null_Jikuu_List#Ruin|ruin]]''
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|-style="background:#FAF0C0;"
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|Numbers || align="left"|Time is often measured, be it by seconds of the clock or grains of sand; this sphere interacts with the metaphysical concept of enumeration itself. || something
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|-
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|Space || align="left"|Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. || something
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|-style="background:#FAF0C0;"
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|Time || align="left"|Acceptance of the malleability of time and temporal events leads to the ability to change history. || something
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|}
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&nbsp;
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The epochent does not prepare her jikuu ahead of time. Instead, she must open her mind to the passage of time around her, and gather the temporal energies inherent in the current moment. You can gather ''quanta'' as a swift, move, standard, or full action, but can only do so once on each of your turns; the amount of ''quanta'' you can gather is dependent upon your chronist level and the action you spend to gather, but if you spend a full action to gather ''quanta'', you gather enough to put you at your maximum.
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{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="5;" style="background:#F5DD72; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu Stats by Grade</font></div>
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|-
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! width="33%"|Grade
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! width="40%"|Minimum Intelligence
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! width="27%"|''Quanta'' Cost
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|-
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| Hadronic || 11 || 1
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|-style="background:#FAF0C0;"
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| Baryonic || 14 || 4
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|-
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| Mesonic || 17 || 9
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|-style="background:#FAF0C0;"
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| Bosonic || 20 || 16
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|-
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| Fermionic || 23 || 25
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|-style="background:#FAF0C0;"
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| Leptonic || 26 || 36
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|-
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| Tachyonic || 23 || 49
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|}
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To use, or ''shape'', a jikuu, you must expend a certain amount of ''quanta''; the amount required is indicated on the table '''Jikuu Stats by Grade''', to the right.
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The maximum amount of ''quanta'' you can have at any one time is dependent upon your level (''max quanta pool'', on the table above).
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Time, however, is a fickle mistress, and temporal energy acts as an anchor to the moment from whence it was drawn, inhibiting the chronist's ability to draw upon ''quanta'' from other moments, and - as the temporal resistance builds as time passes on - can also inhibit the chronist in other ways. At the beginning of your turn, if you have any ''quanta'', you gain 1 point of ''paradox''. For every point of ''paradox'' you have, you suffer a -1 penalty to all ''quanta'' rolls (to a minimum of 0); if you have more ''paradox'' than your Bravery modifier, you also suffer your total amount of ''paradox'' as a penalty to all ''temporal attack'' rolls and lose that amount of ''quanta'' at the end of each of your turns. If at any time you have no ''quanta'', you immediately lose all accrued ''paradox''.
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At the end of your turn, you can willingly lose all your remaining ''quanta'' as a non-action.
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To use any given jikuu, the epochent must have an Intelligence score per the table on the right.
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&nbsp;
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{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="8;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu: Quanta Acquisition</font></div>
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|-
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| width="16%"|&nbsp;
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| width="84%" colspan="6" style="background:#F8E799;"|'''Quanta Acquisition Grade'''
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|-
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|'''Action Taken'''
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|width="14%"|''Minor''
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|width="14%"|''Lesser''
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|width="14%"|''Moderate''
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|width="14%"|''Greater''
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|width="14%"|''Major''
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|width="14%"|''Grand''
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|-
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|Swift || 1 || 1d3 || 1d4 || 1d8 || 1d12 || 2d8
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|-style="background:#FAF0C0;"
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|Move || 1d4 || 1d6 || 1d8 || 2d8 || 3d8 || 4d8
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|-
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|Standard || 1d6 || 1d10 || 2d8 || 2d12 || 3d10 || 5d10
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|-style="background:#FAF0C0;"
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|Full || Max || Max || Max || Max || Max || Max
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|}
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&nbsp;
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The epochent begins with four known jikuu. She gains knowledge of additional jikuu each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two jikuu for new jikuu from any sphere she can access.
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The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.
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+
<div id="Tracer">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Tracer</font></div>
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|}
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One of the most important lessons an epochent learns is how to mark their passage through time. This allows her to ensure that, even if she becomes hopelessly lost amid the infinite possible futures, she will always be able to find her way home.
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As a standard action, an epochent can set a ''tracer''. This is a metaphysical object that exists specifically at a single place, in a single moment. The ''tracer'' emits temporal energy both forward and backwards and time, and can be detected as a temporal effect.
+
 
+
However, the act of setting a ''tracer'' puts the epochent slightly out of phase with time, reducing her ability to gather ''quanta''. Each time she sets a ''tracer'', the epochent suffers a -1 penalty to her ''quanta'' rolls; this penalty stacks with itself. This slight temporal error corrects itself over time, and all penalties from this ability are removed after the epochent takes a ''long rest''.
+
 
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A ''tracer'' lasts for 12 hours, and an epochent can only ever have one ''tracer'' in existence at a time; if she creates a new tracer, the older is immediately and irrecoverably destroyed.
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While she has a ''tracer'' active, the epochent knows exactly how much time has passed since she placed it, and exactly where she is in relation to it.
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+
<div id="Chronos Lore">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Chronos Lore</font></div>
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|}
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Epochents all choose the spheres of jikuu they wish to study, but - universally - epochents also study how to make use of their tracers. As she gains experience, an epochent learns how to work with the temporal energy gathered by her tracer, allowing her to perform incredible feats of time travel, spatial manipulation, and more.
+
 
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At each of the levels indicated on the class table, you can choose one ability from the following list. Unless otherwise specified, each ability can only be taken once.
+
 
+
<div id="Predict">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Predict</font></div>
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|}
+
As a standard action, you can use your ''tracer'' and your current point in time to attempt to triangulate the position of a possible future that you want to come to pass. Until the start of your next turn, whenever a random roll of any sort is made, two rolls are made instead, and you choose which of them becomes real, as you use the temporal energy of your tracer to influence the present.
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This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
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If your use of this ability succeeds, it ends your ''tracer''.
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+
<div id="Save">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Save</font></div>
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|}
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As a standard action, you can replace a creature with an exact replica of itself from the moment you set your ''tracer'', essentially replacing the target with an earlier version of itself. The target must be willing. The target loses all knowledge of what has occurred since you set your ''tracer''. Any items the target had been carrying that have since been given to others, lost, or consumed are lost in the translation from past to present.
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This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
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+
If your use of this ability succeeds, it ends your ''tracer''.
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+
<div id="Reset">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Reset</font></div>
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|}
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{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="1;" style="background:#F7E38A; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:12px; font-family:tahoma;">Sidebar: Reset</font></div>
+
|-style="text-align:left;"
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|When you use this ability, all players need to essentially make a copy of their character sheet as it exists at the moment the ''tracer'' is set, and the DM needs to note precisely when you set it. Make sure that everyone at the table is prepared for you to use this ability before moving on.
+
|}
+
As a standard action, you revert time, returning back to the precise moment when you set your ''tracer''. You retain all knowledge of what transpired since you set it, but only this knowledge is retained; all other events that occurred since you set your ''tracer'' are undone.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
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+
<div id="Restore">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Restore</font></div>
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|}
+
As a standard action, you return a touched object to its state from when you set your ''tracer'', replacing the item with an earlier version of itself. This resets its charges to the number it had when you set your ''tracer'', and also restores any encounter or daily powers it had.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
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+
<div id="Warp">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Warp</font></div>
+
|}
+
As a standard action, you and all willing allies within 60 feet of you are instantly teleported to your ''tracer''. You occupy the square that your ''tracer'' was placed in, and all other creatures retain their positions relative to you as they had prior to the teleport. If a creature would be teleported into a space containing solid material, they are shunted to the nearest empty space.
+
 
+
This ability is a teleportation effect, and is blocked by effects that prevent teleportation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
=Epochent Spheres and Jikuu=
+
The jikuu index can be found [[Time:_Jikuu_List|here]].
+
 
+
==Celestial Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Celestial Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
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|-align="left"
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|align="center"|Basic || Guidance || Standard || Grant an ally a bonus to their next d20 roll.
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|-align="left" style="background:#FAF0C0;"
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|align="center"|1 || Flare || Standard || Summon a burst of energy from the heavens that deals ''potency 2'' damage to a creature.
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|-align="left"
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|align="center"|1 || True Strike || Standard || Target's gains a bonus on their next attack roll.
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|-align="left" style="background:#FAF0C0;"
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|align="center"|2 || Darkvision || Standard || Target gains darkvision.
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|-align="left"
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|align="center"|2 ||  ||  ||
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|-align="left" style="background:#FAF0C0;"
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|align="center"|3 || Meteorite || Standard || Summon a meteorite that deals ''potency 4'' damage in an area.
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|-align="left"
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|align="center"|3 ||  ||  ||
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|-align="left" style="background:#FAF0C0;"
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|align="center"|4 || Confusion || Standard || Target gains ''confusion''.
+
|-align="left"
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|align="center"|4 ||  ||  ||
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|-align="left" style="background:#FAF0C0;"
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|align="center"|5 || Comet || Standard || Summon a comet that deals ''potency 5'' damage in an area.
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|-align="left"
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|align="center"|5 || Regen || Standard || Target gains ''regen''.
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|-align="left" style="background:#FAF0C0;"
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|align="center"|6 || True Sight || Standard || Target gains ''truesight''.
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|-align="left"
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|align="center"|6 ||  ||  ||
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|-align="left" style="background:#FAF0C0;"
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|align="center"|7 || Nova || Standard || Summon a celestial nova that deals ''potency 6'' damage in an area.
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|-align="left"
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|align="center"|7 || Reflect || Standard || Target gains ''reflect''.
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|-align="left" style="background:#FAF0C0;"
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|align="center"|8 || Reraise || Standard || Target gains ''reraise''.
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|-align="left"
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|align="center"|9 || Meteor || Standard || Summon a heavenly meteor that deals ''potency 8'' damage in an area.
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|-align="left" style="background:#FAF0C0;"
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|align="center"|10 || Insanity || Standard || Target gains ''innate confusion''.
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|-align="left"
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|align="center"|11 || Quasar || Standard || Summon a quasar that deals ''potency 10'' damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Choose Destiny || Standard || Choose the result of all your rolls until the start of your next turn.
+
|}
+
 
+
&nbsp;
+
 
+
==Gravity Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Gravity Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || [[Time:_Gravity_Jikuu_List#Drop|Drop]] || Standard || Cause a creature to fall ''prone'' or an object to immediately hit the floor.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Gravity_Jikuu_List#Attract|Attract]] || Immediate || Redirect the target of an attack.
+
|-align="left"
+
|align="center"|1 || [[Time:_Gravity_Jikuu_List#Deflect|Deflect]] || Immediate || Use gravity to protect yourself from an attack.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Gravity_Jikuu_List#Drag|Drag]] || Immediate || Target falls faster.
+
|-align="left"
+
|align="center"|1 || [[Time:_Gravity_Jikuu_List#Float|Float]] || Immediate || Target gains ''float''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Gravity_Jikuu_List#Hovering_Disc|Hovering Disc]] || Standard || Create a disc of gravitic energy that follows you and can hold extreme weight.
+
|-align="left"
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|align="center"|2 || [[Time:_Gravity_Jikuu_List#Defy_Gravity|Defy Gravity]] || Standard || You can move a creature or object vertically through gravity manipulation.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || [[Time:_Gravity_Jikuu_List#Gravity_Bow|Gravity Bow]] || Standard || Touched ranged weapon deals increased damage.
+
|-align="left"
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|align="center"|2 || [[Time:_Gravity_Jikuu_List#Gravity_Pull|Gravity Pull]] || Standard || Force a creature to move.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || [[Time:_Gravity_Jikuu_List#Lead_Blade|Lead Blade]] || Standard || Touched melee weapon deals increased damage.
+
|-align="left"
+
|align="center"|3 || [[Time:_Gravity_Jikuu_List#Gravity_Thrust|Gravity Thrust]] || Standard || Turn normal objects - or creatures - into deadly missiles via gravitational manipulation.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Gravity_Jikuu_List#Immobilize|Immobilize]] || Standard || Target gains ''immobilized''.
+
|-align="left"
+
|align="center"|3 || [[Time:_Gravity_Jikuu_List#Momentum|Momentum]] || Immediate || Creature deals increased damage after moving.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Gravity_Jikuu_List#Undeniable_Gravity|Undeniable Gravity]] || Standard || Target cannot fly.
+
|-align="left"
+
|align="center"|4 || [[Time:_Gravity_Jikuu_List#Demi|Demi]] || Standard || Target loses 25% of its current hit points.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Gravity_Jikuu_List#False_Gravity|False Gravity]] || Standard || Target chooses its gravitational orientation.
+
|-align="left"
+
|align="center"|4 || [[Time:_Gravity_Jikuu_List#Overdrive|Overdrive]] || Standard || All of target's weapon attacks temporarily gain ''penetrating''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Gravity_Jikuu_List#Unstoppable|Unstoppable]] || Standard || Target gains temporary immunity to effects that restrict movement.
+
|-align="left"
+
|align="center"|5 || [[Time:_Gravity_Jikuu_List#Gravikinesis|Gravikinesis]] || Standard || Move objects by manipulating their gravitational field.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || [[Time:_Gravity_Jikuu_List#Gravity_Cage|Gravity Cage]] || Standard || Trap a creature in a sphere of gravitic force.
+
|-align="left"
+
|align="center"|5 || [[Time:_Gravity_Jikuu_List#Gravity_Shield|Gravity Shield]] || Standard || Make area around you more difficult to move through.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || [[Time:_Gravity_Jikuu_List#Null_Gravity|Null Gravity]] || Standard || Create an area in which gravity is nullified.
+
|-align="left"
+
|align="center"|6 || Fly || Standard || You or a target creature gains the ability to fly.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Gravity Pulse || Standard || Deal ''potency 3'' magnetic damage in an area, pull creatures to center.
+
|-align="left"
+
|align="center"|6 || Gravity Tether || Standard || Target becomes nigh-immovable.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Gravity Well || Standard || Create a gravity well, causing nearby objects and creatures to fall towards its center.
+
|-align="left"
+
|align="center"|7 || Reverse Projectiles || Standard || Reflect projectiles back at their origin.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Reverse Gravity || Standard || Temporarily flip gravity's direction in an area.
+
|-align="left"
+
|align="center"|8 || Crush || Standard || ''Immobilize'', ''restrain'', and deal ''ongoing magnetic damage'' to a creature.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Demira || Standard || Target loses 50% of its current hit points.
+
|-align="left"
+
|align="center"|9 || Wall of Gravity || Standard || Create a barrier of gravitic force.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Tiny || Standard || Drastically reduce a creature's size.
+
|-align="left"
+
|align="center"|11 || Demija || Standard || Target loses 75% of its current hit points.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|11 || Graviton Burst || Immediate || Counter an avoidance effect or saving throw.
+
|-align="left"
+
|align="center"|12 || Black Hole || Standard || Create a temporary black hole that utterly destroys anything drawn into it.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Implosion || Standard || Use drastic gravitational forces to cause a creature or object to collapse in on itself.
+
|}
+
 
+
&nbsp;
+
 
+
==Null Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Null Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || [[Time:_Null_Jikuu_List#Ruin|Ruin]] || Standard || Deal ''potency 2'' damage to a creature at range.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Null_Jikuu_List#Lethargy|Lethargy]] || Standard || Target gains ''dex down''.
+
|-align="left"
+
|align="center"|1 || [[Time:_Null_Jikuu_List#Sleep|Sleep]] || Standard || Target gains ''sleep''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Darkness || Standard || Create an area of darkness.
+
|-align="left"
+
|align="center"|2 || [[Time:_Null_Jikuu_List#Fade|Fade]] || Standard || Target gains ''fade''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Silence || Standard || Create an area of silence.
+
|-align="left"
+
|align="center"|2 || [[Time:_Null_Jikuu_List#Vanish|Vanish]] || Standard || Target gains ''invisible''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Null_Jikuu_List#Amnesia|Amnesia]] || Standard || Target gains ''amnesia''.
+
|-align="left"
+
|align="center"|3 || Dull Element || Standard || Target gains ''barrier'' against an element of your choice.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Esuna || Standard || Remove status ailments from a target.
+
|-align="left"
+
|align="center"|3 || [[Time:_Null_Jikuu_List#Strip|Strip]] || Standard || Remove status boons from a target.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Blind || Standard || Target gains ''blind''.
+
|-align="left"
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Ruinga|Ruinga]] || Standard || Deal ''potency 2'' damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Weakness|Weakness]] || Standard || Target gains ''weakness''.
+
|-align="left"
+
|align="center"|5 || Insubstantial || Standard || Target gains ''insubstantial''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Skip || Standard || Target loses its next turn.
+
|-align="left"
+
|align="center"|5 || Temporal Dodge || Immediate || Briefly leave time to ignore one effect.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Antilife Shell || Standard || Create a barrier through which living creatures cannot pass.
+
|-align="left"
+
|align="center"|6 || Phase || Standard || Target gains ''phasing''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Undo Time || Standard || Negate temporal effects.
+
|-align="left"
+
|align="center"|7 || Delete Data || Standard || Permanently remove information from multiple creatures' minds, world memory.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Eject || Standard || Target gains ''eject''.
+
|-align="left"
+
|align="center"|7 || Null Defenses || Standard || Target's ''evasion'', ''mettle'', ''grit'', or ''tenacity'' is reduced.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Vanishga || Standard || Multiple targets gain ''invisible''.
+
|-align="left"
+
|align="center"|8 || Null Drive || Standard || Target gains ''pacified''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Null Force || Standard || Target gains ''sealed''.
+
|-align="left"
+
|align="center"|8 || Null Mind || Standard || Target becomes temporarily ''mindless'', either beneficially or detrimentally.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Undo Force || Standard || Negate Force effects.
+
|-align="left"
+
|align="center"|9 || Doom || Standard || Target gains ''doom''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|9 || Null Element || Standard || Target gains ''immunity'' against an element of your choice.
+
|-align="left"
+
|align="center"|10 || Ethereal || Standard || Target becomes ''ethereal''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Banish || Standard || Purge creatures from your current plane back to their home planes.
+
|-align="left"
+
|align="center"|11 || Nondetection || Standard || Target is undetectable.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Erase || Standard || Erase a target from existence.
+
|-align="left"
+
|align="center"|12 || Null Soul || Standard || Target becomes temporarily ''soulless'', either beneficially or detrimentally.
+
|}
+
 
+
&nbsp;
+
 
+
==Numbers Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Numbers Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Libra || Standard || You gain ''libra''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Blink || Standard || Target gains ''image''.
+
|-align="left"
+
|align="center"|1 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Imperil || Standard || Target gains a ''vulnerability'' of your choice.
+
|-align="left"
+
|align="center"|2 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 ||  ||  ||
+
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 ||  ||  ||
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Bubble || Standard || Target gains ''bubble''.
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Balance || Standard || Deal damage to a creature equal to the amount of HP you have lost.
+
|-align="left"
+
|align="center"|6 || Reverse || Standard || Target gains ''reverse''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Double || Standard || Create a copy of a creature for a short time, after which both disappear.
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Triple || Standard || Create two copies of a creature for a short time, after which all disappear.
+
|}
+
 
+
&nbsp;
+
 
+
==Space Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Space Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Slide || Standard || Force a creature to move some distance.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Escape || Move || Willing target teleports up to their speed.
+
|-align="left"
+
|align="center"|1 || Propel || Standard || Increase target's speed.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Dimension Swap || Standard || Switch ally's places.
+
|-align="left"
+
|align="center"|2 || Fold Space || Standard || Fold space in on itself.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Immobilize || Standard || Target gains ''immobilize''.
+
|-align="left"
+
|align="center"|3 || Quake || Standard || Spatial disruption deals ''potency 3'' earth damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Expand Space || Standard || Stretch space out, creating more area.
+
|-align="left"
+
|align="center"|4 || Retrieve || Standard || Teleport an object you can see to your hand.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Distort Space || Standard || Distort space around a creature, making it difficult for it to specify targets.
+
|-align="left"
+
|align="center"|5 || Disable || Standard || Target gains ''disable''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Quara || Standard || Spatial disruption deals ''potency 4'' earth damage in an area.
+
|-align="left"
+
|align="center"|6 || Wormhole || Standard || Create a portal between two points in space.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Teleport || Standard || Instantly travel with other creatures to a nearby place, with a chance of failure.
+
|-align="left"
+
|align="center"|9 || Quaga || Standard || Spatial disruption deals ''potency 6'' earth damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Teleportaga || Standard || Instantly travel with other creatures to a distant place.
+
|}
+
 
+
&nbsp;
+
 
+
==Time Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Time Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || [[Time:_Time_Jikuu_List#Accelerate|Accelerate]] || Standard || Increase a creature's Initiative by 4.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Time_Jikuu_List#Alacrity|Alacrity]] || Standard || Target gains ''haste'' on its next turn.
+
|-align="left"
+
|align="center"|1 || [[Time:_Time_Jikuu_List#Crumble|Crumble]] || Standard || Deal cosmic damage to an object through extreme aging.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || [[Time:_Time_Jikuu_List#Moment|Moment]] || Swift || Increase your Initiative by 3.
+
|-align="left"
+
|align="center"|1 || [[Time:_Time_Jikuu_List#Pause|Pause]] || Standard || Reduce a creature's Initiative by 3.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Bestow_Time|Bestow Time]] || Swift || Grant one of your actions to a touched creature on its next turn.
+
|-align="left"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Decelerate|Decelerate]] || Standard || Target gains ''hobbled'' for 5 rounds.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Déjà Vu|Déjà Vu]] || Standard || Target repeats its last action.
+
|-align="left"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Lag|Lag]] || Standard || Target gains ''lag''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Temporal_Edit|Temporal Edit]] || Swift || Undo your actions since the start of your turn.
+
|-align="left"
+
|align="center"|2 || [[Time:_Time_Jikuu_List#Time_Swap|Time Swap]] || Standard || Swap ally's Initiatives.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Time_Jikuu_List#Hustle|Hustle]] || Swift || You gain a move action.
+
|-align="left"
+
|align="center"|3 || [[Time:_Time_Jikuu_List#Lapse|Lapse]] || Standard || Decrease the duration of an effect or status.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Time_Jikuu_List#Slow|Slow]] || Standard || Multiple creatures gain ''slow''.
+
|-align="left"
+
|align="center"|4 || [[Time:_Time_Jikuu_List#Chrono_Cross|Chrono Cross]] || Standard || Make multiple temporal copies of yourself.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Time_Jikuu_List#Haste|Haste]] || Standard || Multiple creatures gain ''haste''.
+
|-align="left"
+
|align="center"|4 || [[Time:_Time_Jikuu_List#Refresh|Refresh]] || Immediate || Target regains all of its ''brave actions''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Time_Jikuu_List#Time_to_Pause|Time to Pause]] || Reaction || Target can ''take 10'' on a d20 roll.
+
|-align="left"
+
|align="center"|5 || [[Time:_Time_Jikuu_List#Decay|Decay]] || Standard || Target takes ''ongoing cosmic damage''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || [[Time:_Time_Jikuu_List#Delay|Delay]] || Standard || Target's turn is delayed until after your next turn.
+
|-align="left"
+
|align="center"|5 || [[Time:_Time_Jikuu_List#Extend|Extend]] || Standard || Increase the duration of an effect or status.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || [[Time:_Time_Jikuu_List#Steal_Time|Steal Time]] || Swift || Steal actions from a touched creature.
+
|-align="left"
+
|align="center"|5 || [[Time:_Time_Jikuu_List#Temporal_Shove|Temporal Shove]] || Standard || Drastically reduce a creature's Initiative.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Compress Time || Standard || Target gains ''compress''.
+
|-align="left"
+
|align="center"|6 || Echo || Standard || Target relives the last round.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Immediacy || Immediate || Gain a move action.
+
|-align="left"
+
|align="center"|6 || Quick || Standard || Target gains a standard action immediately.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Temporal Buffer || Standard || Give yourself a buffer in which you can store actions for future use.
+
|-align="left"
+
|align="center"|7 || Stop || Standard || Target gains ''stop''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Temporal Acceleration || Standard || You gain a set of actions in which to freely act, but cannot interact with the world.
+
|-align="left"
+
|align="center"|8 || Day's Rest || 5 minutes || Target gains advantages of a ''long rest''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Time Ebb || Standard || Make time pass faster or slower in an area.
+
|-align="left"
+
|align="center"|8 || Chrono Trigger || Standard || Set up a contingent effect.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|9 || Rewind || Standard || Go back in time to the last round.
+
|-align="left"
+
|align="center"|9 || Temporal Rewrite || 1 round || Alter your actions in the past.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Stopaga || Standard || Multiple targets gain ''stop''.
+
|-align="left"
+
|align="center"|10 || Time Cache || Standard || Gain a few rounds' worth of apparent time.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|11 || Temporal Abstraction || Full || Gain a number of additional actions.
+
|-align="left"
+
|align="center"|12 || Chrono Break || Standard || Gain an extra turn in the Initiative order.
+
|}
+
 
+
&nbsp;
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to epochents.
+
 
+
&nbsp;
+
 
+
<div id="Chain Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CHAIN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can cause a jikuu to tug at the timelines of creatures near the original target.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' Any jikuu that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to one-half your chronist level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
+
|-align="left"
+
|If the chained jikuu deals damage, the secondary targets each take half as much damage as the primary target (rounded down), and your ''temporal attack'' must also hit the target's Reflex. For jikuu that don't deal damage, your ''temporal attack'' is treated as 4 lower against secondary targets.
+
|-align="left"
+
|'''Cost:''' 3 quanta, and increases the shaping time by 1 step.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Combat_Mastery">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">COMBAT MASTERY [General]</font></div>
+
|-style="background:white;" align="left"
+
|You fight to win.
+
|-align="left"
+
|'''Benefit:''' Your BAB increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extend Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTEND JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' An extended jikuu increases its duration by one step. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.
+
|-align="left"
+
|'''Cost:''' 1 quanta.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extra Quanta">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRA QUANTA [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your attunement with quanta improves, improving your access to your personal timeline.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You gain a feat bonus to your ''quanta die'', per the table below, based on the number of times you have taken this feat. You can take this feat multiple times.
+
|-align="left"
+
|&nbsp;
+
|-align="left"
+
|
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:90%; font-family:verdana;"
+
! colspan="16;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Extra Quanta: Bonus Quanta</font></div>
+
|-
+
| colspan="1"|&nbsp;
+
! colspan="15" style="background:#F8E799;"|Times Taken
+
|-
+
!width="10%"|Action
+
|width="6%"|''1''
+
|width="6%"|''2''
+
|width="6%"|''3''
+
|width="6%"|''4''
+
|width="6%"|''5''
+
|width="6%"|''6''
+
|width="6%"|''7''
+
|width="6%"|''8''
+
|width="6%"|''9''
+
|width="6%"|''10''
+
|width="6%"|''11''
+
|width="6%"|''12''
+
|width="6%"|''13''
+
|width="6%"|''14''
+
|width="6%"|''15''
+
|-
+
|Swift || +0 || +1 || +1 || +1 || +1 || +2 || +2 || +2 || +2 || +3 || +3 || +3 || +3 || +4 || +4
+
|-style="background:#FAF0C0;"
+
|Move || +0 || +1 || +1 || +1 || +2 || +2 || +2 || +3 || +3 || +3 || +4 || +4 || +4 || +5 || +5
+
|-
+
|Standard || +1 || +1 || +2 || +2 || +3 || +3 || +4 || +4 || +5 || +5 || +6 || +6 || +7 || +7 || +8
+
|}
+
|-align="left"
+
|&nbsp;
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extra Sphere">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRA SPHERE [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your breadth of knowledge of time is expansive.
+
|-align="left"
+
|'''Prerequisites:''' Chronist, access to five or fewer spheres.
+
|-align="left"
+
|'''Benefit:''' You gain access to another temporal sphere of your choice. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extraordinary_Talent">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
|-style="background:white;" align="left"
+
|You are more talented than your experience would otherwise suggest.
+
|-align="left"
+
|'''Prerequisites:''' Character level 21st+.
+
|-align="left"
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Force_Attunement">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE ATTUNEMENT [General]</font></div>
+
|-style="background:white;" align="left"
+
|Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.
+
|-align="left"
+
|'''Benefit:''' Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
+
|-align="left"
+
|Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a ''watcher'' against a mage with this feat would register the mage as being two levels higher than he really is).
+
|-align="left"
+
|'''Special:''' You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
+
|-align="left"
+
|This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Force_Field">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE FIELD [General]</font></div>
+
|-style="background:white;" align="left"
+
|Your mere presence alters the manner in which reality functions.
+
|-align="left"
+
|'''Benefit:''' Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
+
|-align="left"
+
|However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
+
|-align="left"
+
|Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
+
|-align="left"
+
|The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Jikuu Focus">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU FOCUS [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your manipulations of time and space are harder to resist.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' Choose a temporal sphere you can access. You gain a +2 feat bonus on ''temporal attacks'' with jikuu of that sphere. You can take this feat multiple times; each time you do, select a sphere you can access for which you have not taken this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Jikuu Knowledge">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU KNOWLEDGE [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|You have investigated the mysteries of time deeper than your peers.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You gain knowledge of two additional jikuu of any quanta cost you can access, of any sphere you can access.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Jikuu Mastery">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU MASTERY [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your familiarity with certain manipulations of time allow you to expend less temporal energy to shape them.
+
|-align="left"
+
|'''Prerequisites:''' Chronist, FRC +3.
+
|-align="left"
+
|'''Benefit:''' Choose a number of jikuu equal to your Intelligence modifier (min 1). The quanta cost for those jikuu is reduced by 1, to a minimum of 1.
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new set of jikuu, for which you reduce the quanta cost by 1; or reduce the quanta cost of a jikuu already chosen with this feat by another 1 point (minimum 1).
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Journeyman">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JOURNEYMAN [General]</font></div>
+
|-style="background:white;" align="left"
+
|You are a being of many talents.
+
|-align="left"
+
|'''Benefit:''' Your SKL increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Quantum Attunement">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUANTUM ATTUNEMENT [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|You have further attuned yourself to motes of time, allowing you to hold onto more.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You gain a +2 feat bonus to your ''maximum quanta pool''. You can take this feat multiple times; its effect stacks, and you gain an additional +1 bonus for each previous time you have taken this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Quicken Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">QUICKEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|By expending a significant amount of temporal energy, you can shape a jikuu in considerably less time than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' A quickened jikuu has its shaping time reduced by two steps, to a minimum of immediate.
+
|-align="left"
+
|'''Cost:''' 4 quanta.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Rapid Shaping">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">RAPID SHAPING [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.
+
|-align="left"
+
|'''Prerequisites:''' [[#Jikuu Mastery|Jikuu Mastery]].
+
|-align="left"
+
|'''Benefit:''' Choose a jikuu you have selected at least once with Jikuu Mastery. The shaping time for that jikuu is reduced one step: from 1 round to 1 full action, from 1 full action to 1 standard, from standard to move, from move to swift, or from swift to immediate.
+
|-align="left"
+
|You cannot reduce the shaping time for a jikuu below 1 immediate action.
+
|-align="left"
+
|If the shaping time for the chosen jikuu is more than 1 round, it is reduced by 1 round.
+
|-align="left"
+
|If the shaping time for the jikuu is measured in minutes, then it is reduced by 1 minute. If the shaping time of the jikuu is 1 minute, it is now measured in rounds (ie, 10 rounds).
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new jikuu previously chosen with Jikuu Mastery, for which you can reduce the shaping time by one step; or reduce the shaping time of a jikuu already chosen with this feat by another step.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Repeat Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">REPEAT JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You twist and fold the temporal energy of a jikuu, causing it to shape itself again on your next turn.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' A repeated jikuu is automatically shaped again at the beginning of your next turn. No matter where you might have moved since your last turn, the second jikuu originates from the same location and affects the same area as the original jikuu. If the original jikuu designates a ranged target, the repeated jikuu affects the same target if it is within 30 feet of its original position; otherwise, the second jikuu fails.
+
|-align="left"
+
|Touch range jikuu cannot be affected by this feat.
+
|-align="left"
+
|'''Cost:''' 3 quanta.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Slicer">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SLICER [Job]</font></div>
+
|-style="background:white;" align="left"
+
|You can count moments, and sometimes there seem to be more than there should be.
+
|-align="left"
+
|'''Prerequisites:''' No levels in a chronist class.
+
|-align="left"
+
|'''Benefit:''' You gain access to a single temporal sphere, and learn two jikuu of your choice from that sphere with a maximum ''quanta'' cost of 2. You can spend a swift action to gather 1 ''quanta'', or a standard action to gather 1d3 ''quanta''.
+
|-align="left"
+
|'''Special:''' If you take a level in any chronist class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Twin Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TWIN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|When shaping a jikuu, you can expend additional temporal energy to shape it twice simultaneously.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' Shaping a twinned jikuu causes the jikuu to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you make about the jikuu (including target and area), are applied to both jikuu, with affected creatures receiving all the effects of each jikuu individually (including getting two saving throws, if applicable).
+
|-align="left"
+
|A jikuu whose effects wouldn't stack if it was activated twice under normal circumstances will create redundant effects if successfully twinned.
+
|-align="left"
+
|'''Cost:''' 8 quanta.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Unlock_Tachyonic">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F8E799;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">UNLOCK TACHYONIC [Epic, Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|You have unlocked the secrets of a jikuu that transcends the traditional scales of power.
+
|-align="left"
+
|'''Prerequisites:''' Chronist, ability to shape at least one jikuu costing 12 ''quanta'', 21st+ level.
+
|-align="left"
+
|'''Benefit:''' You can learn one ''tachyonic jikuu'' of your choice from a sphere you can access. You can take this feat multiple times; each time, you can select a new ''tachyonic jikuu'' to learn.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Versed_in_the_Force">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">VERSED IN THE FORCE [General]</font></div>
+
|-style="background:white;" align="left"
+
|Your knowledge of the Forces is expansive, as is your ability to wield them.
+
|-align="left"
+
|'''Benefit:''' Your FRC increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Widen Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CDAD00;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">WIDEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can alter the spatial aspects of a jikuu, affecting a larger area than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area are doubled.
+
|-align="left"
+
|Jikuu that do not have an area of one of these four sorts are not affected by this feat. 
+
|-align="left"
+
|'''Cost:''' 2 quanta.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
=Design Notes=
+
'''June 5, 2016:''' Complete rebuild.
+
 
+
jikuu grades
+
+
hadronic
+
baryonic
+
mesonic
+
bosonic
+
fermionic
+
leptonic
+
 
+
format fixer
+
 
+
[[Category:Mechanics]]
+
[[category:Base Classes]]
+
[[category:Time]]
+

Latest revision as of 21:58, 26 March 2017

This page explains the timekeeping model and action economy that Trinity uses.

If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.

Timekeeping and Action Economy

The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.

Combat Time

The smallest units of time we track is combat time, which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.

Combat time is tracked in rounds, units of time that cover 6 seconds. Each participant in the encounter (generally) has a turn in each round, in which they can take a number of actions. Some effects allow characters to have more than one turn, while other effects can cause a character to lose their turn.

Initiating Combat Time

When an encounter occurs, all participants roll initiative. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.

Once all participants have rolled initiative, play proceeds in order from highest to lowest initiative. Once the participant with the lowest initiative has taken their turn, the round ends and a new one begins, starting with the participant with the highest initiative.

Combat Action Economy

During your turn, there are four primary types of actions you can take: full, standard, move, and free.

On a normal turn, you gain one standard and one move action. You can combine one standard and one move into a full action. You can convert a standard into a move. You can take as many free actions as you like, within reason (typically three or four at most).

Basic Actions in Combat Time

Combat Time at the Table

In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.

Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.

Exploration Time

One step above combat time is exploration time. This is an entirely novel concept to Trinity (and is partially imported from Journey, a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.

Exploration time is tracked in hands and watches. A hand is a unit of time that covers roughly 12 minutes, while a watch covers 20 hands, or 4 hours. So five hands equal an hour, and six watches equal a day.

The real-world duration of a hand comes from an interest in codifying the amount of time a short rest takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.

During a hand, characters are assumed to be taking their actions more or less simultaneously. Thus, while we use initiative in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the hand. Once all characters have declared their actions, those actions are all resolved simultaneously.

Exploration Action Economy

During each hand, there are four primary types of actions you can take: broad, narrow, traversal, and quick.

On a normal turn, you gain one narrow and one traversal action. You can combine one narrow and one traversal into a broad action. You can convert a narrow into a traversal. You can take as many quick actions as you like, within reason (typically three or four at most).

Basic Actions in Exploration Time

Exploration Time at the Table

Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given hand, you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.

Remember that a hand represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.

Adventuring Time

Above exploration time is adventuring time, which is used to track overland travel.

Adventuring time is tracked in compasses and cycles. A compass covers about 60 minutes, while a cycle covers roughly a day, so there are 24 compasses in a cycle. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.