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| Tweet Topic Started: Sep 27 2015, 11:05 PM (2,718 Views) | |
| Eisenritter | Sep 27 2015, 11:05 PM Post #1 |
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Old Iron Knight
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Nothing to see here.
Edited by Eisenritter, Feb 25 2016, 02:49 PM.
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| Yog-Sothoth | Sep 28 2015, 09:56 PM Post #31 |
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Extremely Confused
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That sounds like a really good power. Maybe it could go like this: Also, my nitpickiness is telling me that Weredrago should be credited for Achronal too. Edited by Yog-Sothoth, Sep 28 2015, 10:00 PM.
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| weredrago2 | Sep 28 2015, 10:15 PM Post #32 |
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He Who Posts Too Much
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I don't think Tocks have to be all bad. They exist for checks and balances. Here's an example. Time Skip: By spending 2 Ticks, your can have your future self travel to the present and perform a half action for you before disappearing. Within a number of turns equal to your Slipstream, you must then spend 2 Tocks to go back to the past and perform that action yourself, disappearing for one round before returning. EDIT: Is this ability redundant? I think it's a little similar to some of the others here. Edited by weredrago2, Sep 30 2015, 09:16 AM.
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| GuardianTempest | Sep 28 2015, 11:48 PM Post #33 |
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+8:00 GMT || Unlucky & Miserable
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There should be a penalty for excessive Tocks, like "If you gain Tocks more than twice your Slipstream, roll Perils of the Warp" or something. |
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| weredrago2 | Sep 29 2015, 12:02 AM Post #34 |
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He Who Posts Too Much
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That might be a bit excessive. Not having Ticks when you need them is good punishment enough. Though if there are mechanics for changing history (retcons), there should be a penalty for causing a paradox. |
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| Neveron | Sep 29 2015, 05:29 AM Post #35 |
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I can't seem to find the original move I saw, but here's a similar one from the Impostor:
Speaking of Dungeon World, while looking around for that move I found this playbook that seems like it could be a good place to plunder ideas: Clock Mage. It's even got a Tick/Tock mechanic, although it's quite a bit different for obvious reasons. |
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| Eisenritter | Sep 29 2015, 11:09 AM Post #36 |
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Old Iron Knight
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...Hm. Immortals' Handbook also associates chronal effects with Intelligence, and supposedly the new Getimian Exalted in Ex3 will be time-themed and based on balancing disparate effects... |
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| Neveron | Sep 29 2015, 02:40 PM Post #37 |
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For what it's worth, the BECMI Immortal's set associates the sphere of Time with Wisdom>Strength>Charisma - that might just be because the favored class for that sphere is Clerics, though. (The other three Spheres follow the pattern with the prime requisite of the other three classes. Hell if I know the rationale for Wizards/Energy having Charisma as the Secondary Talent, though - maybe it's just to make sure it isn't tertiary for two Spheres.) Time is also associated with Water, but that's not that relevant here. What might be, though, is the list of suggestions for "New Magic of Time":
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| Eisenritter | Sep 29 2015, 03:18 PM Post #38 |
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Old Iron Knight
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Did a quick reread of my copy of Ascension. Slipstream is an ability that allows you to ignore chronal effects like time stop or stasis. The upgraded form is Transtemporal, which completely removes you from the timestream and basically gives you three turns to every one of your opponent's... assuming he's got (at least) the Slipstream ability; otherwise he just never gets to act against you, period. There is also Time Dilation, which gives you another turn's worth of actions each round, and Transattack Period, which gives you an additional attack each turn. There are also a few abilities implying clockworking used for sensory purposes, which grant competence bonuses to your stats. Time can, of course, be weaponized, but there's really no defense in this game against "target ages one year for each point of damage." |
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| Neveron | Sep 29 2015, 03:59 PM Post #39 |
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What, beyond being an immortal? Off the top of my head that means that Exalts are immune, Undead and machines and Daemons might be as well, and several races will just nosell it due to having extremely long lifespans. (Hello, Dragons and Elves and Dryads.) Some quick notes on what Mentzer's Basic Dungeons & Dragons considered to be under the sphere of "Time": Anti-Magic Shell, Cause X Wounds, Contingency, Curse, Death Spell, Dispel Magic, Dissolve, Immunity, Permanence, Sleep, Timestop, Age Change, Anti-Magic Ray, Cancellation (destroys magic items), Delay Spell Effect... Some of those might fall more under the "Water" and "anti-Energy/Fire" parts of the system, though. (Also, controlling/turning undead might be part of Time rather than Water but eh.) But yeah, antimagic, harming/killing, making a spell permanent permanent in duration, delaying the casting of a spell for rounds/until a trigger, changing the age of creatures, stopping time. Or, to make it even more succinct: messing with the time of magic, messing with the time of people, and messing with time in general. As far as domains go, you can squeeze a whole lot of stuff under "Time". |
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| Eisenritter | Sep 30 2015, 08:15 AM Post #40 |
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Old Iron Knight
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Okay, so, let's turn back the clock a bit, and focus on resources. To start with, I do like the Tick/Tock switching. And, yes, the Clock Mage that Neveron dropped earlier is a good example of how that can work, if we can adjust it for DtD here. The problem I note with it is that it seems to be more about speeding up or slowing down one's personal time, with no rewinding. No Mask of Time Duplication shenanigans possible there. Thoughts? |
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