Time Bandits: A Third Chronomancy Class.
Posted: Sun Sep 18, 2011 7:55 pm
It's no secret that the Chronomancer classes were early favorites of mine. The moment when I realized my future self had come back in time to kill me was the moment I was definitely hooked on Tales of Maj'Eyal, and one of my first truly successful characters was a Paradox Mage.
The Chronomancy roster is fairly well-filled-out, with greedy and foolish Paradox Mages tinkering with the composition of the timestream for personal benefit and noble temporal wardens repairing the damage. But it's always seemed to me that they hint at a third role. Paradox mages, though using time travel for personal gain, seem to exercise some caution and expertise in their talents. There's no class representing the truly foolhardy and unenlightened, who have stumbled upon Chronomantic powers but are reckless and wanton with them.
After all, the best stories about time travel involve protagonists who barely understand what they're doing. The ones who try to deposit a penny in 1911 in order to be a millionaire in the future. The ones who can't figure out what will happen if they go back in time and stop themselves from going back in time, and get so frustrated thinking about it that they just go for it. The ones who are always surprised by the ramifications of their actions.
Enter the Time Bandit, whose temporal gatecrashing makes him a true criminal-- the sort more likely to evade and flee Wardens than try to blast them apart.
A new style of Chronomancer: The Time Bandit.
Access to:
Techniques/Combat Training
Techniques/Dual Weapon Training
Cunning/Stealth
Cunning/Survival
Chronomancy/Spacetime Weaving
Chronomancy/Time Travel
(NEW) Chronomancy/Affront to Spacetime
(NEW) Chronomancy/Futures Investment
I have no real attachment to the balance of these mechanics, and I understand if you think they're game-breaking or should be tweaked and changed. It's All On You, Kid is a playstyle-changing talent, obviously, and could lead to very powerful characters given an extreme investment of time and risk (like collecting dozens of elixirs of the fox and drinking them all on the final character in a chain, then charging through early zones with high-level runes and weapons), but I kind of like that.
In any case, this was just a brainstorm. The idea wouldn't leave me alone until I wrote it down. I welcome comments and balance notes and other ideas in the same venue.
The Chronomancy roster is fairly well-filled-out, with greedy and foolish Paradox Mages tinkering with the composition of the timestream for personal benefit and noble temporal wardens repairing the damage. But it's always seemed to me that they hint at a third role. Paradox mages, though using time travel for personal gain, seem to exercise some caution and expertise in their talents. There's no class representing the truly foolhardy and unenlightened, who have stumbled upon Chronomantic powers but are reckless and wanton with them.
After all, the best stories about time travel involve protagonists who barely understand what they're doing. The ones who try to deposit a penny in 1911 in order to be a millionaire in the future. The ones who can't figure out what will happen if they go back in time and stop themselves from going back in time, and get so frustrated thinking about it that they just go for it. The ones who are always surprised by the ramifications of their actions.
Enter the Time Bandit, whose temporal gatecrashing makes him a true criminal-- the sort more likely to evade and flee Wardens than try to blast them apart.
A new style of Chronomancer: The Time Bandit.
Access to:
Techniques/Combat Training
Techniques/Dual Weapon Training
Cunning/Stealth
Cunning/Survival
Chronomancy/Spacetime Weaving
Chronomancy/Time Travel
(NEW) Chronomancy/Affront to Spacetime
(NEW) Chronomancy/Futures Investment
Chronomancy/Futures Investment
//Benefactor (Unranked)
You selflessly/selfishly send an anonymous gift to your past self in another timeline.
Stores an item in its own shop window, with no immediate benefit. It is irretrievable until the game is wiped by It's All On You, Kid.
//Catch the Sale
Time travel makes haggling easy and allows you to check the past and future for the rise and fall of demand. You get better deals in stores.
Passive
You receive an X% discount on goods sold in shops, and get +X% more money for goods sold to shops.
//Borrow Energy
Cooldown: 50 turns
You swap your magic items with instances of themselves at different points on the timeline, when they are better charged.
Restores 100 energy to X magic items the character is carrying. Cooldown decreases with talent points.
//Temporal Shell Game
You look for a point along an item's history where it was in better condition than it presently is. But beware, this is delicate work, and may botch the transaction. Artifacts have too strong an aura of fate to be affected by this.
A percent chance, improving with talent levels, that any given item will:
-Improve its power, accuracy, attack speed, armor, defense or fatigue slightly.
-Gain a new ego.
-Decline in power, accuracy, attack speed, armor, defense, or fatigue moderately.
-Lose one of its egos, if any.
-Disintegrate.
-Be replaced by a useless rubber chicken.
Obviously, the total chance of something good happening should never exceed the chance of something bad happening; it should never be statistically beneficial to continue to use this on an item ad-infinitum.
//It's All On You, Kid
Single-Use
You've had it. You've made too many mistakes. It's all become so complicated! If only you could go back to where it all started, with what you know now... better go educate some poor sap kid before he makes the same mistakes you did.
This talent wipes the entire game session, as if birthing a new character of the same name, race and class, with the following differences:
-All items stored with Benefactor are added to the character's starting equipment. It is possible to build up an impressive collection of potions and artifacts by repeatedly shunting them sideways along timelines.
-The previous character is stored as a unique NPC for later. They may show up randomly in any zone as a temporary ally.
-The character's minimum paradox increases by 25.
-A unique dialogue explains that you were just about to begin your adventure a man claiming to be your future self appeared, hastily gave you a series of warning and a bag full of magical trinkets, wished you luck and ran off.
Additionally, the following effects occur depending on the rank of It's All On You, Kid when used:
Rank 2: The new character retains 100% of the original's gold.
Rank 3: The new character gains a note with a number of half-applicable warnings about the future scribbled on it. This is a weightless plot item, the Warning Note, which grants a small bonus to the character's saves and immunities.
Rank 4: The benefactor gives the new character a fast training session, granting the new character 1 category point, 1 general talent point, and 1 class talent point.
Rank 5: The Warning Note contains comprehensive information on the weaknesses of future foes, granting a small percentage to all damage resistance penetration.
Rank 6: The previous character redirects his future potential into the next one, granting a single extra life.
Chronomancy: Affronts to Spacetime
Affronts to Spacetime scale with Cunning.
//Time Hopping
Sustain – 50/75/100/125/150/175/200 Paradox
Every time you step, there is a 5/10/15/20/25/30/35% chance that you will teleport an additional tile in that direction.
//Reality Shield
You tear apart the fabric spacetime itself to protect yourself.
Cooldown: 20 turns
Usage Speed: Instant
You gain a damage shield of X strength that lasts 5 turns, but cause an immediate anomaly.
//Rift to Nowhere
You open a guttering wound in the universe which begins to draw matter into it.
Cooldown 12 Turns
Usage Speed: 1 Turn
Range: 6
Costs Paradox
Creates a radius 1/2/3/3/4/4/5/5 zone that deals X-Y temporal damage, X-Y cold damage and X-Y darkness damage each turn, depending on their distance from the epicenter.
The rift also creates a radius 3/4/5/6/6/7/7 zone that draws creatures towards the center each turn if they fail a physical save.
The rift lasts Z turns.
//Trail of Distortion
You've become so out of synch with the universe that it warps and bends in your presence.
Sustained talent.
Wherever you travel, you leave Distortion fields, clouds of warped temporal energy which may spread to adjacent spaces. Other targets entering the distortion fields may find themselves slowed, stunned, dazed, or time prisoned for a very short duration.
I have no real attachment to the balance of these mechanics, and I understand if you think they're game-breaking or should be tweaked and changed. It's All On You, Kid is a playstyle-changing talent, obviously, and could lead to very powerful characters given an extreme investment of time and risk (like collecting dozens of elixirs of the fox and drinking them all on the final character in a chain, then charging through early zones with high-level runes and weapons), but I kind of like that.
In any case, this was just a brainstorm. The idea wouldn't leave me alone until I wrote it down. I welcome comments and balance notes and other ideas in the same venue.