Chronomantics

Chronomantics

The Discipline of Chronomantics was theorised by Brakiri

metasensory researchers as originally being part of the

Biokinetics discipline but was later re-classifi ed into a

discipline of its own due to the specifi c nature of its powers.

Through a focussed application of impulse scanning and

adjusted synapse reactions, the telepath can alter his own

or another’s perception of time. Whether it is used to slow

down a foe’s reactions or to pack several hours’ worth of

reading into just a few minutes, Chronomantics is a multifaceted

tool.

Impulse

Power Required: 8

Range: Close (P10 Medium)

Action: Standard

Telepathy Check: DC 18

Concentration: No

Multiple Subjects: No

Chakra Cost: 16

This telepathic ability is used to baffl e targets with a

quick burst of telepathic impulses designed to scramble

the target’s perception of time. The impulse is like a

short circuit of visual and auditory sensations that will

likely throw the target off quite a bit. The basic use of the

ability sends a mixture of sensations into the target’s mind,

making him confused and disoriented for as long as it takes

the mind to recover. The successful use of Impulse will

cause the target to stutter and twitch uncomfortably, as if

having a minor seizure, as soon as the ability takes effect.

This effect will continue until the target can overcome the

synaptic impulse with a successful Will save DC 18. Once

the ability has ceased the target will have no idea what

has happened; it will be as though he lost those seconds/

minutes to a blackout

.

Impulse Variations

5 Déjà vu (DC 20): The telepath’s impulse grabs

a piece of the target’s recent memories and forces that

repeatedly to the experiencing part of the brain. This

variation acts exactly like a regular Impulse other than the

fact that the telepath gets to choose the memory from a

short list of minor thoughts to replay every round in the

target’s mind – which he will remember with a strange

sense of déjà vu.

5 Feedback Loop (DC 22): The telepath uses the

impulse as a blocker for the completion of a specific task,

forcing the target to continue re-living the action he was

taking when struck successfully with the ability. Instead

of just twitching, if the target was fl ipping a soy burger he

would continue fl ipping nothing until the impulse passes.

Some actions, like fi ring a pistol, could be very dangerous

if left in the feedback loop.

Synaptic Flow Adjustment

Power Required: 15

Range: Close (P12 Medium)

Action: Full round

Telepathy Check: DC 25

Concentration: Yes

Multiple Subjects: Yes

Chakra Cost: 30

A powerful ability to cause others to perceive the fl ow of

time as much faster or slower than it really is. By slowing

down or speeding up the memory cache that a mind creates,

the telepath can force his target(s) to react in a dramatically

different manner to normal. When this power is used,

it can be used to make all affected targets perceive time

moving faster than it really is, or it can make all affected

targets perceive time moving slower than it really is.

Targets who think that time is moving faster than normal

quickly fi nd themselves overwhelmed by the suddenly

accelerated pace of events. They cannot take 10 or 20 on

rolls, always act last in each combat round, and cannot

apply their Dexterity, Intelligence or Wisdom modifi ers

to any kind of check except Will saves. Any skill check

which takes longer than a round cannot even be attempted

without a DC 18 Concentration check fi rst.

Conversely, targets who think time is moving slower than

normal have more time to think about what they are doing.

At any time they would normally be permitted to ‘take 10’

they may ‘take 15’ instead. In addition, they may add their

Intelligence modifi er to all skill checks, and attack rolls in

personal or vehicular combat. This power cannot affect

starship-scale combat unless the telepath has the power to

affect the entire crew of a given ship.

Synaptic Flow Adjustment Variations

5 Passing the Time (DC 20): The telepath can

use synaptic fl ow adjustment to alter a target’s perception

of the passage of time. To the target, the next 2d6 hours

pass ‘in no time at all’. This power is useful for combatting

boredom on long journeys and aiding research (giving a

+4 bonus to Knowledge checks if research is possible). If

something important (such as combat) happens during

the 2d6 hours, the target will immediately snap out of his

fugue and act normally.

5 Sandman (DC 24): The telepath uses the ability

to prolong a target’s slumber, forcing his brain to think

that no time has passed when hours might have. So long as

the telepath concentrates successfully upon the target and

nothing unforeseen happens to prematurely wake them,

they will naturally sleep as though exhausted.

Signal Detour

Power Required: 13

Range: Close (P10 Medium)

Action: Full round

Telepathy Check: DC 22

Concentration: Yes

Multiple Subjects: Yes

Chakra Cost: 26

This ability allows the telepath to force his targets’ nerve

impulses to take long and redundant routes along the

nervous system in order to perform the actions they are

signalling for. This general re-routing of constant signals

places the target in a strange state of slow motion for all

who witness it, which feels like some kind of fugue or

trance to the target.

If the telepath is successful in getting the target’s nerve

signals re-routed, the affected target suffers an immediate

–10 penalty to their Initiative rolls (or current score). Also,

all of their movement rates are halved (round up) while

the telepath continues to re-route the nerve impulses in

this way.

While under the effect of this ability, the target does

everything at roughly half speed. Walking, talking, eating,

etc. are all slowed down to a comical level of sloth-like

motion. In combat, all standard and move-equivalent

actions are considered full-round actions, and all free

actions are considered standard actions. The target loses all

positive Dexterity modifi ers to Defence Value and attack

rolls, and suffers a –2 penalty to Defence on top of that.

Signal Detour Adjustment Variations

5 Rapidity (DC 24): The telepath can use signal

detour to choose faster routes for nervous impulses instead

of the standard ‘safe’ ones the brain normally chooses. The

target begins to speed up signifi cantly, at some cost to

their muscle integrity and stress to nerve fi bres. The target

gains a +2 bonus to Initiative, adds 5 feet to his Speed,

and performs all activities as though they were on some

kind of chemical stimulant. Additionally, every round the

ability speeds them up this way the target suffers a point of

nonlethal damage that cannot be prevented in any way.

5 Dead-End Synapse (DC 28): The telepath can

use signal detour to block certain nerve impulses that drive

essential bodily functions long enough to cause signifi cant

damage to the target. By blocking the refl exive nerve

impulses that cause the heart to beat or the lungs to draw

air the telepath can infl ict terrible damage, perhaps even

fatally so, upon the target. Every round this ability affects

the target they must pass a DC 20 Fortitude save or suffer

1d2 points of Constitution damage. When a telepath uses

this ability variation, it loses the Multiple Subjects trait.