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.