urza2222
Dünnblütiger
- Registriert
- 7. Dezember 2007
- Beiträge
- 122
Tag alle zusammen!
Ich habe mal wieder eine neue Legacy gebastelt und würde gerne eure Gedanken zu den Attainments höhren! Sind sie zu schwach/stark? Warum? Was könnte man verbessern, etc
Wie immer danke für eure Zeit und Hilfe
Ich habe mal wieder eine neue Legacy gebastelt und würde gerne eure Gedanken zu den Attainments höhren! Sind sie zu schwach/stark? Warum? Was könnte man verbessern, etc
Wie immer danke für eure Zeit und Hilfe
1st Attainment:
Window into the Past
Prerequisites: Gnosis 3, Time 2, Investigation 2
The past has been written and thus only a single thread remains to be analyzed. The Tamers of Time reach out with their soul and simply travel this single strand of Time to any place and time in the past. This effect is identical to the Time 2 “Postcognition” spell (see M:tA, p. 260), except that the player rolls Intelligence + Investigation + Time to activate the Attainment. As with the spell the Mage can extend the duration to one minute or 10 minutes per success with Time 3 or 4 respecitvely.
Optional Arcanum: Space 2
Having learnt how to scry upon places from far away, the Tamers of Time gain the ability to view the past from remote locations, even half a world appart.
Samuel is in New York writing a research paper on early roman history and wants to see how Julius Ceasar was actually killed. His temporal sympathy is “Intimate”(-2) as he has an old coin from that ime period he intends to visit. He is in NewYork and not in Rome, his sympathetic space connection is “Intimate” (-2) as he has visited the city several times and has the coin from that area. His starting dice-pool is 9 -4 from the sympathy link leaving him with 5 dice. He rolls two successes which allows him to view one and a half minute of time, enough to see how Julius Ceasar really died.
2nd Attainment:
Window into the Future
Prerequisites: Gnosis 5, Time 3
The future is like a frayed thread, never certain and ever changing. The Tamers of Time can shift through these threads and read the future as with the Time 3 “Divination” spell (see M:tA p. 263), except that Intelligence + Investigation + Time is rolled to activate the Attainment.
Optional Arcanum: Space 3
The Tamer of Time can now fortify his temporal sympathetic connections, downgrading the link by one degree for each dot in his Time arcanum. This way even an unknown time frame can be viewed as Acquainted using Time 3.
3rd Attainment:
Control Timestream
Prerequisites: Gnosis 7, Time 4
At this level of understanding of Time the Mage can simply will himself outside of “mainstream” time and withdraw into a temporal pocket as with the Time 4 “Temporal Pocket” spell. Activating this Attainment is an instant action and requires no roll. Dots in the Time arcanum can be assigned to increase the time that passes within the pocket relative to what time passes without:
Time within Pocket: Dots in Time:
x2 1 dot
x3 2 dots
x4 3 dots
x5 4 dots
x6 5 dots
Optional Arcanum: Space 4
Some mathmaticians agree that dividing a number by zero produces infinity. In physics a fundamental equation is that velocity is equal to distance over time. Using these two statements would allow for infinit velocity. Some Tamers of Time have become so adept at altering time, that they can use said divide by zero anomaly. From their own point of view, they become infinitly fast, being everywhere at once and chosing where to emerge. From the point of view of the world, however, they seem to disappear from one location and reappear at another, as per the Space 4 spell “Teleportation.” Wily adepts of this attainment have a repertoire of tricks to render this effect less obtrusive to Sleepers: scrying out corners to appear behind and unoccupied rooms (or even closets) to emerge from, disappearing into anonymous crowds, popping in and out of sight among cubicles, stalls, colonnades and other repetitively designed spaces and distracting the cabdriver so that he does not notice that his five-miles-crosstown-during-rush-hour fare took no time according to his wristwatch.
Note that the mage must have a sympathetic connection to his destination of Known or better in order to teleport there. If teleporting to a location with less of a connection, the Mage must roll Intelligence + Occult + Space with the normal dice modifieres.