4/2/2023 0 Comments Mage time sphere![]() ![]() They can create simulations of the supposed past, possible futures, or alternate presents and interact with others of the time as if they were real. While they can't truly to travel to the distant times, the mage is now capable of the next best thing. This doesn't allow characters to change what they did in a previously narrated scene, however, and anomalies can result from contradictory insertions to the timeline. Thus the mage always seems to have contingencies planned for unexpected events, their allies miraculously prepared with whatever they need in the current scene. At the cost of quintessence, they can dictate events in the gaps between scenes, allowing a subject to retroactively explain how their past was spent and thereby change the present. Flashback, Temporal Simulacrumĭisciples of Time are no longer mere actors in a play, but authors collaborating on the current story.With the expenditure of quintessence they may also obscure the details of the story, past and present, from divination or alterations. In addition to being able to counter the greater Time effects, the mage can try to expunge temporal anomalies or inflict harm on time travelers. ![]() While they lack the ability to create such phenomena, they can solidify their perspective of time and use it against others. Initiates also gain an increased awareness of temporal anomalies both natural and artificial. They have close to perfect recollection of every scene they participated in, and with the use of other Spheres can see flashes of important moments to other people, places, or things which are relevant to the current story. The mage can anticipate dramatic or dangerous situations that will occur if they continue their current course, and gain hints as to who is involved or what their character will be thinking then. During the heat of combat the mage may alter physical reactions and speed, thereby enhancing initiative or defense, bestowing the acceleration of an automobile, or giving a group extra time to discuss their actions.Īt this level divinations reveal some of the highs and lows of the current story. In essence, they can squeeze a small scene into the story, enough to take a breather or perform a short ritual. Simple effects let one travel across a city in half the normal time or to cram a day's worth of partying into a few hours. While Sleepers remark that "time flies when you're having fun", the basics of Time manipulation allow mages to truly control the pace of their lives. If the past is changed in a manner that affects the mage's life (assuming such a thing is possible), they may retain their previous memories for a few scenes before they are replaced by new ones. Alternatively, if they're unwilling pushed to the future or frozen in place, they can force themself back into the current story. Should a nearby Adept use a Time effect to move super fast, the Apprentice can piggyback on the effect and act at the same rate as they do. The basics of this Sphere are enough to enable the mage to intuitively sense when the flow of Time is being manipulated and spend a point of quintessence in order to synchronize themselves. On the other hand, if the mage merely thinks that to be the case or if someone is going to intervene to prevent the situation, divination at this rank will provide incorrect or contradictory information. ![]() If there's a nearby bomb about to go off or Men in Black are on their way, the mage knows how much time they have to escape. Simple effects also provide a vague notion of how long they have to achieve a goal before time runs out. They know just the right moment to dodge an attack and how to act in tandem with allies. These mages excel at rote feats of timing and precision, such as musical performance, surgery, or stunt driving. Perfect Timing, Temporal SynchronizationĪpprentices of Time first train to be aware of their own temporal momentum in relation to others and the current story itself. ![]()
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