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Building Your Agent's Arc

Timepiece

You're welcome for the wait.

Neverending school days. Memories vivid and unforgettable. Death, moments after escape. Timepiece Anomalies set the world’s schedule and don’t bother with a calendar.

The powers of a Timepiece invite a uniquely casual selfishness. The mundane world is shackled to time’s passage, and so everyone bends to the Timepiece’s will. While patience and thoughtfulness could make this an unparalleled force for good, these Anomalies more often grow bored and careless, protected as they are from the consequences of waste.

Agents bonded with Timepiece Anomalies are highly prized for their ability to ensure every meeting has time for one more question and every pay period fits neatly within the budget.

However, after recent reports uncovering widespread abuse, standard procedure when working with Timepieces is to obscure deadlines and demand work be completed prior to being requested.

We've Got Time.

When you or a target are in a hurry to complete a task (fix a car, escape a pursuer, etc.) check any clock and say the phrase “We’ve got time.” Roll Professionalism.

On a success, you’re right. If the task is focused on and approached genuinely, it will be completed before the impending deadline.

For each additional 3, you gain an additional minute of preparation before the deadline hits for other activities.

On a failure, you are catastrophically, terribly wrong — and you don’t know until it’s too late. Your pursuer takes you by surprise, the deadline has already passed…where did all the time go?

Overclock

When you or an ally rolls for an Anomaly ability other than this one, after seeing the result, punch a clock and roll Initiative

On a success, you send the target back in time to assist themselves, allowing them to use the same ability a second time with an identical number of 3s. This second use can affect new targets and does not generate Chaos or Triscendence effects.

For each additional 3, you add one 3 to the second use. This effect can make a roll exceed six 3s.

On a failure, the original roll becomes a failure, and then the ability fails a second time. The second failure repeats on the same target or moves to a new target, whichever is worse. Chaos is not generated by the copied failure.

Remember When

Make someone feel an overwhelming rush of nostalgia for the time they let slip away. Hum a tune and roll Empathy.

On a success, all past events, even recent ones, feel wistfully far away. The target is desperate to talk about their past and easily led toward subjects you’re interested in — even typically secret or classified ones.

On every third 3, you may request a particular memory or sequence be described in perfect detail—the GM will paint the entire scene, and it will not suffer the natural decay of memory. This effect can reveal information behind even Anomalous memory blockages or wipes.

On a failure, the target becomes lost in their memories. They are overcome with emotion, and are useless for gathering information. Returning to the present will take time and care. Their condition generates at least one Loose End.