The Time Castway (Part II)
In the first entry of this class I said I wanted to be more active both in this blog and in the Discord server. One month later I've posted exactly once. In my defense, July has been a bitch: I feel super burned out, I had some friendship drama, my partner got sick and I had one of my mental health episodes. Also, I really struggled with this tables for some reason.
But there's good news: most of these problems are solved and I have two weeks of holiday. So i will try something completely different: i will post my Glaugust entries... in august. I'm horrible organizing myself unless I have strict time tables, so I will try to post a challenge a week.
Anyway, per the post itself: here ate the tables for the Time Castaway, without which it's literally unplayable. I hope they are balanced, specially the Archon/Anarch ones, but I can't invest more energy and time into this.If someone more talented than me has some pointers I will welcome them with open arms, but other than that I'm done with the class.
I also added some tips at the end for what constitutes as Order/Chaos. I'm pretty sure anyone who plays GLOG already knows what I'm talking about, but it cannot harm.
Time table
- Pick me up. This future version of you has all kinds of modern drugs and hi-tech gadgets, which seem to work pretty much like your equipment.
This turn you may use a single consumable without consuming it.
- Telekinesis. In this future, you awoke your latent psychic powers. Ain't that cool.
You may spend an action to move a human sized character or object [template*5]’. If it hits a large enough object or another character both receive 1d6 damage.
- Pre-Determinism. In this future you lived through this exact moment already. A rare opportunity to learn from your mistakes.
At the start of your turn declare an action and roll a d20 or equivalent. If you take that exact action you have to use that result for your roll.
- Holo-Decoy. Oldest trick in the future.
You may spend an action to ensure the next attack against you misses, no roll necessary.
- EMP charge. Do golems dream of magic sheep?
Spend an action to overload a single mechanical or magic item, rendering it useless for 1d6 turns. Alternatively, stun a construct or creature who is more-machine-than-flesh and deal [template]d6 damage to it.
- Quantum flip. When humanity discovered they could alter probability by observing tiny enough particles, they didn’t realize they were declaring war on Fate. And Fate… Fate’s got hands.
After seeing the result of a damage roll during your turn, you may change it to either the maximum result or the minimum result, but if you do the DM gains a use of this ability for the rest of the session and they are encouraged to use it against you.
- Medgel Injector. I take my nanobot-infused faux flesh with a touch of lime.
Spend an action to heal yourself or an adjacent ally [template]d4 hp.
- Universal Solvent. No, it's not water. Don’t be pedantic.
Spend your action to instantly destroy one non-magical object no larger than yourself — a door, a chain, a wall, a weapon. Ask your DM if it works on magical objects too.
- Grapple hook. Not strictly sci-fi, but still cool, yeah?
At the start of the turn, you may choose a point in a surface at 30 feet or less and immediately move there, as long as the path isn’t obstructed. You may stay until the end of the turn, ignoring gravity if necessary.
- Grenade launcher. It launches grenades.
Instead of rolling to hit with the blaster it automatically deals damage, but save halves.
Archon table
- Oath Knight. In this future, you became a paladin, fighting for justice and equality. Your struggle wasn’t in vain.
Roll a spell from your preferred spell list, such as the Orthodox wizard; reroll until you get a spell appropriate to cast at yourself or an ally. Your character may cast that spell with [template] MD that are always spent.
- Non-lethal protocol. If one must use violence to enforce the law it should always be in a proportionate manner.
If you attack with the blaster, you may choose to use the stunning secondary fire. It ignores armor (roll against 10 AC) and deals non-lethal mental damage but cannot crit.
- Divine Deputy. In this future, the Jade Emperor himself appointed you with authority to request a part of his power, as long as you first file the appropriate paperwork. This remains true even when you’re in the past, much to the chagrin of the celestial bureaucrats who have to make sense of what the hell just happened…
You may assert that, by the authority conferred to you by the Jade Emperor, august Huang-di of the skies, heavenly grandfather, you punish a law breaker. As long as they are actually breaking a law (such as by ambushing you, unless you’re the one infiltrating their territory) or they are a known criminal, you deal [template]d8 damage (save halfs) as emerald lighting strikes the offender. Non-sentient or non-intelligent beings and even objects are beholden to the same standard as sentient beings; monkeys can always be smitten.
- Pre-Postdestined. In this future, you work for a shadowy organization, unaware that a past clairvoyant T-Rex is the one pulling the strings. In order to use you to your full potential it has predicted your entire life, including this one bit.
You may spend an action to discover a random consumable nearby.
- Panopticon. Information is power and you control information.
For the rest of the battle you always know the exact location and rough condition of every creature in the battlefield.
- Riot police. The state has the legitimate monopoly of violence and it’s always happy to use it on anyone trying to take advantage of their right to free speech.
As an action, you may lob a tear gas canister. Choose a point within 20 feet: all characters within 10 feet must save or be blinded for the rest of combat; characters with higher HD than you have a +4 to the roll.
- Reality Anchor. “Order” just means “disposing of what’s not wanted”, such as the reality-deviancy known as “magic”
As an action, end an ongoing magical effect or suppress a permanent magical effect (such as an enchantment) for the rest of the scene.
- Inquisitor. “Order” just means “disposing of what’s not wanted”, such as the reality-deviants known as “magicians”
If you hit a magic user with an attack, they are muted and typically unable to cast spells until they save (they get a free save at the end of each turn and can spend an action to roll again). Until the start of your next turn, when an enemy casts a spell it triggers opportunity attacks from you.
- Legion tactics. In this future, you never fought alone.
If you hit an enemy with an attack, the next ally that attacks it has advantage to the roll.
- Sniper. Dealing with enemies of the state from a safe distance; far enough you cannot see their faces.
When your future self takes your place you may substitute their blaster for a sniper, a ranged weapon that deals the same damage but has unlimited range and deals 50% extra damage if you don’t move that Round, but has disadvantage against enemies within 15’ or closer.
Anarch table
- A thing of beauty. In this future you killed a beholder and installed the creature's eye into their blaster. Under the grisly trophy, it reads “so unto all tyrants”.
Roll a spell from your preferred spell list, such as the Orthodox wizard; reroll until you get a spell appropriate to cast at enemies. Your character may cast that spell with [template] MD that never return.
- Zipper gun. This heavily modified blaster is a danger to yourself and others, but that’s a problem for your future self.
You may attack everyone in a 15’ by 15’ square (roll once). If you hit two or more target, roll damage twice and distribute it equally amongst those hit; if you reduce a target to 0 hp, distribute the spare damage too.
- Smoke bomb. The “mirror bomb” is still in development.
At the start of the turn, you may fill an area with a radius of 20’ with choking smoke. Everyone outside the cloud has disadvantage to hit anyone inside the cloud, and anyone inside the cloud has disadvantage to hit anything.
- Self-destruct protocol. Die young, live a beautiful corpse… albeit in pieces.
For an action you may overload a piece of your equipment, dealing 4d6 damage to everything within 10 feet, save halves. You automatically pass the save.
- Black Flag. Ahoy, me maties! Me and my cyber-parrot are gonna plunder your yacht!
You shout, swing from chandeliers, put copyrighted music on blast at full volume… what I’m getting at is that its very hard to ignore you. At the end of your turn you may choose to up your antics to eleven: if you, all characters that can see you must “target” you with their actions, if possible.
- Scavenger. You make do with what you have at hand; it's not as if you have any other choice.
You may spend an action to repair a broken item you can touch (if it has a “health” system, it’s back to “about to break” or to use a magic item without charges, such as a wand, as if it had one last charge.
- Wildcard. Heads or tails?
Before an attack, you may declare a gamble: the attack is a crit if the dice rolls evens or a fumble if ti rolls odds.
- Battlefield Looter. Waiting for them to stop moving is mostly a courtesy.
If you hit an enemy with an attack you immediately learn their inventory and can choose a single item that appears in your inventory or your hands, no matter the distance-maybe you have tiny, easy to miss drones, or maybe you teleport it to your pocket.
- Elemental ammo. Thanks to the latest elementalist technology, you can imitate the unfathomable powers of a sling.
Roll a random element (you can always just assign a 1d4 to the classic western ones). Your blaster deals 1d6 extra damage for the rest of the turn and the DM might let you do special maneuvers related to the element you rolled (such as petrifying an enemies wings to make them drop to the ground, or use a water jet to push an enemy).
- Street samurai. After the talk about “culture appropriation” we tried other terms, like “asfalt huscarl” or “back alley druzhina”. They didn’t stick.
When your future self takes your place you may substitute their blaster for a chainsword, a melee weapon that deals the same damage but grants advantage at To Hit Rolls and Damage Rolls.
Order ideals: -Protect the many by restraining the few; a leash is kinder than a grave. -Acting against authority damages the community, so assume all authority is legitimate until you have enough evidence of the opposite. -Loyalty to an institution should be above loyalty to any individual.
Chaos ideals: -Individual freedom outweights collective safety. -Authority always calcifies into tyranny; always question if it's necessary or good. -Loyalty is to people, not flags or chains of command.