Timepiece
Timepiece
De rien pour l'attente.
Created by Triangle Agency
123

Des journées d'école sans fin. Des souvenirs vifs et inoubliables. La mort, quelques instants après l'évasion. Les Anomalies Horloge fixent le calendrier du monde et ne se soucient pas d'un calendrier.

Le pouvoir d'une Horloge invite à un égoïsme décontracté unique. Le monde banal est enchaîné au passage du temps, et tout le monde se plie donc à la volonté de l'Horloge. Bien que la patience et la réflexion pourraient en faire une force inégalée pour le bien, ces Anomalies s'ennuient plus souvent et deviennent imprudentes, protégées comme elles le sont des conséquences du gaspillage.

Les Agents liés aux Anomalies Horloge sont très prisés pour leur capacité à garantir que chaque réunion a le temps pour une question de plus et que chaque période de paie s'inscrit parfaitement dans le budget.

Cependant, après des rapports récents dévoilant des abus généralisés, la procédure standard lors du travail avec les Horloges est d'obscurcir les délais et d'exiger que le travail soit terminé avant d'être demandé.

We've Got Time.
Professionalism
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?

I know...
The deep magic.
=> W3
Kung-fu.
=> C10
Overclock
Initiative
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.

I'll sleep when...
I'm tired.
=> P13
I'm dead.
=> O7
Remember When
Empathy
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.

I'm more likely to ask...
Where are they now?
=> O6
Where are they going?
=> F3