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ee ee “Tf time is a siver, the past is a mountain spring Itis fixed and can't be moved. But the future! The future is an infinite delta of possibilities. If you can see it you can bend its course to yous fancy..” Hieromymaus, infamous timebacter “Time wants to be fee” Amppmen Srengtn (0 Lawful: Hacness the laws of the cosmos for the good of society. ‘ONenteal: Science? It there's money to be made, Pani! (© Chaotic: Uneavel the secrets of the nnivesse in WIND THE CLock ‘When you spend a few mimstes to wind your time hacker, lose all your time and gain 3 time. Time Alow enecgy is teansmitted from the timelackec via ‘metal conductors. To affect an object or creative, you have to bsiefly touch it with yous copper glove ‘ora conductor ike a sword On a successful Hack and Slash roll you may try to conduct time flow ‘energy to your target (If you have the moves!) INVENTOR ‘When you level up and spend at least a week ia youc workshop, instead of taking an advanced ‘move you may invent and build a new clockwork device, Desedibe the clockwork device and what ie dow to de GM The GA wll wate scot Sees eNO Tanees eT THE CLOCKPUNK ACEC EICS Intelligence PACIOMNCIONENS WHAT HAPPENED HERE? ‘When you discern sealities the answer to your question “What hap- ‘pened hese?” is very specific for the preceding few hours 0 20. You se ‘what happened as if you were there FREEZE TIME (INT) ‘When you accelerate your passage through time to the point where the ‘wodd around you seems to freeze, spend 2 time and coll+Iat On 10+ hold 3. On 7-9 hold 1. Spend you held to ‘+ Deal damage to an opponent. ‘+ Do something that would normally be impossible, like plucking an arrow or bullet from the air. ‘+ Move from one point to another (reach or further) in what seems ‘tobe no time. ‘When your held is spent, time zesumes its normal Sow: SEE THE FUTURE ‘You can see a few moments of the fatuce as a branching tree of pos- silities ‘+ When you are in combat, you see a blow fall before it falls. Take 42 armor. ‘+ When you Defend, treat 7-9 as 10+ (Take three instead of one) ‘+ When you Defy Danger, you see the consequence of your action before it happens. You may re-roll a failed Defy Danger Roll once. ‘You must use the second result. ‘+ When you Parley, you see the effect of your words before you say it. You are allowed to re-rolla failed Parley roll once. You must use ‘the second result. ‘+ When you discern realities, the answer to your question “What is about to happen?” is very specific for the next few moments. GEAR Your Load is 8+Ser. You stast with + Rations (5 uses, 1 weight) + Adventure gear (1 weight) + Clock matbec’s insteuments & parts (Buses, 1 weight) + Your timehacker (clockwork device) + Flindock pistol: Near. Loud. Pierce 1. Reload. 1 * Gunpowder and balls. (3 Ammo.) + Rapier: Precise, Pierce 1, 1 weight. + Dagger. Precise, I weight. You do not wear armor. PNP NZS Col=1P Koni ‘When you gain a level from 2-10, choose from these MECHANICAL GENIUS (INT) ‘When yon tampec with any auechanical device

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