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Time Space Magician
Time Space Magician
◊ Experiment gone Wrong Body: Aging, youthful, fit, frail, plump, angular,
◊ Cursed tattooed, or malformed body.
◊ Lost Identity
◊ Nemesis ALLIANCES
◊ Obsession Choose one Power broker as your ally and another
you are in conflict with.
ABILITIES LIMITATIONS:
Choose 3 Abilities: ◊ Field of Expertise RELATIONS
◊ Initiate [Obligatory] Everyone introduces their character by name, looks,
◊ Journeyman (requires: Initiate) and personality. Take your turn. Write down the
other player characters’ names. Go around the table
◊ Adept (requires: Journeyman) again to establish your Relations.
◊ Master (requires: Adept) ◊ One of the characters is your ally. Take +1 Relation
◊ Pocket Dimesion with them.
◊ Aura of Doom ◊ One of the characters has gotten in trouble
◊ Experienced because of you.
Reason Intuition
WOUNDS Dramatic Hooks
Investigate Read a Person
Serious Wounds (−1 ongoing) Stabilized
Perception
Observe a Situation
ADvancement
Coolness Violence
Act Under Pressure Engage in Combat
Old clock with five fingers, which run in weird directions.
Select a new Ability from your Archetype
Soul Its face has cryptic symbols on it, and the door swings
See Through the Illusion open on its own sometimes.
After 5 Advancements You May Also Choose:
Iron compass that will point out cracks, gaps, and fault lines in
the fabric of space. Increase any one Attribute +1 (to max +5)
Perform a Ritual aura affect her, roll +Soul. On 15+ choose 2, on 10-14 choose 1. On
9- choose 1 but you leave a trace of your aura with the affected
person - who gains a magical bond with you.
Journeyman (requires Initiate) ◊ You can foresee the target's actions for the next instants,
When you perform a ritual, explain what you intend to do
and the GM will say what's required based on the list below. Your studies and experiments in your school of magic have enough to give you +2 forward against her.
You will always be required to make some form of sacrifice,
be it a living or inert offering.
granted you new insights. Chose 1 new Field of Expertise. When
you Perform a Ritual , you may always choose this option:
◊ You can feel your target's soul, and can ask if they have been
marked or tainted by supernatural forces of time-space.
◊ The ritual takes several hours or even days to complete. ◊ You have protection from creatures and magical energies for ◊ You curse her, giving her the disads Cursed, Condemned or
as long as you remain within the protective circle. Untethered (your choice) which will fade only after a couple
◊ You need one or more assistants to complete the ritual. months have passed or when the victim finds a way to break
◊ You must perform the ritual in a particular location, or at a
particular point in time.
the curse.
◊ You need a particular object in order to complete the ritual. Adept (requires Journeyman)
You’re starting to reach deeper insights into your school of Experienced
For every condition you cannot fulfill, you must take –1 to magic. Choose 1 new Field of Expertise.
your roll. You have life experiences and skills from your life prior to
When you Perform a Ritual , you may always choose this option:
becoming Enlightened. Choose any 1 Advantage from an Aware
Then Roll +Soul to determine your degree of control. On 15+
choose 2 options from below, on 10-14 choose 1. On 9- choose 1
◊ The ritual affects several beings. Archetype.
◊ Open portals to Elysium and the Underworld. Lost Identity Experiment gone Wrong
◊ Open portals through time. Your true identity has been lost to a military or private-run
secret agent program. You do not remember anything about You have carried out a scientific experiment, which went horribly
your pre-employment life. Recently, memories of your true awry. It gave rise to something unnatural, which disappeared
◊ Summon creatures from time and space. identity have started coming back to you. In the first game without a trace. Recently, it has tracked you down, reappearing
session and whenever you encounter something from your in your life, and forcing you to either escape or confront it. In first
◊ Distort time. repressed past, roll +0: session and whenever things seem in control, roll +0:
(15+) Your experiment leaves you alone.
◊ Distort space. (15+) You repress your true identity, remaining in the present. (10–14) Your experiment is close on your heels. The GM takes 1 Hold.
(–9) Your experiment is in your vicinity and acts against you. The GM
(10–14) Your true identity is catching up to you. The GM takes 1
Hold. takes 3 Hold.
(–9) Your true identity resurfaces. The GM takes 3 Hold. The GM can spend Hold to make Moves on the experiment’s
Unthetered behalf: The experiment gives you a lead on the Truth, sabotages
The GM can spend Hold to make Moves for your true identity. or otherwise disrupts your research, demands something from
Messing with the fabric of Time and Space has not only given For example, you recognize unknown people or places, you under threat of retribution, or kidnaps you care, possibly
organizations or individuals from your past life get in touch returning them dead or transformed.
you improved control over it, but also weakened it's hold on with you, your old identity influences your thought patterns or
you. At the first session, and whenever you use magic, roll +0: actions, or you suffer traumatic flashbacks.
Obsession
(15+) You are safe for now.
Nemesis You have discovered a conspiracy or supernatural phenomenon,
(10–14) You have some difficulty syncing with Time and Space. and you can’t stop yourself from getting to the bottom of it. At the
The GM takes 1 Hold. Through some terrible act you have made an enemy, who does
first game session and whenever you encounter something
everything in their power to take revenge. Decide who your
(–9) The fabric of Time and Space is strongly rejecting you. nemesis is and what you have done to earn their vengeance. In associated with your obsession, roll +0:
The GM takes 3 Hold. the first game session and whenever you let your guard down, (15+) You overcome your obsession for the moment.
roll +0 to see if your nemesis moves against you:
The GM can spend a Hold to make a Move for the character (10–14) Your obsession influences your behavior. The GM takes 1
becoming unshackled in Time and/or Space. You might wake (15+) You are safe from your nemesis for the moment. Hold.
up in a different place, or at a different time. Crossing a street in (10–14) You have been careless and your nemesis moves against
you. The GM takes 1 Hold. (–9) Your obsession takes over completely. The GM takes 3 Hold.
New York City might take you to downtown Hong Kong, or
walking down the corridor to the bathroom could take several (–9) You have compromised your position and your nemesis The GM can spend Hold to let your obsession creep into your daily
weeks. You may age rapidly, perceive everyone else getting strikes against you in full force. The GM takes 3 Hold. life. You may be forced to choose between either engaging in your
increasingly younger, or flicker in and out of existence for those obsession or losing Stability. You may forget about important
around you. Time might stop, skip, slow down, accelerate, or The GM can spend Hold to make Moves on behalf of your tasks, miss meetings or neglect your interpersonal relationships
reverse itself (for you or people nearby) at inconvenient nemesis: your nemesis may strike when you’re alone, use to solely focus on your obsession. Your obsession may even
secrets they’ve uncovered to extort you, intimidate you, hire influence your dreams, giving you visions and revelations. In
moments, or Space might refuse to work as expected (e.g. as turn, the object of your obsession may also take note of you and
regards positioning, direction, velocity, momentum, gravity, henchmen to capture you, or attack someone you hold dear.
try to stop your investigations.
and the like).
Design by Lessavini with art assets from Helmgast and contributions by Auburney,
Jrmariano, Julle, Crystal, Victor the Villain and Mechanoreceptor. KULT is a
trademark by Helmgast.