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ElementalTime

The sixth of the Eight Elements?, Time is the most complex, and also most addictive. A skilled Time Mythic can be a very deadly opponent. In some cases, access to this power can be blinding and addictive. In many cases a Time Mythic will attempt to adjust events in the past, and unwittingly undo their own future, resulting in their death and in many cases by their own hand. By nature, Time Mythics tend to be very calculating, and cold. Often appearing to be either very lucky, or very skilled, they will rarely question the appearance of such effects as they likely thought out their course of action well in advance, or rewrote events very meticulously. They are either overly scarred, or look as though they've never been injured at all.

As with all elements, the four books follow a range of difficulty from base, apprentice, adept, then master. Each book has a mix of eight 'chapters' that represent techniques, abilities, aspects, or spells. As well, each book has a structure, representing a face of the element.

The First Book of Time

Techniques within the First Book of Time focus entirely on the Mythics perceived time. Before a Time Mythic is capable of effecting any sort of change in time upon others, they first must understand how time can be effected upon themselves. While this may seem like an unspoken moral imperative, it is actually a mental, physical, and Mythical requirement. It is impossible for one Mythic to begin learning Techniques from a later Book until they have mastered all previous Books

Foresight: The keystone of all Time techniques, Foresight is precisely that, the ability to look forward into the Mythic's own future at a rapid pace. Like all techniques within the First Book, Foresight can only provide the Mythic of knowledge for events that they will actually witness personally. The progression of this technique is fairly minimal. In early stages a Mythic will only be able to witness events from their own perspective, hearing and seeing things that they will eventually hear and see. Later stages allow the Mythic to look around from a somewhat removed perspective, as well as witness events that will take place while they are present but unconscious, even increasing the speed and clarity at which they can look forward.

Reminiscence: Similarly necessary to Foresight, Reminiscence is the most basic of all Time techniques. This allows the Mythic to look into their own past for what is essentially a perfect recognition of previous events they had been present for. As the Mythic becomes more skilled with Reminiscence, they will be able to look farther back much faster, retaining additional detail, and even being able to look at events in a more radial view.

Dilation: A specific control technique, Dilation adjusts the flow of time as it is perceived by the Time Mythic. This can be taken advantage of by appearing to slow time down to allow extra time for the Mythic to react to others actions or movements. The Time Mythic can then use this technique to either react at a normal speed to the perception of others, or at an increased rate of speed. Either way, time does not appear to change its flow for anyone other than the Mythic themselves. The more skilled a Mythic becomes with this technique, the more they can slow their perception of time.

Antedation: The act of taking on time at an accelerated rate, Antedation is used to physically age the Mythic at a faster rate. Though it seemingly has very few practical applications, this is mainly used as a method of balancing a Time Mythic's physical state while they manipulate Elemental Time.

Expiation: The other end of the spectrum from Antedation, Expiation strips away time that has passed for the Mythic, effectively passing their body backwards in age through the course of time. As with Antedation, the more skilled a Mythic becomes, the faster and more accurately they are able to adjust the changes upon themselves.

Abscond: Allowing the Mythic to essentially step outside of the normal flow of time, not only do they disappear to the perception of others, they become intangible as well. While this technique does fall within the parameters of the first book, and is a very simple technique to use at first, it can be fatal in many cases to the Mythic. Exiting the Absconded state without being aware of their surroundings may put them in more harm's way than had the technique not been used in the first place.

Repulse: Effectively the opposite of Abscond, Repulse inters the Time Mythic so deeply into the natural flow of time, that they are shielded from the actions of others. Repulse works as a sort of shield, though it is restricted to the immediate vicinity of the Mythic's person and effects. The shielding provided by Repulse is not permanent and can be broken by constant interference or collisions. A strong enough force could shatter the shielding in a single blow, though the break would cause no harm to the Mythic. Longer durations and more stable fields are capable the more the technique is used.

Deviate: By causing the effects of normal time to flow around the Mythic, they can ward off and even change the flow of gravity. This skill can be dangerous for the Mythic however; If they miscalculate the strength of this effective gravity well, they can rocket themselves off at speeds that they cannot physically withstand, either knocking them unconscious, forcing their impact to other objects at lethal speeds, or even removing themselves from the surface- and atmosphere -of a planet. Deviate does not affect the gravity of anything but the Mythic and their held belongings, no matter how powerful the Mythic may be.

The Second Book of Time

After mastering the concept of personal time, a Time Mythic can begin studying the effects of projected time. The Techniques involving projected time involve the ability to show others how time is being effected, has been affected, or what may take place in the future. Effective control over projected time can be a very dangerous thing, having drastic effects on the mental state of both the Mythic, and those who may witness it.

Discern: With concentrated effort, a Time Mythic is capable of extrapolating a target's future, bringing the memories to the forefront of their consciousness. At its early stages, Discern works in very basic glimpses and flashes. Though the end result may vary for each target, as the Time Mythic becomes more familiar with the technique, they are capable of providing greater detail to both past and future events. As well, the better a Time Mythic knows their target, the more effective the technique will be.

Avocation: Taking the imprint of time off of a target, a Time Mythic can replay events in real time. This particular technique can be one of the most mentally damaging, as it uses the target's memory to display events that have already happened. Because of this, it is often safest to perform Avocation on one who is unconscious, or dead. A skilled Time Mythic can adjust the flow of events being displayed through Avocation, allowing them to effectively flash forward through events, or draw them to a halt for a more specific look. Unlike many other Time techniques, Avocation provides a radial view centered around the target's location. More powerful Mythics can provide a larger radius of events, provide the display faster and with more control, as well as with greater detail.

Vacillate: Allowing the Mythic to manipulate the flow of time in such a way that they seem to slow down, Vacillate has a mirrored effect from Dilation. The technique has one of two effects, either allowing the target to believe that time is passing normally for them, and everything around them has sped up, or that everything around them remains at normal speed, and they are aware that they have been slowed down. Greater skill with the technique can hold the effects for longer time frames, or on more targets at once.

Furtherance: Requiring a vast amount of Mythical energy, Furtherance can be one of the most fearful Elemental Time techniques in the hands of a skilled Time Mythic. Furtherance allows a Mythic to manipulate the flow of a living target, aging them rapidly. Although the possibilities of this technique for offensive purposes can be particularly gruesome, the intense amount of energy that must be expended to do so at a combat level would likely drain most Mythics, leaving them incredibly weak and prone to attack. Commonly this is used for balance purposes, as even though a more skilled Mythic may be able to perform this technique faster using less energy, even the most powerful Mythic would still experience a drain after a rapid Furtherance burst.

Rescind: Although reversing the flow of physically experienced time through Rescind does require less energy for smaller distances, the further the Mythic tries to push a target's time backwards in a single push, the more energy it will require overall. As with Furtherance, this is typically used for balance purposes. A more powerful Mythic may be able to strip away time from their target rapidly, but this only adjusts the target's physical form, leaving their psyche in tact. In combat this may provide an edge over someone without Mythical training, but a Mythic would remain just as skilled, and Rescind may even offer them the advantage.

Extradict: Either willingly separating the target or forcing them out of the normal flow of time entirely, a Time Mythic can use Extradict on others as they would use Abscond upon themselves. While Abscond is a sort of doorway for the Mythic to step in or out of time, a major difference is that Extradict must be maintained by the Time Mythic actively, and the Extradition can be ended either by losing focus and failing to maintain the technique, or by choosing to. The dangers of being removed from Extradition are as present as they are with Abscond. A Time Mythic can see the target of their Extradict even though others may not be able to. This puts the life of the target almost entirely within the hands of the Time Mythic. As the Mythic becomes more powerful with Extradict, they will be able to maintain the effect over longer times with less focus.

Contain: By changing the flow of experienced time into a state of rapid rewind and fast forward, the Time Mythic can actively shield someone from interacting with events around them. This shield works both ways, both keeping them from harm, and preventing them from having any form of physical interaction with others. While the field created by Contain can be broken by continual impact, it can also be maintained by active focus from the creating Time Mythic. This does require an extensive amount of focus however, and a continually maintained field could limit even a powerful Time Mythic from moving.

Diverge: Changing the directional flow of time around a target allows the Time Mythic essentially create a well of gravity around them. Though the targeting precision of Diverge is a bit more general to the individual target, this can be used to hold them in place, force their directional movement, even force them to perceive incredible speeds while remaining still. The various effects of Diverge are numerous, and can be controlled with greater precision by more powerful Time Mythic, but a living individual must always be the target.

The Third Book of Time

Stepping beyond perceived and projected time, the Third Book of Time focuses entirely on the physical ramifications of time. These techniques specifically refer to how Elemental Time can be manipulated to physically change objects by preventing them from moving forward in time, moving them backwards in time, or holding them in a freeze.

Evince: With physical contact, a Mythic can look back or forward into an object's existence to see where it has been, or where it will be. Evince allows the Mythic to track the items progress through time at a rapid pace, but with perfect clarity. Even at its earliest stages, weeks can be communed to the Time Mythic within just seconds. As the Mythic becomes more capable with Evince, their ability to recall details over greater periods of time grows stronger.

Vicissitude: The adjustment of time for a physical object is much less complex than that of a living thing, and as such it is easily moved forward or backwards in time with the same manipulation of time. Vicissitude can force objects backward or forward through time as though they have been left untouched for uncountable ages, pass them through the progression of its otherwise unaltered events, or run an object backwards through time to its original state. Frequently used for simple tasks such as repairing the edge of a blade, or mending cracks in armor, Vicissitude can also be used to decay weaponry, armor, even the walls of buildings. The more powerful the Mythic, the faster the repair or decay, and the larger objects they can manipulate at once. Vicissitude cannot be used to target objects that are otherwise bound to another person no matter how powerful a Time Mythic may be.

Echo: With the exception of certain bound items, inanimate objects do not have as delicate a tie to the natural flow of time. Because of this, it is a simple task for a Time Mythic to recreate an item's physical appearance in the same place and time. Echo cannot be used alone to create a permanent copy of another item. Eventually the distortion in the item's timeline will correct itself and the copy will dissipate. This can also be forced at any time by the Time Mythic, in some cases explosively. As the Mythic becomes stronger with Echo, more items can be created at once, with less focus, and for longer durations.

Evanesce: As with Abscond and Extradict, Evanesce can be used to remove an object from the physical passage of time. Like with Abscond, this change remains in effect until a Time Mythic reverses the process. Evanesce is unique however in that items in an Evanescent state can still be manipulated actively by the Time Mythic, either physically or with other Mythical techniques. Evanesce requires very little energy to accomplish, however that requirement does grow with the size of the object. As a Time Mythic grows in strength and practice, that hurdle becomes smaller and smaller.

Vallation: Creating a similar sort of field to that of Contain and Repulse, Vallation allows the Time Mythic to erect impassible barriers of Elemental Time by locking the flow of time into a stopped state, preventing anything from changing it. These barriers at first are effectively minor plates, but the longer that the barrier is maintained by the Mythic, and the more energy that is poured into it, the larger it grows, and the more defined shape it can have. Depending on the preference of the Mythic, this rift can have visual definition rife with energy, or seem transparent, though a discerning eye may always be able to notice the complete lack of movement within the field. As with many other techniques, a more powerful Time Mythic can create these barriers faster, and expend less energy to do so.

Transpose: Very simply, Transpose is a technique that allows a Time Mythic to change the location of physical objects from it's current location to another that it would occupy in time. While the concept behind Transposition is very simple, the methodology is very complex. Transpose can only move an item into another point that it will occupy, or has occupied, in the natural flow time without otherwise being disturbed by Elemental Time. Because of the very nature of existence, these kind of adjustments are rarely useful, though as a Time Mythic becomes more powerful and practices with Transposition, they can affix the flow of time to local sources, such as a specific point of gravity, or relative time flow. Either way, inexperienced Transposition can be very deadly to a great deal of people, including the Time Mythic themselves, and often unintentionally.

Anchoring: By permanently manipulating the flow of time around an inanimate object, a Time Mythic can permanently freeze an item in time and space. This can be done in several ways, Anchoring an object to another object, location, or power source, or even a person. Using a living thing as the subject of Anchoring can be very time consuming, and would leave the Mythic and possible Anchor exposed for long periods of time. However, using inanimate objects as the subject of Anchoring can be almost instant in comparison. Another Time Mythic's Anchoring can be broken several ways; by the death or choice of the Time Mythic, overpowering the Anchor by another Time Mythic, or destroying the Anchor entirely. Until the Anchoring is broken, the Anchored item cannot be moved away by any means, and it is essentially indestructible.

Drift: Changing the directional flow of time around an object, Drift recreates a source of gravity, pushing the item along a different gravitational path. This can be used to draw items to a Mythic, or even push them away. Like Diverge, Drift can require a great deal of calculation and practice to make sure an item is not thrown off at a tangent at destructive speeds. It can be common for a Mythic to unintentionally eviscerate themselves using Drift improperly.

The Fourth Book of Time

The final book of time deals entirely with paradoxal consequences of manipulating time beyond the first Three Books. By limiting the overall effects, or drastically exploiting them, the Fourth Book of Time is easily the most dangerous to the Mythic themselves. Those who can master it however may be truly difficult to defeat.

Cadence: By supporting the breaks and sudden spikes created by the manipulations in the natural flow of time, a Time Mythic can effectively cause permanency to these changes. Items that are temporary, or should not exist in that point in time, can be made permanent, effectively creating an exact duplicate as if it always had been. Cadence takes a great deal of focus and energy, and the more that is attempted to naturalize into the flow of time at once, the more effort that is required.

Reticence: Reversing any jags or adjustments in the current flow of time, the Time Mythic can focus and remove any present changes that had not been made permanent by other means. Without some form of barrier or protection, Reticence effectively erases these adjustments so that they are no longer and never were, destroying objects made by changing the flow of time. Reticence is effectively the opposite of Cadence, and while it does take effect much quicker, it requires much more focus and energy.

Confluence: Creating a sharp bend backwards in the natural flow of time, a Time Mythic is capable of reaching into the past and taking an item from where it was at a chosen point, and bringing it into the current time. Unlike Echo, Confluence does not create a copy of the object in question, but it removes the actual object from that point as well. As Confluence is a merger of the two time lines on a temporary basis, for the entire time that the item is 'borrowed,' it is absent from the point in time where it had originally existed. Once the 'borrowing' is done, the item returns back to its point in time to continue on it's normal path. With practice, Confluence can be used for people as well, though it will require excessive amounts of energy and may leave a Time Mythic drained.

Dissonance: Similar to Confluence, Dissonance can be used to put an object back in the flow of time where it had not originally existed. There are many ways that this could be used, either to set a trap, hide an object or a person, even attempt to prevent something that may take place. A bend this sharp requires a significant amount of focus, clarity, and energy. Extremely skilled Time Mythics can perform this with more complicated items in a faster process, with less drain.

Credence: With definitive knowledge of what may come, a Time Mythic is capable of focusing on an object, person, or event that will take place at some point or will exist through the natural flow of time and bring it to the current events. Effectively borrowing from the future, objects or people can be brought to the present with excessive focus. Credence does require knowledge of the place that the target is being borrowed from, as well as how long it will be at that point. Credence, like others in the similar facet, removes an object from it's natural point in time for the amount of time that it is borrowed, returning to that same point where it was missing from after the time spent.

Quiescence: By locking an object, person, or action to a future point in time, a Time Mythic can remove the target from the current point in the natural flow of time, and causing it to take place at a later point. In the case of a person or an object, this effectively removes them from the natural flow in time to that future point. As with Confluence, Dissonance, and Credence, the amount of time the person or object is present in the future is directly related to the amount of time they are missing from the present flow of time. As a Time Mythic becomes more powerful, Quiescence can be done faster, and for longer periods of time, with less drain.

Adherence: If the need arises to bind an object from outside the natural flow of time, a significantly powerful enough Time Mythic can effectively bind the two timelines. Due to the massive amount of energy that is required for such an act, allowing the event, person, or object to simultaneously exist in two places at once, Adherence can be a paradoxal technique if used improperly, and overly applying the use of the technique can lead to a situation in which time cannot balance properly, causing other disruptions that can be lethal. Adherence is a heavy drain on any Time Mythic, and can be quite lethal.

Severance: It is possible to take the natural flow of time and break it in such a way that it remains permanently broken, stripping something from the natural flow of time in such a way that it is not, never has been, and never will be. Such a task requires intimate knowledge of the act or event, the people or objects, and all of those that would have been involved with the timeline that is being disrupted. Such an act would alter the perceptions of everyone except for those who are shielded to the flow of time, such as other Time Mythics, even those who are less powerful. Severance would require such an expenditure of Elemental Time that even the most powerful of Time Mythics may find themselves destroyed by the act.

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Page last modified on November 19, 2023, at 01:36 PM