SpoilerLook: Covered eyes, Hourglass figure, Strange Body, Flowing Robes
Race: Two Halflings
Strength: 12 (+0)
Dexterity: 9 (+0)
Constitution: 15 (+1)
Intelligence: 16 (+2)
Wisdom: 8 (-1)
Charisma: 13 (+1)
Damage:
Armour:
Drive: Favourable Futures - Manipulate events in a way that favours you or your friends
Flow: Outside of Time - You exist outside of our traditional conception of time. Skipping around just comes naturally to you. When you spend Tick, you may choose to gain an equal amount of Tick instead of gaining Tock. When you Time Skip multiple times, reduce the duration of a long journey down to moments.
Gear: 7
5 Dungeon Rations
Clockwork Crossbow
Adventuring Gear
Bonds:
I know all about Grath's past.
Pharmacist McLongname will play an important roll in future events.
I have trouble understanding Bob.
Moves:
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SpoilerAdjusting the flow of time is like a fine balancing act - with every skip forward, you need
a rewind, and with every slow down, you need to speed up. You begin the game with one
Tick and one Tock held. When you spend Tock, gain an equal amount of Tick. When
you spend Tick, gain an equal amount of Tock. When you take a short rest, you may
reset your Tick and Tock to 1 each.
You can spend 1-Tick to do one of the following:
• Fast Forward: When you or an ally are waiting for something to happen, it happens
immediately.
• Time Skip: Move yourself anywhere you could get to by mundane means within Near
range. You get there in an instant.
You can spend 1-Tock to do one of the following:
• Rewind: Pull back time a moment to take back a single thing you did or said. This
doesn't let you re-roll if you go back to before you made a move - if you change what
you did, apply the old roll to the new action.
Give Me A Moment
When you slow time to a crawl to give yourself a moment to react, spend 1-Tock and
hold 2. You can spend 1-hold to do one of the following:
• You walk around - move somewhere within Reach of you.
• You notice something you can use to your advantage.
• Roll +INT to Defy Danger instead of what the GM tells you to roll.
Eternal Witness
When you return to somewhere you’ve visited before (your call), tell the GM how
long it's been since you were last here - decades, centuries, or eons. Tell us what it was
like way back when, and the GM will tell you one thing that hasn't changed.
Perfect Timing
When you want to arrive somewhere at a certain time, you are always exactly on time.
When you Aid Another at just the right moment, you may roll +INT instead of +Bonds.