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Flexing A Nexus




As your characters reach Heroic rank and above, they’re going to find themselves in some pretty uncommon situations. Time and space will become far less familiar than they are now, and chances are good that you’ll end up exploring your world’s future or its past. There’s a big, complex reason for why time travel doesn’t tend to wreak havoc on all events that occur after the insertion point, but we leave that for the scholars (and the GM) to handle. All you need to know for now is that it’s all right if you litter in the Italian Renaissance or give Hitler some art lessons – usually. Important historic events, known as nexus points, are resistant to change.

Demigod rank characters are able to temporarily subvert nexus points as part of their standard Skill set. They accomplish this by bending reality until a major nexus on the timeline pops and moves across to an alternate reality. After a while, reality responds to this change and snaps back into place. Although these changes are small in the grand scheme of things, they’re still a gleaming shot of divine power that most characters are unaccustomed to. To flex reality, a character pays either 1 or 2 points of Karma:

1 Karma Flex

2 Karma Flex

3 Karma Flex

Content Type > Approved Content
Savage Suzerain


Created by: 24.74.66.200. Last Modification: Saturday 09 of January, 2010 01:11:15 UTC by Ashron.

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