Anomalies
There are many dangerous anomalies that form in Fragmented Time.
Timestorm
Timestorms are huge light storms that flow through fragmented time like actual storms, sucking up people, places, and things and depositing them in other eras or fragments. Storms range from small (13) to powerful (22), but anyone holding Littany metal is resistant to them - and if multiple people holding multiple pieces of Littany metal are touching, it amplifies their resistance. For every piece of Littany metal, it is +3 WIL or PRS roll against the power of the storm.
However, they can drop people, places, or things on top of them.
For a random storm, players roll a d100 to see how useful dropped objects are, with 1 being dangerous and not at all useful, 50 being not dangerous but not particularly interesting, 75 being moderately useful, and 100 being just what they need at the moment.
Directed storms (which only appear after all loops are finished in a fragment) will only drop dangerous and non-useful objects, often targeting the party. If the party is outside the 46, they will need to roll dodge. If they are hit by something, an exceptional or special stun will mean the hit has caused their Littany metal to fall off their person. On a special stun, they can roll ATH-3 vs. 13 to save it. On an exceptional stun, they can roll ATH-6 vs. 13 to save it.If they drop their Littany metal, they must roll WIL vs. the power of the storm (16 unless stated otherwise). Failure means they will be sent to another fragment of frozen time and left frozen there.
If they are in the 46, the truck rolls against the damage caused by falling objects. If the truck suffers exceptional damage, the truck itself rolls a True Name's power (25) minus wound penalties vs. the power of the storm (16). If it fails, it is sent to another fragment of frozen time with the PCs in it.
Memory Ghost
Memory ghosts are emotional phantasms that resemble people the PCs know. They cast blame on the PCs or say hurtful things to them, usually to little effect. Now that Team Five has fixed a full fragment, however, the ghosts are growing more powerful. They will continue to grow in power as the fragments are repaired.
- Stage 1 (no Fragment repaired): relatively harmless vectors of blame
- Stage 2 (1 Fragment repaired): their touch drains WIL at a power of 12, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per hour of rest. Magical means of recovery are possible against a power of 15, plus 3 for every level of failure below normal. Characters also take a point of Despair if they fail, 2 points if special, 3 if exceptional. These points can only be gotten rid of if the player uses a karma (regardless of its other purpose) to do so.
- Stage 3 (2 Fragments repaired): their touch drains WIL at a power of 15, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 point per week of rest. Magical means of recovery are possible against a power 18, plus 3 for every level of failure below normal.
- Stage 4 (3 Fragments repaired): their touch drains WIL at a power of 18, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per month of rest. Magical means of recovery are possible against a power of 21, plus 3 for every level of failure below normal.
- Stage 5 (4 Fragments repaired): their touch drains WIL at a power of 18, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per year of rest. Magical means of recovery are possible against a power of 24, plus 3 for every level of failure below normal.
- Stage 6 (5 Fragments repaired): their touch drains WIL at a power of 18, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per year of rest; PC rolls WIL at the start of every day against a power of 15, normal failure means they add a week to recovery time, special failure means they add a month, exceptional failure means they cause themself physical harm. Magical means of recovery are possible against a power of 27, plus 3 for every level of failure below normal.
- Stage 7 (6 Fragments repaired): their touch drains WIL at a power of 18, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per year of rest; PC rolls WIL at the start of every day against a power of 18, normal failure means they add a week to recovery time, special failure means they add a month, exceptional failure means they cause themself physical harm. Magical means of recovery are possible against a power of 30, plus 3 for every level of failure below normal.
- Stage 8 (7 Fragments repaired): their touch drains WIL at a power of 18, normal success means -3 WIL, special means -5, exceptional -7; recovery of +3 points per year of rest; PC rolls WIL at the start of every day against a power of 18, normal failure means they add a month to recovery time, special failure means they cause themself physical harm, exceptional failure means they attempt suicide. Magical means of recovery are possible against a power of 33, plus 3 for every level of failure below normal.
Characters also take a
point of Despair if they fail on any defense against a memory ghost's attacks, 2 points if special, 3 if exceptional. These points can only be gotten rid of if the player uses a karma (regardless of its other purpose) to do so, one point removed per karma. Characters with Despair points suffer a -1 per point against any attack involving the energy mollesse, which these memory ghosts are made of. A character with at least three points of Despair must also roll WIL every morning against a diff of 3 per point of Despair they have to resist depression. An exceptional failure means suicidal ideation.
There are other means of removing Despair points, all involving other emotional powers (Hope, Joy, Inspiration, Self-Esteem, and Love being the best).
Warping Tendril
Warping tendrils are moving ripples of the distortion of reality that occurs when a fragment of frozen time no longer has time loops. These tendrils are invisible except the rippling of the air. They cause the landscape to distort violently, flinging huge chunks of reality around, tearing it to pieces.
The tendrils appear thirty minutes after the last loop is repaired.
If PCs are outside the 46, the tendrils will target them directly, attempting to disrupt them. If a PC is touched by a tendril, they must roll WIL against a power of 17. If they fail, they must roll a d20 to see what effect occurs:
| Roll |
Effect |
| 1 |
PC permanently loses 1 point (NF), 2 points (SF), or 3 points (EF) of their best base stat (STR, ATH, STR, AWA, WIL, PRS, or STH) |
| 2 |
A motivation changes from a positive thing to a negative thing unless player uses karma to repair it - player may use karma allotted to something else to repair a motivation |
| 3 |
PC is inflicted with an unpleasant medical condition |
| 4 |
PC experiences a flashback to something traumatic that happens to them in the future, leaving them disassociated for the next hour and left with a permanent trigger that will return them to disassociation |
| 5 |
PC loses 3 points (NF), 6 points (SF), or all (EF) of one of their innate powers |
| 6 |
PC loses 3 points (NF), 6 points (SF), or all (EF) of one of their supernatural skills |
| 7 |
PC loses 3 points (NF), 6 points (SF), or all (EF) of one of their mundane skills |
| 8 |
PC loses a relationship motivation entirely, no longer remembering the person whose relationship they have lost, and losing any item or skill they gained from that person in the past - player may use karma to repair this |
| 9 |
PC changes species, determined via d100 roll, stats will translate equally over regardless of physical form, but they will have new skills and lose old ones |
| 10 |
PC changes gender, determined via d100 roll, stats will translate equally over regardless of physical form |
| 11 |
PC changes nationality, determined via d100 roll, stats will translate equally over regardless of physical form, which may affect their past, relationships, and skills |
| 12 |
PC changes occupation, determined via d100 roll, stats will translate equally over regardless of physical form, but they will have new skills and lose old ones |
| 13 |
PC loses the capacity to feel one positive emotion |
| 14 |
PC loses a core memory and any associated motivations or skills |
| 15 |
PC loses a body part, determined via d100 roll - a 1 is instant death via loss of brain or heart, 2-24 is an appendix or other unnecessary piece, 25-49 is a finger or kidney or similarly inconvenient but not horrible piece, 50-74 is a limb or bone or other major part that causes major disability, 75-99 is a fundamental sense (i.e., eyesight, hearing), a 100 is a major organ that will kill them within minutes or will leave them permanently disabled if they somehow arrest their death |
| 16 |
PC loses 1-3 items depending on the failure level |
| 17 |
PC is teleported to another continent |
| 18 |
PC is aged up to senescence |
| 19 |
PC is de-aged to adolescence |
| 20 |
PC is transported to the Infernal Realms |
Insect Swarm
Swarms of insects appear in fragmented time, inexplicably free of the constrictions of frozen temporality. These swarms appear only in certain areas:
- Potato aphids: in eastern Dabusen, swarms of potato aphids awaken the earth, causing earthquakes or volcanic eruptions.
- Bullet ants: in eastern Palhur, swarms of bullet ants cause untold agony to anyone they bite.
- Yellow hornets: in the central Island Bridge, swarms of yellow hornets bring bone-breaking stings and sprays of destructive acid with them.
- Azeti locusts: in Jesenya, swarms of locusts steal the food and water of anyone they attack.
- Common paper wasps: in Starfall, swarms of paper wasps sting people but do not kill them, leaving them in emotional despair.
- Pingtai termites: in Gyrah, swarms of termites destroy anything and everything made of wood.
- Anopheles mosquitos: in the northern Island Bridge, swarms of mosquitos spread malaria.
- Red lice: in western Dabusen, swarms of lice suck the blood entirely out of victims.
- Spiny crawler mayflies: in the Reever Sea, swarms of mayflies kill children.
- Eastern rat fleas: in Ranu, swarms of fleas spread the plague.
- Elegant tarantula hawks: in Wymmera, swarms of tarantula hawks cause victims' blood to boil and send them into uncontrolled, violent rage against every living thing near them.
- Pine pitch midges: in Ansulym, swarms of midges devour souls.
- Palhuric cockroaches: in western Palhur, swarms of these bugs spread toxic, polluting filth over everything they touch.
They all have a PRO of 19, ATH of 19, Stun/Wound of 19, and magical effect power of 19.