
From your throne on high, you watch over the metaphorical river known as “time”. Your whims dictate its direction, your moods its turbulence. Your control over temporal matters is so precise and absolute that none can hope to outmatch you. All kneel before the conquering hero, for you are the Ruler of Time.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Super
- Awakening Origin: Mind
- Prerequisite(s): Access to the Time Freeze Unique Ability
- Maximum No of Stacks: 1
- Tier of Power Requirement. 4+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | – | +1(T) | – |
Temporal Master: You rule over the timeline with an iron fist, dictating every ebb and flow.
(1)-[Permanent]: Gain access to the Time Power Enhancement. If you already have access to the Time Power Enhancement, master it if it isn’t already mastered.
(2)-[Passive]: Increase your Stress Bonus by 1.
(3)-[Passive]: Increase your Maximum Ki Points by 1/5.
(4)-[Passive]: Increase your Combat Rolls during Frozen Turns by 1(T).
(5)-[1/Round]: You may use the Basic Attack Maneuver or Movement Maneuver as an Instant Maneuver.
(6)-[Triggered, 1/Encounter]: If you inflict the Slowed Combat Condition to an Opponent, make a Clash (Cognitive vs Impulsive/Corporeal/Cognitive/Morale) against that Opponent. If you win, they skip their next turn.
Grand Awakening
Commander of Chronology: When it comes to the flow of time, your word is law.
(1)-[Grand Trigger]: You have used the Time Freeze Unique Ability 3+ times during this Combat Encounter and are below the Injured Health Threshold.
(2)-[Passive]: Increase your Combat Rolls by 1(T).
(3)-[Passive]: All of your Attacking Maneuvers made during a Frozen Turn gain an Energy Charge.
(4)-[Passive]: If you are in the Time Power Enhancement, you gain access to the Time Labyrinth Unique Ability and Time Rail Special Maneuver.
(5)-[Triggered/Start of Combat Round, 1/Encounter]: Decide the Initiative Order of all Characters for this Combat Round (the Initiative Order will return to normal after this Combat Round concludes).
(6)-[Triggered/Defeated, 1/Encounter]: Make a Steadfast Check (with your Dice Score reduced by 2). If you succeed, reset your Life Points and Ki Points to their maximum values, but you lose access to all Resources, and exit any Transformations you are in that do not possess the Natural Aspect (except Time Power).
Time Labyrinth Unique Ability
Time Labyrinth
You trap your target outside the standard flow of time.
–Ability Type: Magical
–Prerequisites: Ruler of Time
–TP Cost: N/A
–KP Cost: Max Capacity (ignoring any reductions to your Max Capacity)
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: N/A
–Effect: While benefiting from Ki Multiplier, target a Character. Make 3 Clashes (Cognitive vs Impulsive/Corporeal/Cognitive/Morale) in a row. If you win all 3 of these Clashes, that Opponent is frozen in time and cannot take a Turn, gain Actions or Counter Actions, or otherwise use any Maneuvers.
At the end of the Combat Encounter, if a Character is frozen in time due to your use of Time Labyrinth, you may move them to a Dimension (see — Dimensions) outside of time.
You can only use Time Labyrinth once per Combat Encounter.
Time Rail Special Maneuver
Time Rail [1/Round]: You manipulate time so that an enemy’s attack strikes back at the source.
–Maneuver Type: Counter Maneuver
–Action Cost: 1 Counter Action
–KP Cost: 5(T)
–Effect: If you are targeted by an Attacking Maneuver made through the Basic Attack Maneuver, you may make a Clash (Cognitive vs Impulsive/Corporeal/Cognitive/Morale) against that attacking Character. If you win, the only target of that Attacking Maneuver becomes the attacker and all involved Combat Rolls become Urgent.
If the Attacking Maneuver was an AoE, the AoE is removed and the only target for that Attacking Maneuver becomes the attacker.