Apprentice Chronomancer: Guardians of the Galactic Beat

 In the mist-lit alcoves of Timpony Academy, the youngest aspirants trace sigils across glowing slate, their hands stained with the ash grit of yesterday’s Rift storm. Apprentice Chronomancers are the Guild’s bleeding-edge, raised from youths who feel the time-surge in their bones and thrive at the rim of cosmic disorder. Guild mentors drill students in the art of “anchoring” reality, driving the esoteric Pulse Rule into the starship deck and marking the rhythm of local time.

Every initiate dreams of advancing beyond the ranks: earning the right to tune a true Metronome, facing down Rift deformations, and—if they’re lucky—dispelling a time-cancer before it swallows yet another outpost whole.

Life at the Academy is a gauntlet of classroom politics, scavenged gear, and ritual emergencies. Apprentices must adapt quickly; the Guild expects creative solutions, not rote repetition. Each carries not only their fragile magical focus, but a battered toolkit. When a time anomaly ruptures in the field, Initiates are often first to step in, their hands trembling as they warp perception and bend fate—one desperate spell at a time.

Guild custom rewards resilience and ingenuity. The most skilled manipulators of reality soon find themselves dispatched on dangerous expeditions: negotiating with nomad tech-duelists, patching failing chronal grids, and smuggling arcane salvage past black market brokers under neon decay.

Apprentice Chronomancer Scholar  3

Apprentice Chronomancers embody the Starfall pillars of grit, adaptation, and innovation through adversity. Their skills aren’t reserved for battle—expect them to fix ancient Rift beacons, placate war-weary guildmasters, and decipher cryptic temporal signatures in the detritus-littered corridors of a shattered world. Their failures and quirks are as celebrated in guild lore as their victories, and every adventure with a Chronomancer apprentice brings new opportunities for player-driven invention, guild politics, and cosmic suspense.

Perception +12 

Anchoring Rule: The apprentice is anchored by the presence of their Pulse Rule. This additional grounding in reality grants them a +2 circumstance bonus to both Perception checks and Will saves against illusions and holograms.

Languages: Common, Torment(Kasathan) 


Adaptable Culture: This Tomenti apprentice has the ability to adapt to a culture given at least a day to assume an edict or anathema from that culture, this grants them a + to the culturally relevant lore skill.

Quick Identification: The apprentice leverages years of study to quickly Identify magical Items

Skills:  Academia Lore +9, Arcana +9, Chronomancer Lore +13,  Crafting +13, Diplomacy +9, Nature +9, Occultism +10 ,Piloting +7,  Society +10

Gear: Arc Pistol, Armored Coat,  Tactical Pulse Rule

Str +1, Dex+ 3, Con +3, Int +5, Wis +4, Cha +1 

AC 18;  Fortitude +6, Reflex +9, Will +14

HP 45

Centered Demenor: This Apprentice has fostered a seasoned countenance that allows them to shake off three instances of frightened at the end of the turn. gain a +2 circumstance bonus to Will saves against fear effects and a +3 circumstance bonus to your Will DC against attempts to Demoralize you until the start of your next turn

Speed 25 ft.


Melee Fist +8 [+4/+0] (Agile, Finesse), Damage 1d6+5 bludgeoning

Ranged Arc Pistol +10 [+5/+0](1d8+6 Electricity)

Temporal Field: [reaction] At the first signs of hostility the apprentice establishes a 20 square foot area of warped time. An enemy creature that uses a move action inside your quantum field takes a -5-foot status penalty to its Speed during that action. Allies gain a +5-foot status bonus to Speed during move actions that are used inside their quantum field.  

Temporal Matrix: [one action] with an activation action, the apprentice can cast ranged spells into their Quantum Field

Predictive Positioning: [reaction] If an Apprentice Chronomancer is wounded. They can teleport up to 25ft into an unoccupied space within their quantum field.

Occult Spellcasting +12; DC20; cantrips: Detect Magic, Guidance, Injury Echo, Read Aura, Seek the Time; 1st: Fleet Step, Force Barrage, Soothe, True Strike; 2nd: Dispel Magic, Soothe, Temporal Bullets; Warp Spells: initial: Warp Time



Adventure Hooks:

  • Rescue a rival apprentice lost in a collapsed time-pocket before predatory anomalies devour their timeline.

  • Negotiate a new chronal trade protocol with a suspicious black market agent, using warp magic to tip the scales.

  • Join a class of first-year initiates secretly modding their Monitor drones for competitive Metronome tuning in the Academy’s annual festival.


Influence Encounter: Traits

Time-magic initiate, Rift-touched, Guild loyalist, Anxious maximalist, Academy-trained, Cultural chameleon

Description 

In the glare of the Rift-lit lab, this Tomenti Chronomancer’s hands twitch between careful ritual and frantic improvisation. They’re halfway between student and survivor—eager for guild approval, terrified of letting static anomalies fester. Their accent blends Tormenti and guild jargon, sometimes blurting out chronomagical calculations in mid-conversation. 

Perception

+12. They watch for temporal pattern shifts and social tells, rarely missing a detail when not under pressure.

Will

+14. Highly resistant to manipulation; years of anchoring their will against the Rift gives them poise.

Discovery

Perception DC 22 to notice social anxiety or fidgeting rituals. Society or Arcana DC 19 to discern ties to the Academy, status as a recent initiate, or knowledge about their personal spell focus.

Influence Skills (and DCs)

Skill

DC

Rationale/Approach

Arcana

17

Cite temporal theory or shared rituals

Diplomacy

14

Mentor, encourage, talk shop

Society

17

Reference guild news, honor traditions

Performance

19

Impress with improvisational spellwork

Crafting

19

Offer gear upgrades or collaborative fixes

Intimidation

22

They’re resistant; may become defensive

Deception

21

Bluffing about magitech is risky

Influence Thresholds

Influence Points

Benefit

3

Chronomancer offers minor arcane aid—quick ritual, temporal advice, or spell tagalong

6

Shares sensitive Academy gossip, lends spell focus, or provides shortcut through anomaly field

10

Invites you to secret Academy experiments, vouches for you to higher-ranked Guild members, or covers for a player’s mistake

Resistances

  • Gets defensive or distracted if ridiculed about magical mistakes (All DCs +2)

  • Intimidation or pressure tactics (DCs +3)

  • Open reminders of guild failures (DCs +2)

Weaknesses

  • Responds well to mentorship, shared “Academy horror stories” (DC -2)

  • Sincere interest in Tomenti culture (DC -2)

  • Helping them succeed with a technical or magical task (automatic Influence Point, 1/encounter)

Social Rounds

A typical event might be 3–5 rounds, representing the progress of a temporal ritual, a tense field repair, or a guild ceremony.

Quirks

  • Mutters to their Pulse Rule as if it were a confidant.

  • Adorns their Pulse Rule with charms—lucky bolts, torn Academy sash, neon thread.

  • Can be distracted by a clever (or malfunctioning) demonstration of chronomagic.

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