Initiates to the Chronologist guild are typically individuals employed by a Chronologist to complete their current mission. Should this hired help prove capable, the guild member will continue their training on the metronome network.
Metronome Scribe Tradesperson 2
The Metronome Scribe is a junior specialist assigned to “write reality down fast enough that it stays put.” Armed with a slate-sheathed datapad, mnemonic stylus, and a battered Pulse Rule, they trail behind senior Chronologists, logging every shift in local cycles, every anomaly flare, and every field ritual outcome. They are not front-line fixers but pattern-watchers: validating time-stamps, reconciling ship chronos to Metronome beat, and flagging inconsistencies before they snowball into temporal debt.
Metronome Scribes are precise, soft-spoken, and observant to a fault. They speak in timecodes, drift margins, and “acceptable variance,” and are far more comfortable correcting a log than confronting a person. Yet beneath the calm demeanor sits moral tension: when the record contradicts reality, they must choose between what the Guild says happened and what they actually saw.
They often decorate their stylus and datapad bezel with tiny chronomantic sigils: reminders for focusing exercises, mnemonic tags for dangerous anomalies, or color-coded icons for favored senior Chronologists. In social scenes, they hover near exits and bulkheads, listening more than speaking, quietly updating their logs as new information surfaces.
Perception +8, Darkvision; Hologram Skeptic
Languages: Common, Mryrid
Limited Telepathy: The Metronome Scribe can communicate mentally with creatures within 30 feet.
Digital Diversion: Metronome scribes are able to Create a Diversion through Tech devices.
Skills: Computers +11, Chronomancer Lore +8, Society +8, Stealth +7, Thievery +11
Gear: Basic Pulse Rule, Shooting Starknife, Aeon Rifle (Spell Gem Lvl 1 Warp Time), Second Skin,
Str +1, Dex +4, Con +4, Int +5, Wis +3, Cha +1
AC 17; Fortitude +8, Reflex +11, Will +5
HP 28 Resistance 1 Precesion
Speed 5 ft. Fly 20ft, Quick Squeeze
Melee Shooting Starknife +9 [+5/+1] (Deadly d6), Damage 1d4+1 Piercing or Slashing
Ranged Aeon Rifle +11 [+6/+1](1d10Fire)(Aim 1d4)
(one action) Sabotage The Scribe attempts a Computers check to disrupt enemy tech to cover thier tracks or gain a tactical advantage. The Metronome scribe targets a single tech creature or tech item within 15 feet. If the target is a tech creature, they attempt a Computers check against the creature's Fortitude DC. If the target is a tech item, they attempt a Computers check against the item's DC or the Reflex DC of the creature possessing the item.
Critical Success The target becomes glitching 1 for 1 minute.
Success The target becomes glitching 1 for 2 rounds.
Failure The attempt fails and requires more persistent analysis. The target is immune to thier Sabotage until the end of your next turn.
Critical Failure The attempt backfires. The target is immune to their Sabotage for 10 minutes.
Influencing a Metronome Scribe
Traits: Quiet observer, cautious analyst, Barathu infiltrator; loyal but conflicted Guild archivist
Perception: +8
Will: +5
Discovery:
Perception DC 19 to notice how often they watch and log rather than speak, and their habit of tracking exits and cameras.
Society or Computers DC 18 to learn their role as a field archivist, their responsibility for reconciling logs, and that they sometimes see more than the official record admits.
Influence Skills and DCs
The Scribe responds best to people who respect data, procedure, and discretion, not loud heroics.
Influence Thresholds
At higher thresholds, the Scribe becomes a powerful narrative lever: they can make things officially have happened—or quietly vanish from the record.
Resistances
Attempts to rush them, pressure them to falsify major records, or mock their caution increase all DCs by 2.
Openly discussing destroying evidence or harming Guild personnel increases all DCs by 3 and may end the influence encounter.
If the party has previously lied and been caught via logs, Deception DCs increase by 3 for the rest of the campaign arc with this Scribe.
Weaknesses
Showing genuine concern for bystanders caught in anomalies, and a desire to document the truth rather than just a Guild-friendly version, lowers Society and Diplomacy DCs by 2.
Helping them cross-check data (Computers or appropriate Lore) grants 1 automatic Influence Point once per scene.
Quietly offering them a safer “plausible report” that minimizes their personal risk while still helping the party lowers Deception and Diplomacy DCs by 2 for that scene.
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