3.4 KiB
| source |
|---|
| Lineages And Heritages Supplement 1 |
Eonics hail from a dying civilization in the far future. To save their people, a small number took to the timestream to get help from ages before and after their own. The first generation used crystal belts to travel through time, but a flaw in the belts’ construction prevented them from returning to their own time and place. They have become a displaced, desperate people, but they have since grown beyond the need for the crystal belts, gaining an innate affinity with time through generations of exposure to the time stream.
Little is known for certain about the eonic civilization. Their people had apparently eradicated disease, overcome the limits of mortality, and conquered socio-economicpolitical ills such as war and oppression. The nature of the disaster that befell their civilization is likewise unknown, though some speak of nova-portal reality destabilization, post-harmonic gravitic collapse, sunward drift, and other ominous sounding, inscrutable things.
Eonics are keenly aware of the flow of time, their past and future selves, and that disaster can befall even the strongest of societies. Once human, eonics now look like mummified humans, as moving through and outside of time across generations has caused their skin and tissue to age at different rates. Brief flashes of the near past and future constantly flicker across their minds, causing many eonics to speak in a stilted, formal fashion and to punctuate conversations with long pauses as they sift through these flashes to the present.
EONIC LINEAGE TRAITS
Your eonic character has the following hereditary traits.
Age. Eonics reach adulthood in their late teenage years. They have endured time dilation of varying degrees, and the effect this has on their lifespans is unknown. It is assumed eonics are effectively immortal and can’t die of old age.
Size. Your size is Medium or Small. Just as their human ancestors, eonics vary in height and weight, but they usually grow to between 5 and 6 feet tall with gaunt, almost skeletal, builds.
Speed. Your base walking speed is 30 feet.
Prescience. You can see snippets into the near future. You add your PB to your initiative, and when you take the Help action, you can cause the target of your aid to roll one additional d20, choosing which of the three results to use. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a short or long rest.
Timely Aid. Always aware of your near past and future selves, you can call on them for aid. As an action, you can call on one of your past or future selves. It appears as an illusory, barely perceptible version of you overlapped across you and in your space. While your past self is present, you can take one extra bonus action on each of your turns. Once you have taken a total number of extra bonus actions equal to half your PB, your past self disappears. While your future self is present, you can take one additional reaction each round. Once you have taken a total number of extra reactions equal to half your PB, your future self disappears. Once you have called on your past or future self, you can’t call on that version again until you finish a long rest.
Wizened Flesh. The amount of time you can survive without air, food, water, or sleep is double that of a typical character.