Mage of Time

Starting off, TC and I have decided to do our own titles. We thought it would prove a useful exercise to start off with, and might help people who share our titles.

For the first post, we've decided to do TC’s title. And with nothing better to do, we’re doing the whole shebang: power(s), a good weapon, and a land and quest. So with no further ado, let’s begin!

Powers: CA

The Mage and the Seer are the active-passive Knowing pair. What that means is the Mage and the Seer have their use of knowledge in common. But while they both use it, they generally use it in drastically different ways. A Seer would gather the knowledge they need of their Aspect in general and then give it to their teammates to allow them to use that knowledge to their advantage for them (i.e., Rose, as Seer of Light, would gather knowledge of the most fortuitous path and pass it on to her teammates for them to follow to the letter). A Mage, however, would use the knowledge to their own advantage. The average Mage would gather knowledge of the rules of their Aspect, and use those rules to their own advantage as they manipulate their Aspect themselves. Their intimate knowledge of their Aspect would allow them to use the rules, whatever loopholes there are, to their advantage. Or maybe the rules suit them just perfectly and the parameters there are work just fine for the Mage in question. Either way, despite what similarities there are between a Witch and a Mage as far as powers, there is one key difference: where a Mage may bend the rules of their Aspect, they never outright break them, like a Witch easily would.
But consider this a warning: the Mages tend to get a little bit of backlash from their Aspect, and although there are only two canon Mages, both seem to have gotten at least slightly bitten in the butt by their Aspect (i.e., Meulin’s luck with her romantic partner (Heart) and being deafened by him in the end, and Sollux’s, well…dying 2.5 times), and where two may be a coincidence, I would still advise caution to those Mages out there in the case that it may be a pattern.
So, as far as powers, there’s the obvious time travel imparted to all Time players. In addition to that, a Mage of Time would be very good at making as little damage as possible as far as dooming timelines. They would make as few doomed timelines as necessary to keep the Alpha timeline afloat, and their intimate knowledge of the rules of Time would allow the most daring Mages of Time to dance the line keeping the parameters of their Aspect in check. Finally, there’s a fascinating ability to escape paradoxes they may have created. Given their knowledge of the rules, Mages of Time would likely be able to undo any damage they may have caused to the timelines.
As far as militarizing their abilities, Mages of Time, have at least one major unique ability that I can see: using their manipulation of Time to create time loops for their enemies. What this would entail is keeping certain enemies in place doing a certain action as though it was the first time repeatedly. It would be like a skipping record, over and over, and over. While this would not kill enemies under most circumstances, the Mage can either be creative with where they place the time loop for the enemy, or keep the enemy in place long enough for them to be killed by the Mage themselves or perhaps a teammate. As far as somewhat regular abilities for a Time player to be able to militarize, there’s always the clone thing: summoning your non-Alpha selves from doomed timelines to have an enemy face not just one you, but as many as you know to be necessary.

So, in conclusion? Mages of Time are very powerful. But a team is necessary for them to be protected from a near inevitable backlash.


Weapon(s): CA and TC

As I previously stated, a Mage would use knowledge to their advantage. And not just any knowledge: knowledge of Time itself. Paired with an ability to put any of their enemies in a time loop, you can imagine Time is no object. Projectile weapons are probably the best choice for a Mage of Time, so that they may continue to evaluate their situation from a distance. And given how Time is no problem to them, Time spent aiming, reloading, recharging, or retrieving isn’t a problem. Therefore, depending on the Mage of Time specifically, the following strife specibi are up for consideration:

  • Automatickind: Consists of any automatic rifle or gun in general.
  • Boomerangkind: Fairly straightforward. I suggest combining with rockets to make it more powerful.
  • Bowkind: Not the hairbow. Arrows included. Have fun Hawkeye. Or Legolas. Or Katniss. Or-
  • Dartkind: Just don’t throw with a blindfold- you won’t know what you’re missing.
  • Explosivekind: Don’t use the megaphone. Those don’t really work for a Mage of Time.
  • Flamethrowerkind: Are you a pyromaniac? An arsonist? Well, have I got the weapon for you.
  • Laserkind: In all seriousness, this only has a small potential of working. I would suggest another specibus for the Mage of Time.
  • Pistolkind: Pistols. Lots of them. Have fun.
  • Riflekind: Rifles. Lots of them. Don’t use this specibus at the same time as pistolkind. Have fun.
  • Shotgunkind: Oh, look, another type of gun. Be the Hunter you always were meant to be.

TC’s weapon falls into the bowkind specibus group.


Land and Quest: TC

The land for a Time player is very important. Its importance is only dwarfed by that of the Space player, who has the duty of breeding the Genesis Frog. After all, the Time player’s world is where the Scratch device is. But as for what the Mage of Time’s quest is, well, that depends on the Mage themselves.  The land’s name is, as most of you already know, formatted as “Land of x and y”, with x and y being the quest word and a word relating to the Aspect, which is, in this case, Time.  For instance, my land is, “The Land of Pendulums and Dragons.”  As for the description of the land, it is covered in golden pendulums of various shapes and sizes, like the kind you would find on old clocks.  The pendulums have attracted dragons who are attempting to take the pendulums for their own and destroy the rest of the land with their fire.  My quest, as you probably have guessed, is to be the hero and slay the dragons.  It’s almost… storybook.
I used this word list to help create my Land, courtesy of thepageofhopes. It gives a list of words related to each Aspect, which can help you create your Land. But that’s only half of it. You have to come up with a quest to suit your character. My quest is my quest because I’m so experienced with storybook endings. Time is the Aspect of experience, and my experience will aid me in my quest. My ability to be a hero, however, is a little questionable.  However, if you should need any help with finding a specific quest to suit you or your character, you need only ask.

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