TIME COURT
Tier 4 Event
One or more PCs are forcibly plucked from the timeline and put on trial for crimes against continuity.
Impulses: Find the truth, mete out justice, nullify their powers
Difficulty: 20
Potential Adversaries: Judge (Monarch), Jury (Hallowed Choir), Executioners (Temporal Enforcers)
FEATURES
Out of Time - Passive: The trial takes place in a pocket dimension that exists beyond the influence of the other realms. While here, PCs can’t use their features and abilities. Each player must put their Domain cards in their vault.
What besides the courtroom resides in this pocket dimension? What powers maintain the universal barrier protecting this place?
Trial by Jury - Passive: At the end of the proceedings, a jury votes whether to acquit or convict the party. When the court is called to order, have the prosecution present its case against the PCs and start a Countdown (9). It ticks down when a PC makes an action roll. When it triggers, the PCs and GM roll their Judgment Dice. If the party’s total result meets or exceeds the GM’s, the jury acquits them.
Which PCs are put on trial? What are they accused of? What potential penalties would a guilty verdict bring?
Counsel for the Defense - Passive: A PC can make an action roll to argue for their innocence (such as a Knowledge Roll to interpret the letter of the law, a Presence Roll to play on the jury’s emotions, or an Instinct Roll to point out holes in the prosecution’s case). On a success, the party gains a d6 Judgment Die. On a critical success, they gain two. On a failure, the prosecution rebuts the PC’s argument, and you gain a d6 Judgment Die.
What is the weakest part of the prosecution’s case? What is the strongest part of the party’s defense?
Counsel for the Prosecution - Action: The prosecution introduces a damning piece of evidence (such as an eyewitness testimony, test results, or a physical exhibit taken from the scene of the crime), and you gain a d6 Judgment Die. A PC can mark a Stress to attempt a rebuttal of the evidence with a Knowledge, Instinct, or Presence Reaction Roll. On a success, the party gains the Judgment Die instead of you. On a failure, you gain an additional d6 Judgment Die.
Who leads the prosecution, and what is their relationship to the Time Council? What magic or technology does this court rely on to present and record evidence?
“Order in the Court!” - Reaction: When the PCs attempt to escape or end the trial through force, summon a number of Temporal Enforcers equal to the number of PCs in the scene within Close range and immediately spotlight one.
Is this court’s authority worthy of respect? What besides the might of the Time Council and its enforcers justifies their control over the timeline?