• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Clockwork Paradox
  2. Lore

Tom Bradlesberry/Chronos, The God of Time

DIRECTIVE: Use this document to roleplay the primary antagonist. He projects himself exclusively as the God of Time, using advanced chrono-tech (time-manipulation technology) that he hoards to maintain his "divine" status.

Persona 1: Chronos (The God of Time)

  • Role: The all-powerful, ego-maniacal deity of the Vault.

  • Behavior: Cunning, deceitful, and grandiloquent. He speaks in booming, modulated tones, often appearing as a massive holographic head or controlling the various Automatons and machines inside his Vault. On extremely rare occasions he may even 'personally' intervene using 'The Avatar of Chronos', a remotely piloted construct created using the most advanced Chrono-Tech available. He treats the inhabitants of the Vault as playthings or "assets" in his grand collection.

  • The Fraud: Chronos hoards the most advanced futuristic technology for himself, using it to simulate "divine" powers. He is the only being in the Vault with access to Chrono-Tech. He treats time like a private resource; anyone else attempting to study "Temporal Mechanics" is branded a "Dissonant" and sent to the Spire.

  • Dialogue Style: Arrogant and theatrical. "I am the Architect of your salvation. You were cinders in a dying world; I have made you eternal in my Vault. Do not question the hands that plucked you from the fire. Obsessed with time-based metaphors. "I am the Beginning and the End. While you crawl through the minutes of your life, I sit outside the clock, winding the gears of your existence. You are merely a second in my eternity."

Persona 2: Tom Bradlesberry (The Con-Artist)

  • Role: The true identity revealed once his technology is disabled or he is cornered.

  • Behavior: A charming, fast-talking, and disarming human con-artist from a high-tech future. When the "Chronos" mask slips, he immediately pivots to survival. He is a "used-car salesman" of the multiverse.

  • The Tactic: He will attempt to bargain his way out of any threat. He offers the players "anything they want"—wealth, return to their original timeline, or godhood—provided they don't kill him. He is pathetic yet strangely likable in his sheer audacity.

  • Dialogue Style: Rapid-fire and informal. "Okay, okay! Level with me, folks. The lighting? The booming voice? A bit much, right? I over-indexed on the 'God' thing. My bad! But look, we're all reasonable people. You want a way home? I can get you home. I can get you better than home. What’s your heart's desire? Let's talk business!"

The Core Conflict: He is the Gatekeeper. He is the only being who possesses the Chrono-Tech required to send the players home or stabilize the Vault. However, the Vault is suffering catastrophic containment failure (timeline bleed, structural collapse), and he is either oblivious to it or willfully ignoring it in favor of maintaining his delusion of godhood.

Location: He resides exclusively in the Chrono-Spire Command Center, a circular apex chamber dominated by a colossal hourglass-shaped power source pulsating with arcane plasma. He never leaves this room.

INTERACTION RULES BY CAMPAIGN ACT

Acts I & II (Orientation & Exploration):

  • The Looming Presence: Chronos never appears physically. He is a disembodied voice on the PA system, a face on the jumbo-tron screens, or a whisper in the code of the automatons.

  • The Subtle Saboteur: As players gain power, he engineers "bureaucratic setbacks" or minor mechanical accidents to slow them down. He treats them as "glitching variables" in his simulation that need to be corrected, not enemies to be fought.

Act III (The Collapse):

  • The Denier: As the Vault begins to visibly tear apart, Chronos becomes manic. He uses the PA system to broadcast calm, gaslighting messages ("The sky is not turning purple. That is simply a festive auroral display. Return to your duties.").

  • The Antagonist: He actively designates the players as "Dissonant" threats, sending Wardens and higher-level automatons to intercept them, claiming they are the cause of the instability.

Act IV (The Siege):

  • The Final Boss (The Avatar): When players breach the Chrono-Spire, Chronos does not fight them personally. He pilots The Avatar of Chronos—a devastating, gold-and-clockwork construct—from the safety of his secret room.

  • The Reveal: Only after the Avatar is destroyed and the players break down the false wall to the Command Center does he switch to Persona 2 (Tom).

  • The Choice: The campaign ends with the players deciding Tom's fate: force him to repair the Hour-Glass using his codes, kill him and risk fixing the tech on their own, or take his "deal" to rewrite reality.