Detect Time (Action Powers)

From Hastur
Jump to: navigation, search
ActionT4 logo
Templates for Action
Main article: Powers (Action)

Analyze Time

Inherent

You have a perfect internal clock and call always tell local and global time, even when involved with time dillation, time travel, and other potentially confusing circumstances.

You can analyze the properties of time in your vicinity. You learn and whether it has been affected by any powers recently. These ripples are easy to detect, but hard to pinpoint. The GM should give you warning well ahead of time when you encounter someone using Time magics other than time sense. Distance is about ten meters or minutes per point of Mind you have. You can increase your sensitivity by setting up chronal disruption detectors; this is mainly a plot device which can be used as an adventure hook against time-using rivals.

Prediction

Basic Action

You can try to predict the future, either the future of a person present or future events of the location you are in. Prediction is very uncertain, so predictions are never very accurate. The GM will give you his best estimate of what will happen, but he might well be wrong. The difficulty is not static; the GM will simply expend more effort trying to think up a better prediction if you roll is better. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The Spot of an object or place is it's most frequent user's skill for the purpose of this power.

You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's Spot will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his Spot might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's Mind clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds.

Postcognition

Basic Action

You can look into the past to see what really happened. This is not reading psychic impressions, this is actually seeing exactly what was in the past. You can read the past of a location, person, or object you touch. Higher rolls give better impressions. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

You can see the past of a place, creature, or object. The past of a place includes everyone there. The past of an object or person only includes the thing observed and occasional minor glimpses of what is very near. The Spot of an object or place is it's most frequent user's skill for the purpose of this power.

If you do not know when the event you want to see occurred, you have scant the past, shifting trough events. It can also considerable time to scan large spans of time, so it is always best if you know what date you are looking for.

Task Prediction

Limit Break

A specialized prediction effect where you look into the future to see the most opportune way to do specific action. This makes the task Routine. If conditions change a lot before you use this bonus, it is lost, so task prediction is usually best used for immediate tasks. In order for another character to get this bonus, you must somehow transmit the information - such as by giving them advice.