Difference between revisions of "Detect Time (Action Powers)"
m (→Analyze Time: polish) |
(→Postcognition: defined) |
||
Line 18: | Line 18: | ||
Basic Action | Basic Action | ||
− | You can look into the past to see what really happened. This is not reading psychic impressions | + | 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. Higher rolls give better impressions. A roll of 20 gives a full impression of past events or situations (just as if you had been there). A roll of 10 will give you a basic visual image, seen from a great distance. |
− | You can | + | You can see the past of something you are observing now, which usually works best if you are on site. You can see past states of a person or object, but not their surroundings unless you actually are at the location. It does include information gained trough powers, so it combines well with other sensory powers. |
+ | |||
+ | If you do not know exactly when the event you want to see occurred, you have scant the past, increasing the difficulty by 5 or more depending on how much time you have to sift trough. It can also take considerable time to scan large spans of time, so it is always best if you know what date you are looking for. | ||
===Task Prediction=== | ===Task Prediction=== |
Revision as of 10:10, 17 June 2011
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. This 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.
You are planning to attack a warehouse, and want a clue about how it will go. A result of 5 or so will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll of 10 might yield images of the hostile sorcerer's flame blasts. A result of 15 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 a result of 20 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. Higher rolls give better impressions. A roll of 20 gives a full impression of past events or situations (just as if you had been there). A roll of 10 will give you a basic visual image, seen from a great distance.
You can see the past of something you are observing now, which usually works best if you are on site. You can see past states of a person or object, but not their surroundings unless you actually are at the location. It does include information gained trough powers, so it combines well with other sensory powers.
If you do not know exactly when the event you want to see occurred, you have scant the past, increasing the difficulty by 5 or more depending on how much time you have to sift trough. It can also take 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 gives you an extra die (similar to a Fortune die) to add to any one task decided upon when using the power. 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. This bonus does not stack with itself or other effects that grant extra dice beyond normal Fortune dice.