Difference between revisions of "Blast Time (Action Powers)"

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(Time Tomb)
 
(Time Cell)
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Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to all.
 
Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to all.
 
Time Tomb is normally permanent, but can be broken as a [[Curse (Action)|Curse]].
 
Time Tomb is normally permanent, but can be broken as a [[Curse (Action)|Curse]].
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=== Time Cell ===
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Limit Break
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''This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.''
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You wrest your target out of the time stream. He now exists in a pocket of time, an empty bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time.
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Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart.
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The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then banish your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a [[Curse (Action)|Curse]].
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A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell, and it is possible to see out dimly.

Revision as of 15:36, 24 January 2008

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Main article: Powers (Action)

Time Tomb

Trigger Action (Finisher)

Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to all. Time Tomb is normally permanent, but can be broken as a Curse.

Time Cell

Limit Break

This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.

You wrest your target out of the time stream. He now exists in a pocket of time, an empty bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time.

Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart.

The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then banish your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a Curse.

A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell, and it is possible to see out dimly.