Difference between revisions of "Shapeshift Time (Action Powers)"
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Up to [[Mind (Action)|Mind]] allies of you within [[Maneuver (Action)|Maneuver]] meters makes their next [[Actions_(Action)#Initiative|Initiative]] roll as a [[Actions_(Action)#Closed_Roll|Closed]] [[Actions_(Action)#Confident_Roll|Confident]] roll. | Up to [[Mind (Action)|Mind]] allies of you within [[Maneuver (Action)|Maneuver]] meters makes their next [[Actions_(Action)#Initiative|Initiative]] roll as a [[Actions_(Action)#Closed_Roll|Closed]] [[Actions_(Action)#Confident_Roll|Confident]] roll. | ||
+ | |||
+ | === Time Stop === | ||
+ | Limit Break | ||
+ | |||
+ | You stop time for everyone except yourself. Make a [[Maneuver (Action)|Maneuver]] check against the highest [[Reflexes (Action)|Reflexes]] among the opposition. If you succeed, you have a number of shots equal to the outcome where only you can act. Threat this as a separate round that is played out right now and where only you have an initiative count. Once your extra shots are spent, play resumes where it was. During this time, there are some special rules. | ||
+ | * You cannot focus during a time stop, and you cannot use time stop continuously. | ||
+ | * The only creature that can act or be directly affected by actions or events is you. All other characters are frozen in time and bit immovable and invulnerable. There minds are not there to be interacted with, and they cannot perceive anything. | ||
+ | * You can move (but not damage) nonliving, non-sentient objects by conscious effort. Objects do not move except when you move them. Even a flying or falling object is frozen in mid-air. An object you move this way loses its kinetic energy and, if unsupported, falls to the ground when time resumes. | ||
+ | * By setting up an object to trip or hider a creature, you can do so a [[Shapeshift_(Action_Powers_Technique)#Trip|Trip]] stunt with a +3 bonus, whose effect is applied after the time stop ends. | ||
+ | * Because creatures cannot perceive you, you can do a [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneak]] stunt with a +3 bonus, and can usually get into good hiding places too. |
Revision as of 17:23, 11 January 2013
Templates for Action |
- Main article: Powers (Action)
Instant Action
Basic Action
One ally gets a burst of extra time and can immediately take one Basic Action or add three to their shot counter. Remember that the shot counter can never be higher than the current shot.
Time for Action
Basic Action
Up to Mind allies of you within Maneuver meters makes their next Initiative roll as a Closed Confident roll.
Time Stop
Limit Break
You stop time for everyone except yourself. Make a Maneuver check against the highest Reflexes among the opposition. If you succeed, you have a number of shots equal to the outcome where only you can act. Threat this as a separate round that is played out right now and where only you have an initiative count. Once your extra shots are spent, play resumes where it was. During this time, there are some special rules.
- You cannot focus during a time stop, and you cannot use time stop continuously.
- The only creature that can act or be directly affected by actions or events is you. All other characters are frozen in time and bit immovable and invulnerable. There minds are not there to be interacted with, and they cannot perceive anything.
- You can move (but not damage) nonliving, non-sentient objects by conscious effort. Objects do not move except when you move them. Even a flying or falling object is frozen in mid-air. An object you move this way loses its kinetic energy and, if unsupported, falls to the ground when time resumes.
- By setting up an object to trip or hider a creature, you can do so a Trip stunt with a +3 bonus, whose effect is applied after the time stop ends.
- Because creatures cannot perceive you, you can do a Sneak stunt with a +3 bonus, and can usually get into good hiding places too.