Move Time (Action Powers)

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Main article: Powers (Action)

Time Travel

Those present are whisked away to a faraway time. They usually stay there only for a limited time, or until a specific event occurs, but this is highly variable. Any changes caused are usually temporary and will have worked themselves out in the intervening time, so you usually cannot change the present by changing the past. You can gain new knowledge, rescue someone, recover artifacts and so on, depending on the exact properties of this particular time rift and the GM's whim.

The difficulty does not depend on the amount of time bridged, but on the connection between the present time and place and your target. So, if you want to travel to the time of Ancient Egypt, go to the pyramids. You must research the time you want to go to and its relationship to your own time, finding the exact spot and time when time shift is possible. This must be done as a part of the preparations for an adventure, in collaboration with he GM. If you manage to come to the specific time and place and use this power, the story usually depends on this effect, and thus it works. Otherwise, it fails.