Move Time (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Accelerate
Stance
Select a creature or vehicle you touch; its Move is increased by +2.
Time Pocket
Limit Break
You, your allies, a target and the target's allies enter a pocket of time. This cannot be more creatures than your Mind; if more creatures than that would be affected, the power fails. While in this loop everything else in the universe is frozen in time; impossible to affect in any way.
The power lasts for one round or until any creature moves further away from where you activated the effect than a number of meters equal to the result of the Ride roll made when you activated the power. When the power ends, time resumes normally for the rest of the universe.
Time Travel
Limit Break
Those present teleport 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 while time traveling 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, find loot 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 always works. Otherwise, it fails.