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

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Inherent
 
Inherent
  
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 (Action)|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.  
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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.
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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 (Action)|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===
 
===Prediction===

Revision as of 17:49, 22 October 2010

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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 (use Divination for that), this is actually seeing exactly what happened as if you were there.

You can view things that have happened in the past with amazing accuracy. A roll of 20 gives a full impression of past events (just as if you had been there). A roll of 10 will give you a basic visual image, seen from some distance. 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 information you have. It can 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.