Temporal Manipulation
Temporal Manipulation (Major) by Stone Gargoyle , based on ideas from AcreRake
The character creates Temporal Conversion Fields for a variety of effects.
1. Compress Temporal Energy
Range: Self or others by touch
Duration: 2 melee rounds per level*
Attacks per Melee: 1
Limitations: each person/object can only be effected by one use of the power one time per 24 hours
Damage: none; causes the events and random factors in one's future to resequence and fall back on the character. Future events/growth impact the character's currtent moment, gaining the character a temporary 1d6 levels of experience, boosting powers and skills.
Save: unwilling victims save on 14 or better (add PE bonus)
2. Decompress Temporal Energy
Range: Self or others by touch
Duration: 2 melee rounds per level*
Attacks per Melee: 1
Limitations: each person/object can only be effected by one use of the power in a 24 hour period.
Damage: none; causes the events and random factors in one's past to resequence and fall away from the character. Past events/growth are lost, impacting on the current moment in the loss of skills, 1d6 levels of experience and possibly powers(GM's discretion).
Save: unwilling victims save on 14 or better (add PE bonus)
3. Time Jump
Range: Self and up to two others + one every other level (starting at third) with in 20'
Duration: instant
Attacks per Melee: 6
By focusing on a specific Space/Time Event (must have some reference point), the character can jump toward the event with a skill of 20% +5% per level. Failure means jumping to a random point in the timeline between the time of jump and the destination. Jumping to a historical or majorly significant event is done at 30% +6% per level. The character can jump to any point in their own life ( a space/time event occuring to them with 100% success. Limitations: Jumping is gut-wrenching and those jumping will become "time sick" (see bonuses and penalties).
4. Sense Temporal Energy: The character is able to sense temporal anomalies and distortions nearby and know if their timeline has been altered. They always know exactly when in time they are even if jumping off course. The superbeing can sense this about others as a sixth sense, easily identifying other time travellers.
5. Bonuses and Penalties:
the character lives 50% longer
+1 initiative
+20 SDC
Impervious to temporal anomalies: The superbeing cannot be afected by time powers of others or made to time travel against their will, nor be affected by temporal conversion fields. They will, however, get "time sick". Time Sickness: Speed is reduced to 3/4, -1 strike, parry and dodge, -2 on all saving throws, -10% to skill performance while "time sick". Duration: 2d6 melees. Cannot Time Jump while sick. Each additional jump within 24 hours adds 2d6 minutes to the duration( cumulative).