Time Hop:
Time Hop: [Major] by Iczer
'Hmm fire..shelter..no neighbors... I think I'll move in'
The character can tear a hole in timespace and hurtle into an anchored point in the past.
This poorly controlled breach, when first used, sends the character 1D100x100 years into the past (and back a further D100 years). The character arrives in the same physical location (can be shifted up to a mile in order to arrive 'safe'). That location becomes his new landing point in time and space. The character can choose to lock that time and space in, or wander around to lock in a new spatial location, or return to his home time and shoot again for a new time period.
In the past, the character always returns to his 'locked point' in space, but time passes in both timezones at the same rate. The character returns to his home time in the location he last left, unless he can make a saving throw (16+ ME bonuses apply). success or failure costs the character 25% of his HP and SDC and fatigues him for the next hour. If he succeeds he arrives in his home time, in the same location that he left.
A normal jump through time requires 5 minutes of concentration. The character can take up to 50lbs +10 lbs per level. Jumping is mildly fatiguing, the character can manage no more than 1 jump per hour per level.
This power comes with a number of side effects.
The character's body equalizes for any time stream he is in. This makes him immune to common forms of diseases endemic to the time period, and wipes any 'future germs' from his body. He gains +4 to Save vs disease (no matter the time period) and any jump through time has a 10% +1% per level chance of simply erasing any disease already in his body (cancer, hepatitis, athletes foot).
(Clarification: Bob arrives in 2104 BC. Hs body adjusts to give him the normal immunities to disease that he would have had he been born to that time period...he won't be suddenly stricken by A proto-influenza strain extinct in his own era. after some cold nights, he runs the risk of exposure to this same protoflu, and enjoys a +4 bonus to save..his future immunities coming in to back up his adjusted immune system. Lastly, unbeknownst to him, a nasty STD he caught before he jumped has been deleted..it no longer can interact with his time adjusted immune system)
The character is resistant to time and temporal powers. If such rules are used, he is impervious to TE degradation (as is anything he carried through with him is) He may hitch a ride with any time travelers that exit his time period within 60 feet of him (he chooses to hitch along or not..his mass does not count against their limits) and the character can sense the opening and closing of time travelers or time portals within 300 feet.
The character gains 2 language skills at 68% +3% per level.
At 4th, 8th and 12th level, the character can set a new time and place, locking in an alternate spot to jaunt to in time.